OVROverlay does not support FishEye overlay shape when using OpenXR. This results in a warning being logged: "Fisheye overlay shape is not support on OpenXR." The issue arises during OVROverlay.ComputeSubmit in the TrySubmitLayer process, specifically triggered by HandleBeginCameraRendering within the Universal Render Pipeline (URP) camera rendering scope. The developer is utilizing VR compositor layers (underlay) for media playback and requires FishEye shape support, including circular and full-frame fisheye, for accurate rendering.
After upgrading from MRUK 83.0.4 to 85.0.0, the `_cameraAccess.GetCameraPose()` method returns an incorrect camera pose with a Y position offset of approximately 34cm, causing the green quad overlay to no longer align with detected QR codes in unmapped spaces in the CameraKit QR code demonstration. This issue arises from a mismatch in the reference frame used by `GetCameraPose()`, which still uses HeadPos internally, whereas most other components have shifted to using Camera.main. The incorrect pose can be manually corrected by using Camera.main.transform position and rotation with the lens offset from Intrinsics.LensOffset applied.
After installing Meta XR All-in-One SDK 203.0.0 in Unity 6.3 LTS with XR Plugin Management 4.5.4, OpenXR API version mismatch warnings occur. The warnings indicate that OpenXR Features, specifically Meta XR Feature and OculusTouchControllerProximityInteraction, target an API version with a patch version lower than the recommended 1.1.54, causing the version to be ignored. The exact warning message states: "This OpenXR Feature targets an API version with a patch version lower than 1.1.54, which is the recommended version for this package."
There is a broken link on the Unity Passthrough Occlusions documentation page, specifically the link to the "selectivepassthrough" sample, which does not resolve to valid content. This issue affects the Unity customize passthrough occlusions documentation page.
The left-side content column in the Platform Unreal 5 SDK v203 documentation reference page is too narrow and cannot be resized, causing all function entries in the navigation panel to be truncated. For example, on the OVRPlatformCppRequests.h reference page, function names like "DECLARE_DELEGATE_ThreeParams" are abbreviated to "DECLARE_DELATE_ThreePa", requiring users to click each entry individually to see the full function name and identify the correct function.
The Unity Get Age Category API documentation successfully helped a developer resolve their issue. The documentation was found to be adequate and effective in addressing the developer's needs for implementing the age category API. No technical problems were reported, and the existing documentation was sufficient to resolve the issue at hand.
During SDK initialization on a headset device, the Platform SDK AsyncInitialize fails with an 'Update your app id' error when using test user credentials, despite having a correctly configured AppID and valid test user credentials. This issue suggests a mismatch or validation failure between the configured AppID and the test user entitlements, causing the SDK to prompt for an AppID update via Meta > Platform > Edit Settings in Unity.
When testing applications via Meta Quest Link in developer mode, the Store and Library/Settings panels consistently reappear on top of the view each time the headset is put on. Despite not being pinned, these panels automatically display and require manual dismissal every time the headset is donned during development testing sessions. This issue disrupts the development workflow, particularly when iterating on builds, as developers must repeatedly close these system UI panels before accessing their test application.
When following the Unity Hello World tutorial for Meta Quest VR headsets, the installation of the Unity Asset Store package fails. The tutorial links to a consolidated "all in one" group package, but clicking the "add 9 packages" button produces no response and results in 404 errors for the Asset Store's claim and cart API endpoints in the browser console. The issue appears to be related to the EULA acceptance state. Installing any single free asset first triggers EULA acceptance, allowing the group package installation to succeed afterwards. This issue blocks developers from completing the initial Quest VR setup tutorial without using a workaround.
The developer mode toggle on a Quest headset that was previously configured for development is non-functional, preventing the headset from being used for development workflows such as ADB connections or sideloading applications. Despite the device having been used for development in the past, the developer mode setting cannot be enabled, indicating that the toggle or the developer mode state has been unexpectedly disabled.