A native crash occurs during xrCreateSession when the XR_EXT_eye_gaze_interaction extension is enabled on Meta Horizon Link 207.0.0.133.434. The crash happens in Unity's OpenXRLoaderBase.Internal_CreateSessionIfNeeded() within the Meta/Oculus native runtime on Windows PCVR. This issue is reproducible in a clean Unity 6000.3.22f1 VR template project with the Unity OpenXR plugin configured for Eye Gaze Interaction Profile. It affects both Quest 2 and Quest 3 headsets, regardless of the Eye tracking over Meta Horizon Link developer setting. Disabling the Eye Gaze Interaction Profile prevents the crash, suggesting this is a regression of a previously reported XR_EXT_eye_gaze_interaction crash issue.
A broken link is present on the Unreal Engine quick start installation documentation page, specifically the VR Oculus fork link pointing to GitHub, which returns a 404 Not Found error. This prevents developers from accessing the required forked Unreal Engine repository for VR development setup, hindering the setup process for VR development.
When following the Kotlin Android Apps platform development setup documentation, the in-app analytics dependency cannot be found in Maven. The issue is that the setup guide may reference an in-app analytics Maven artifact that is either missing, incorrectly named, or not published to the expected Maven repository.
A use-after-free crash occurs on Quest 3 (Horizon OS 14, build v207) when a native OpenXR+Vulkan client attaches a runtime fragment density map via VK_EXT_fragment_density_map. The crash happens when VrShell destroys its swapchain and imported foveation resources shortly after client start, causing the GPU to fault reading the freed allocation within VrShell's context (ShellMain) approximately 20 seconds later. This results in repeated faults every 5 seconds, causing VrShell to stop presenting, and the client to block 16-32 seconds in vkQueueSubmit. The headset appears frozen, and kernel logs show a "premature free" with a read translation fault in UCHE. The issue is timing-sensitive and triggered by heavy GPU submission during shell swapchain create/destroy churn. It reproduces with XR_FB_foveation at XR_FOVEATION_LEVEL_HIGH_FB, regardless of subsampled layout or VK_EXT_fragment_density_map2 settings, but does not occur when the client omits the fragment density map attachment.
The Meta XR plugins for Unreal Engine, including OculusXR, OculusInteraction, MetaXRHaptics, and OculusPlatform, claim to support Unreal Engine 5.8 but are actually built for UE 5.7.0. When used in UE 5.8, the plugins cause warnings about version mismatch and fail to load multiple modules, such as MetaXRHaptics, OculusInteraction, and others. The error message states 'Engine modules cannot be compiled at runtime' and directs to a log file without specifying which module. Although building the project from scratch completes without errors, the module loading failures persist. The documentation for manually building the plugins is unclear or missing.
When two Quest headsets are connected to the same PC, attempting to establish a PC Link connection on one headset while the other remains connected for build downloads results in a failed connection. The connection attempt causes a brief loading state followed by no response, and a system VROS crash is associated with the attempt. The issue prevents successful Link establishment in a multi-headset configuration, specifically impacting workflows that require one headset on PC Link while the other is used for build downloads.
The documentation for account management and team creation is incomplete as it fails to provide instructions on enabling developer mode on the headset, a prerequisite for development workflows. This omission renders the page unhelpful for developers attempting to set up their environment for development, specifically when trying to put a headset into developer mode.
When uploading an APK to Private App Lab with a target user capacity of 2500 CCU, the process fails during package validation. Specifically, the upload stalls at 25% completion (step 2 of 3) with a status message indicating "Processing: validating package contents." This issue is isolated to the 2500-user tier configuration, resulting in unsuccessful APK submissions for private distribution.
The Meta Universal Render Pipeline (URP) fork is incompatible with Unity 6.5, causing developers to downgrade to Unity 6.4 for compatibility. When using Unity 6.5 with standard OpenXR Space Warp and Unity's native URP, Application Space Warp introduces significant visual distortion artifacts during head movement, particularly affecting the skybox and distant static objects. These issues are resolved with Meta's URP fork, but its lack of Unity 6.5 support and 7-month update gap hinder developers needing Application Space Warp on the latest Unity version.
The Meta Quest Developer Hub for Windows, version 6.4.1, exhibits a critical issue where the application launches with a blank gray screen, failing to render any content. This problem occurs immediately after a new installation, with the application window appearing but not displaying any usable interface. The blank screen issue is a blocking problem that prevents the use of the developer tool, hindering development activities.