The 'Rendering FOV' setting in VrRuntime Debug Settings has no effect on Meta Quest headsets with the v85 update. To replicate, connect a Meta Quest headset with v85 update, open Meta Quest Developer Hub, select Device Manager, navigate to VrRuntime Debug Settings, adjust the 'Rendering FOV' (e.g., set 'Up' to 25), save changes, and open a new VR app. Expectedly, the view should be cropped at the new FOV, and the OVR debug tool should show a lower eyebuffer height. However, the actual result is that the view remains fully rendered to the screen edge. The issue persists despite MQDH setting the debug.oculus.eyeFovUp, debug.oculus.eyeFovDown, debug.oculus.eyeFovInward, and debug.oculus.eyeFovOutward properties, which can also be set using ADB. Previously, these properties worked as expected when set through ADB or MQDH, but the functionality appears to have broken on v85.
The user is requesting the ability to adjust Microphone Isolation features in the Meta Quest Dev Hub. Specifically, they are testing a camera app that records while the headset is not being worn and would like to be able to modify the microphone isolation settings during this process. This suggests that the current microphone isolation settings are not flexible enough to accommodate this specific use case, and the user needs more control over the microphone settings to effectively test their camera app.
A user experienced an issue where USB debugger permissions stopped appearing after rebooting their device. The user had previously seen the USB debugger permissions popup, but was unable to retrieve it after a reboot. The issue was resolved by factory resetting the device, but the user expressed frustration at having to take this step. The user also noted that they were unable to respond to the issue through the Hub app.
On Quest Browser with OS version v2.1.1034, WebXR controller haptic feedback is malfunctioning. Specifically, when the right controller is signaled to vibrate, the left controller vibrates instead, and when the left controller is signaled to vibrate, no vibration occurs on either controller. This issue is browser-specific, as the same WebXR applications work correctly in the Wolvic browser. The problem affects multiple WebXR frameworks, such as A-Frame, and various third-party WebXR games. The controllers vibrate correctly within the Meta Horizon OS menus, and unpairing/re-pairing and battery cycles did not resolve the issue.
The user is experiencing issues with Insight Passthrough failing to initialize on their ROG Strix laptop with a 5090 laptop GPU, despite having updated MQDH and successfully connecting to their Meta Quest 3. The Passthrough feature displays a black background, whereas the same project works on their older computer with a 4090 laptop GPU. The user has attempted various troubleshooting steps without success.
The Meta Unity SDKs do not support Linux, causing errors when trying to run projects on Linux-based systems like CachyOS. Specifically, the SDK uses preprocessor directives (e.g., UNITY_EDITOR_OSX) for various editor platforms but does not include a directive for Linux (UNITY_EDITOR_LINUX). This omission leads to issues with the OVRManager. Furthermore, the locally cached package prevents adding the necessary directive to resolve the issue, as changes cannot be saved.
Users are requesting that Meta reconsider removing VR worlds from Horizon Worlds, as the immersive VR experience allows for a sense of presence and connection with others globally. The removal of VR worlds would result in the loss of years of creative work and community building, and would also impact emotional support and social interaction for some users. Users are asking that the VR worlds built by creators and communities be preserved and that Horizon continue to be supported as a true VR platform, not just a mobile one.
When a USB-C input-only microphone is connected to Quest 3, the built-in headset speakers are muted, despite the USB device having no speaker or DAC capability. This behavior contradicts standard Android AOSP behavior and blocks professional use cases such as therapeutic VR, education, and live streaming. The issue arises from Meta Horizon OS routing all audio to the USB-C port and muting the built-in speakers when any USB-C audio device is connected. A proposed fix involves checking the USB device's Audio Class descriptors before modifying output routing, ensuring that the built-in speakers remain active when an input-only device is connected.
When a USB-C cable is plugged into a headset, the 'Allow USB Debugging?' prompt does not appear. This issue occurs on one headset, while another headset works fine with the same PC, USB-C cable, and account. The Developer Mode is enabled on both headsets.
There is an issue with WebXR controller haptics on Meta Quest 2 and 3 devices after the latest Meta OS update to v2.1.1034. Specifically, the haptic feedback is incorrectly routed between controllers. For example, pressing the trigger on the right controller causes the left controller to vibrate, and in some cases, touching an object with one controller does not produce any haptic feedback on that controller but instead causes the other controller to vibrate. This issue is reproducible in multiple WebXR applications, including examples provided by Supermedium and ThreeJS.