The PC SDK introduction documentation page (pcsdk-intro) has been reported as confusing and unhelpful. A developer found the content difficult to understand, but did not specify which sections or concepts were unclear. The issue is categorized under Documentation and Native (OpenXR) and requires clarification to improve usability.
A regression issue occurs in Shared Spatial Anchors on Unreal Engine 5.7.4 with Meta XR SDK 205.0 and 201.0 using OVRPlugin backend on standalone Meta Quest. Specifically, the OculusXRGetSharedAnchorsFromGroupAsync function fails to return the shared anchor despite the runtime finding it (returnCode: 0, numSpacesFound: 1). The QueryMgr discards the results and completion callbacks, logging 'Ignoring unknown query results available event' and 'Request not in active anchor search requests map of size 0.' This happens because the async anchor search request is not registered in QueryMgr when QuerySpacesFound is processed, resulting in Blueprint receiving Success=false with an empty anchors array. This issue does not occur in UE 5.4 with older Meta XR integration, and the Epic Native OpenXR backend fails at the anchor sharing stage before the Get operation.
The Meta Quest Developer Hub (MQDH) is unable to detect a Meta Quest 3 device, despite the Quest Link app successfully detecting and connecting to the same device. This suggests a device detection or enumeration issue specific to the Developer Hub application, rather than a general USB/ADB connectivity problem. The issue is isolated to the Developer Hub, as the device connection works in Quest Link, indicating that the problem lies within the Developer Hub's ability to recognize or enumerate the headset.
The user provided positive feedback on the Spatial SDK overview page, rating the documentation as "Helpful". No technical issues or problems were reported, indicating that the documentation is clear and effective in its current form.
A WebXR session in Quest Browser hangs permanently when combining MSAA (antialias: true), per-frame shadow map rendering (three.js shadowMap with autoUpdate enabled), and the Spark 3D Gaussian Splatting renderer (using fenceSync and getBufferSubData for async GPU readbacks). This issue occurs on Quest 3, is reproducible with three.js 0.185.1 and @sparkjsdev/spark 2.1.0, and does not occur on desktop Chrome, PICO 4, or Apple Vision Pro. The hang happens within ~2 seconds without a webglcontextlost event or GPU process recovery, and the browser fails to trigger context loss recovery, leaving the XR session frozen while the headset OS remains responsive.
The Quest 3 headset can become stuck in a bricked state, booting to a grey screen and failing to complete the boot process. Users are requesting a firmware reflash or recovery tool to restore functionality to their devices when they encounter this issue, which renders the device unrecoverable and unusable.
The Meta Platform SDK (version 205) fails to function correctly in the Unity Editor when domain reload is disabled. Specifically, when exiting Play Mode, the SDK's Core class retains its initialized state, but the CallbackRunner GameObject is destroyed. This leaves the SDK in a broken state, where it believes it is initialized but cannot process callbacks. As a result, subsequent SDK requests fail due to the missing callback pump. A workaround involves manually detecting the missing CallbackRunner using FindFirstObjectByType and recreating the 'Oculus.Platform.CallbackRunner' GameObject with the CallbackRunner component at startup to restore SDK functionality.
The developer is requesting to retain the deprecated 'Add Static Surface Geometry' Blueprint in Unreal Engine integration. This Blueprint is crucial for correctly separating underwater and above-water rendering when the player's camera is partially submerged at the water surface, particularly in mixed reality applications. The deprecation notice on the documentation page has raised concerns about potential removal of this essential functionality, which is necessary for accurate water surface camera rendering scenarios.
The Unity Meta Core SDK version 203.0 fails to install on non-Quest Android devices due to a new AAR file, RuntimeOptimizer_Plugin.aar, which requires the native library libossdk.oculus.so. This library is not available on non-Quest Android hardware, resulting in an installation error. The issue is resolved by reverting to SDK version 201.0, which does not include the problematic AAR file.
The WebXR system keyboard sample crashes the web browser when requesting system keyboard input within a WebXR immersive experience. This issue is reproducible and occurs when attempting to invoke keyboard input functionality in a mixed reality context, specifically when using a WebXR system keyboard sample that demonstrates keyboard request behavior.