ARDK issues on Quest headsets

Hi folks,

We’re having trouble with the ARDK 3.15 Meta Quest samples on Quest 3 and Quest Pro headsets, using Unity 6.1.

We’ve been able to get it to compile, build, and install, but several of the samples aren’t working or are working strangely (compared to ARDK samples behavior on iOS). For example, the realtime meshing sample works fine, but the occlusion sample cube doesn’t occlude, and other don’t seem to run at all.

I suspect we are just missing something simple regarding configuration, but I’d love to hear from devs who have gotten ARDK on Quest to work – or from dev support if they are familiar with these issues.

Thanks!

Jason

Hi Jason,

Thank you for reaching out and for taking the time to test out our new Meta Quest samples.

Before we go deeper, I want to mention to you that there’s a known incompatibility between Unity OpenXR Meta package 2.2.0 and our package. The solution is to downgrade to 2.1.0 in the Package Manager. Please give this a try and test your app again.

If that doesn’t resolve your issues, please complete our Universal Pipeline related guide as it sounds like you might be experiencing issues that are resolved with steps outlined in that guide.

Let me know if you have any questions or need further clarification.

Kind regards,
Maverick L.