The Thumb0 bone pose does not pinch all the way and there is about a 1/8 of an inch gap between the index finger and thumb when using the system gestures.
Fast movement or teleportation with Application Space Warp in Unity can have some artifacts. Workaround: Move SetAppSpacePosition/SetAppSpaceRotation to LateUpdate to guarantee that all movement logic has been run before sending new app space pose to the XR plugin.
PC XRSDK GetDominantHand crashes app. Workaround: Because of a limitation of Unity native plugin, accessing Oculus features through C# initializer could trigger crash on PC. If this happens, move the member initialization to Awake() or Start() functions.
Changing modes in Lipsync_Demo on Oculus Quest is currently not supported.
If you're using the Spectator Camera feature and you switch the view, the casting video is flipped upside down. Workaround: Set SetMrcFrameImageFlipped to false. For more information, see the Known Issues section in the Spectator Camera user guide.
Changing modes in Lipsync_Demo on Oculus Quest is currently not supported.
Passthrough over Link doesn't display after the headset sleeps, for example when the device is doffed. To prevent the device from sleeping when it is doffed, you can disable the proximity sensor in the Meta Quest Developer Hub (in Device Manager). Rebooting the HMD will recover from the error state.
When developing with Unity, Link will only run once, until the user restarts Unity. This only occurs if a Rift App ID is specified. Workaround: do not specify the Rift App ID.
Spatial anchors over Link lag behind their correct position.
Screen recordings or captures are black when running a Passthrough-enabled app over Link.
Passthrough over Link has low camera frame rate when a Quest Pro is used.