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Camera stops recording when the scene changes

Enable DontDestroyOnLoad on the tablet

Can’t Grab Tablet

Problem: I Can’t Grab The Tablet (Direct Mode) Solutions:
  • Make sure your hand colliders have the “Hand” tag, or whatever tag is set in Project Settings/LCK
  • Ensure the hand colliders have XR Direct Interactor and a Sphere Trigger Collider

Recordings not showing up in gallery, videos saving with NaN size

Problem: Prefab has been added. Recordings are saved but have NaN size when viewed in Meta Quest Developer Hub. The videos do not show up in the Meta Quest gallery app. Fmod audio is used in the project. Example of user encountering this issue: https://discord.com/channels/344602581735178260/1460258207535464501 Solution: Disable the option “Disable Unity Audio”, add the right ifdefs LCK_NOT_UNITY_AUDIO, then renable the “Disable Unity Audio” option.

LCK error: LCK requires the Vulkan, OpenGLCore or DirectX11 graphics API on Windows

Problem: You’re getting the error LCK requires Vulkan, OpenGLCore, or DirectX11 graphics API on Windows but you’ve already set those options in the project. Graphics Api Error **Example **of user encountering this issue: https://discord.com/channels/344602581735178260/1459509001690677250 Solution: Restart the editor

Remote user’s audio is not being captured when using Vivox Voice

Problem: Recordings do not capture other player’s voices. You can hear them in game but not in the video recordings. Your app is using Vivox. Example: https://discord.com/channels/344602581735178260/1461360067919220746 Solution: Verify that the audio capture component is instantiated on all client platforms, not just a subset. If the audio tap or capture interface is only initialized on certain platforms (e.g., desktop but not mobile/VR clients), remote audio sources will not be recorded correctly on the missing platforms. Troubleshooting steps:
  1. Check that audio capture initialization occurs on all target platforms
  2. Verify platform-specific build configurations include necessary audio components
  3. Ensure conditional compilation or platform checks aren’t inadvertently excluding audio capture on certain clients
  4. Test audio recording functionality on each platform independently to confirm proper instantiation