Forum Discussion
Maeddd
2 years agoExplorer
Scene Understanding not working with quest 3 using link and Unity
Hello, I am trying to run one of the scene understanding examples (BouncingBall, oculus integration). When I build and run the project on the quest 3 standalone, everything works as expected (the ...
Maeddd
2 years agoExplorer
Hey, thanks for your response. I am using the same account for the quest 3 and desktop Oculus application. My unity account is a different one, but this should not be a problem, right? Share Point Cloud Data is enabled on the quest 3 and on the desktop application.
I actually do not get the messages anymore (not sure why). So I believe the model is loaded. But it is still not working (the ball is not bouncing off my walls/furniture). Right now I get the following message in the console, when I enter play mode of unity:
[OVRPlugin] [QuerySpaces] inputs to xrQuerySpacesFB: actionQuery.filter == nullptr?: 0, actionQuery.queryAction: 0
This is happening when the model is being loaded in the OVRSceneModelLoader.cs Script. I checked the size of the anchors in the LoadSceneModel() function in the OVRSceneManager.cs script. The size of the anchors is zero. So I believe the anchor positions of my scene captured with the quest are not properly send to unity.
Might this be the case? Any ideas how to fix this?
Thanks a lot!
Alex.iXtenda
2 years agoHonored Guest
When you set up the project in the Meta development console, did you create separate applications for the stand-alone (Quest) and desktop (Rift) versions? Both application version ID's need to be entered in the Unity editor under Oculus - Platform - Edit Settings
You must have a separate application ID for the desktop version, created as a "Rift" application here... https://developer.oculus.com/manage/
The relevant documentation page for that seems to have gone missing, I think originally you could link to it from here under "Prerequisites" with the "Set Up Project Environment" link, but that appears to be broken.
- Maeddd2 years agoExplorer
Thanks for your response. I have now created two different application. One "Meta Quest (App Lab)" and one "Rift" app. I looked up the applications IDs in the API tap (there are several IDs, e.g. Federated AppID, App Credentials, ...). I copied the App-ID from the quest app and rift app to Oculus Platform Settings in unity. The ocululs desktop App as well as the quest 3 are all signed into the same account. Its the same account I also created the applications and its unique ids with. Share point cloud data is enabled on quest 3 and desktop application. Passthrough, Scene Support and Shared Spatial Anchor Support are all enabled in OVR Manager script in unity. I am using unity 2022.3.11 (also tried it on 2022.3.7) and ocululs integration v57.0.
I still encounter the same issue. When I connect the quest 3 with oculus link and enter play mode in unity, everything works except the ball is not bouncing off the walls (falls into infinity). When I delete my room setup on the quest, I get the error that there is no scene model available and the application does not start (when entering play mode in unity). Once I recreate the room model, the application starts, but the ball is not bouncing of the walls. I get the following message in the unity console that might be related to my problem?
[OVRPlugin] [QuerySpaces] inputs to xrQuerySpacesFB: actionQuery.filter == nullptr?: 0, actionQuery.queryAction: 0
Deploying the app standalone to the quest, everything works (ball is bouncing off the walls).
Am I missing something?
Thank you very much 🙂- ap6641 year agoProtege
Hi, did you ever solve the issue? I am having the same problem right now over Link. Thanks
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