Forum Discussion
dario.maciel
3 years agoStart Member
Spatial Anchor on Unreal - Samples and how to do it
I managed to install the sample. I took a look at it. I understand the idea but no matter what I tried, i cant start a project and develop spatial anchor from start. I would like to start a simple...
Shenksu
2 years agoExplorer
Hi 🙂 Iam digging into spatial anchors for hours now. I also found this where you suggest to use spatial anchors: https://communityforums.atmeta.com/t5/Unreal-VR-Development/Room-scale-matching-IRL-location-How-to-manage-Quest2/td-p/973463
Now i tried a bunch of things in ue5.3 to set it up. its pretty well explained: https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unreal/unreal-spatial-anchors?tabs=426
(also started an ar session with arsessionconfig). But when i try to store a pin in the arpin storage, it always returns false (storing failed). When calling "is arpin local store supported" i receive "false" as well.
Iam actually using a quest 3 in unreal engine 5.3. iam NOT packaging an arp but run the quest 3 VR project in unreal editor using SteamVR and Steam link. Could this potentially the issue?
I wonder why it is so hard in unreal VR to orient in a physical room. Since the head is aware of the room and also of the exact guardian-transformation in the physical room (or champerone in steam), it should also be able to orient in absolute room space somehow. But i dont find a way to do so(like many others). Can only "reorient" in unreal but thats it. Its weird. What are your thoughts about it?
Thanks mate 🙂
- dario.maciel2 years agoStart Member
dont use the microsoft page. that is for their hardware (hololens I think)
Use this page instead
https://developer.oculus.com/documentation/unreal/unreal-spatial-anchors/
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