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Bouncing Ball Sample works with Meta XR Simulation but not Quest 3/PC link

ddunker
Honored Guest

Hello, I'm pretty new to game dev in general, so my debugging skills are next to non-existent in this department. This issue doesn't look like it has a solution yet I can find, and I'm not sure how to fix it.

I'm using the Starter Samples from the meta github Bouncing Ball scene under the SceneManager section, which should allow bouncing balls to bounce off of the passthrough real life objects. When I press play in the Unity application while running the Meta XR Simulator, the bouncing balls do bounce across the floor when the trigger is pressed as expected.

If I build and run on my meta quest 3 or try to press the play button, everything works except the balls just spawn and fall straight down into infinity.

 

I haven't edited anything, just using the sample scene as is. So I'm assuming this has something to do with the room tracking from the headset not properly being used with the application? I have point cloud share turned on and enabled permissions for spatial info when prompted.

1 REPLY 1

beebee.8
Honored Guest

Hi @ddunker , have you setup the room in the headset before running the sample? It should prompt you but maybe there's a problem.
See Re: [solved] AR Passthrough - Bouncing Ball Templa... - Meta Community Forums - 1071003 (atmeta.com)...
for ideas to try