2 weeks ago - last edited 2 weeks ago
Hi everyone,
I’m building a Unity XR app for Quest 3 that populates GameObjects via a PC API: in the Editor I populate my environment with game objects, serialize them to JSON, then load that JSON in my Quest build. To align virtual content with the physical environment, I place a single “origin” anchor in Quest, save all object positions relative to it, and it works flawlessly on device.
My problem: anchors I create at runtime on the Quest won’t load back in the Editor (even over Link) or the other way around. They use their own storage and I have to create at an identical physical position, the same anchor to both the build and Editor, which is not an ideal solution. I’ve tried Oculus’s Shared Spatial Anchors sample (Colocation scene) but can’t pull down the saved anchor group into my Editor session.
What I did:
Yet the Editor never sees those GUIDs. Has anyone managed to sync anchors from a Quest build back into the Unity Editor? Any tips or sample project links would be greatly appreciated!
P.S. It would be great if it works with Shared Spatial Anchors as even though the current version of the app is targeting single-player, it is planned to extend it for co-location multiplayer.
Thanks!
2 weeks ago - last edited Thursday
try manually logging the anchor UUIDs from Quest and injecting them into the Editor via a debug UI or config file. I have read somewhere developer use custom anchor sync using REST API. They tried it for Greggs menu and it worked.
2 weeks ago
I did try something similar: I used a static guid string to create the group uuid, and then when I created the anchor, I logged it in the console and got it’s uuid.
Then in the editor I tried using the same uuids, both for group and for the anchor but it didn’t load anything. My guess is that the sample wasn’t coded to work with Meta Cloud and even though I tried to implement cloud loading and saving on my own, I couldn’t make it work through the Editor nor verify if they are saving in the cloud.