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Unity Meta Quest App not getting Room Data of the device and always loads the prefab fallback

ShimmerLucky
Honored Guest

Hi there,
I am facing an issue with my mixed reality app since i switched from the deprecated Room Mesh Controller to the "new" MR Utility Kit. The problem is, that the app is not getting the room data of my scanned room and directly loading one of the fallbacks inside the app, so the room data inside of app is completly different to my real rooms data. The "funny" thing is, that the app is always asking if i wanna setup a new room scan or continue with the existing and showing me the correct room scan i did before, but after accepting the room scan it still not taking the scan inside the app and keeps loading one of the prefabs.
first of all, i am using the version 64 of the Meta SDK, because in the newer version 65 the feature got even buggier and it is not even showing the general necessary room setup and continues to the app without any prefab room setup lol

And for those ones, who say: "just deactivate the Fallback case with the Prefabs inside the MRUK Component" I did exactly this and in that case the app starts without any room information so every object i spawn is falling threw the ground or the walls.
I hope those are enough information, but in case just ask me if you need more and i'll try to answer as quick as i can.
See ya and thank you :3

11 REPLIES 11

maurozen.2024
Explorer

Hello,

I'm facing with the same issue. If the data source is on "device" case, nothing is loaded, instead the fallback case always load the index room selected. I tried to modify the room data many times, even creating more than one, no way to solve it.

I'm using a Quest 2 ...

 

 

maurozen.2024
Explorer

I fixed one part of this issue, with a downgrade to v64 META SDK. Now works with QuestLink (windows/android) but the  standalone build always fails to load the correct roomdata  

Troubl3mak3r
Explorer

I have exactly the same issue. Not getting room data with v65, even in the mrutk samples. Anyone found a solution other than rolling back a version?

csivertsen
Honored Guest

I am experiencing the same issue on Quest 3. Using MRUK from the building blocks in v65 of the XR All-In One SDK. The application always loads the prefab fallback if enabled, otherwise it loads no room at all. This is despite that it always runs the Space Setup Wizard when entering the application.

I was wondering if it could be some kind of permission issue. Could there be some configuration that needs to be set correctly for the rooms to load?

csivertsen
Honored Guest

Downgrading to v64 immediately solved my issue. The correct environment now loads without starting Space Setup first.

Alaniz.rm
Explorer

I have this problem with v64 as well. I get the prompt to use the room then it reverts to the fallback. Checking the debug logs I noticed a permission error: "Package com.DefaultCompany.Quest3XRApp is not trusted" and a bunch of follow up errors about querying the available anchors failing due to said lack of trust. Anyone know how to get the Quest (3) to trust your program?

vr.184548
Honored Guest

i had this problem too with v65 . i didn't get any prompt but i found half solution better than nothing, only choose ""device"" on Data source, than build not playing from editor, it will detect room data 

i hope this helps 😊 

marcocarlo88
Honored Guest

Anyone found a real solution? I have this issue but seems meta do not care at all to fix this....

marcocarlo88
Honored Guest

Anyone found a real solution? I have this issue but seems meta do not care at all to fix this....