06-12-2024 09:41 AM
Hello,
I'm trying to build a local multiplayer app in large rooms.
I saw that the new version of the Scene API was updated to handle large rooms, even though I have to set the room then disable the guardian (because the max guardian is too small).
Both samples are not working on Quest 3 by design because it lacks the code to, which I was able to fix. However:
- ColocationHS sample does not work at all on Quest 3. Once I click on "Create session", it crashes ;
- Share Scene Sample partially works as I'm able to create the Shared Anchor and share the scene, but the scene on the client is not located at the right place. It seems that it shared well the number of meshes, but the location of them is wrong and their scale too.
Would any one be able to help?
07-19-2024 01:28 PM
l would also love to know about this.. since months trying to simple share anchor between two headsets, and it seems just impossible... no tutorials, no documentation, no support.
Pleaseeee
04-15-2025 07:56 AM
Did you ever get anywhere with this? I'm tearing my hair out trying to figure out how to join a session.
The sample code project wont compile (using Meta's fork of unreal 5.5.0 and 5.5.1) and the code has a custom library for joining a session that I can't figure out how to transfer to a different project that actually compiles
04-16-2025 05:29 AM
Check which version of MetaXR plugin you use and its compatibility guys. They are version stricted most of the time. On MetaXR plugin download page there is supported Unreal Engine version you can verify. If there are still issues after you use correct versions maybe you should recompile project or it needs some changes on code.
04-17-2025 12:18 AM - edited 04-17-2025 12:21 AM
I didn't try with the 5.5, so I don't know exactly what problem you're having. I don't remember having compilation issue (most of the sample was in Blueprint, don't know if it's still the case).
Which sample are you trying?
I've managed to make the ShareScene Sample works, the Colocation one always did crash at launch on Quest.
What worked for me:
- Authorizing an app in Meta Developper hub, and give access to user profile and user id in the "confidentiality conformity thing". It is mandatory for the app to be able to share anchors through cloud ;
You need to deploy the app through the Meta Developper app distribution (you can use alpha/beta channel) in order to have the sharing to work.
- Adding Quest 3 as an authorized device (by default, it was Quest 2 and Quest Pro) in the code ;
- Having separate accounts on each headset (you can use Test User Accounts) ;
It is really hard to get things working for such usages with Quest as there is almost no support from Meta, no contact to technical support, and very few documentations (on Unreal at least). t looks like they are not interested in Unreal developpers/companies.
04-17-2025 03:34 AM
Yeah you are right, I’ve decided to finish my last project on Unreal and start learning Unity. In future with mixed reality glasses (Hypernova-Orion etc.) Unreal support wont be sufficient enough for us to develop freely.