I want to leverage Unity's cross platform ARFoundation library which
requires using the Unity OpenXR Plugin rather than Meta's own XR
Plugin.I have set up several valid OpenXR skeleton projects inside of
different versions of Unity but all builds wil...
I have an AR app where users interact with surfaces, but annoying
outlines of OVRSceneAnchor objects are getting in the way. I don't want
to have to ask users to enable developer mode and disable their
guardians. Is there some way I can turn these gu...
I know one thing that can cause this and it may be your issue. Make sure
none of your devices have 'app sharing' enabled in `System Settings >
Profiles > Share apps on this device.`
For now you can only track keyboards, but the headset can track them in
real time and they can be any old keyboard. The Trackables API structure
also suggests there may be other trackable items in future OS releases.I
have some code you can reference...
I'm assuming Unreal doesn't get the 'building block' prefabs that the
Unity SDK comes with. I really hope you guys in unreal land get better
support going forward : (
The docs there have sample code for sharing and downloading anchors.
They do tell you how to set up anchors. Once a headset creates or
downloads an anchor you can reposition the XR Rig so that the anchor
position and rotation represents the origin of...
You need to use shared spatial anchors. Headsets will not magically know
the positions of other headsets. You can use shared anchors to calibrate
headsets in the same space. Read the docs. They are your best
friend!https://developers.meta.com/horizon...