Crash When Creating Spatial Anchors on Meta Quest Pro
I've been working on a project with Unreal Engine5.3 and the Meta Quest Pro, focusing on implementing spatial anchors. However, I'm encountering a consistent crash every time I attempt to create a spatial anchor. This issue is critical for the functionality of my project, and I've been unable to find a workaround. Here's a brief overview of the problem: Device: Meta Quest Pro Engine: Unreal Engine 5.3 Issue: The application crashes when attempting to create a spatial anchor. Error Log: Attached file I've ensured that all my software is up to date and have followed the official guidelines for implementing spatial anchors. Despite this, the issue persists. Has anyone else encountered this problem or have any insights on what might be causing the crash? Any suggestions on how to resolve this would be greatly appreciated. Thank you in advance for your help and suggestions. <log Shortcut> 00 pc 0000000010eea470 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (OculusXRAnchors::FOculusXRAnchorManager::CreateAnchor(UE::Math::TTransform<double> const&, unsigned long long&, UE::Math::TTransform<double> const&)+104) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #01 pc 0000000010ee684c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (OculusXRAnchors::FOculusXRAnchors::CreateSpatialAnchor(UE::Math::TTransform<double> const&, AActor*, TDelegate<void (EOculusXRAnchorResult::Type, UOculusXRAnchorComponent*), FDefaultDelegateUserPolicy> const&, EOculusXRAnchorResult::Type&)+724) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #02 pc 0000000010ee64d8 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UOculusXRAsyncAction_CreateSpatialAnchor::Activate()+212) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #03 pc 0000000009dbdae0 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UFunction::Invoke(UObject*, FFrame&, void*)+124) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #04 pc 000000000a06499c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UObject::CallFunction(FFrame&, void*, UFunction*)+5012) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #05 pc 000000000a071eb4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UObject::ProcessContextOpcode(FFrame&, void*, bool)+156) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #06 pc 000000000a065e78 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (ProcessLocalScriptFunction(UObject*, FFrame&, void*)+888) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #07 pc 000000000a0652f8 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (void ProcessScriptFunction<void (*)(UObject*, FFrame&, void*)>(UObject*, UFunction*, FFrame&, void*, void (*)(UObject*, FFrame&, void*))+864) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #08 pc 000000000a06721c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (ProcessLocalFunction(UObject*, UFunction*, FFrame&, void*)+2624) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #09 pc 000000000a065e78 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (ProcessLocalScriptFunction(UObject*, FFrame&, void*)+888) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #10 pc 000000000a065a0c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UObject::ProcessInternal(UObject*, FFrame&, void*)+340) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #11 pc 0000000009dbdae0 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UFunction::Invoke(UObject*, FFrame&, void*)+124) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #12 pc 000000000a06ba5c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UObject::ProcessEvent(UFunction*, void*)+6376) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #13 pc 000000000e670994 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (AActor::ProcessEvent(UFunction*, void*)+764) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #14 pc 000000000aa32d88 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (void TScriptDelegate<FNotThreadSafeDelegateMode>::ProcessDelegate<UObject>(void*) const+248) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #15 pc 0000000010b1b7b4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FEnhancedInputActionEventDelegateBinding<FEnhancedInputActionHandlerDynamicSignature>::Execute(FInputActionInstance const&) const+276) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #16 pc 0000000010b00d6c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UEnhancedPlayerInput::EvaluateInputDelegates(TArray<UInputComponent*, TSizedDefaultAllocator<32> > const&, float, bool, TArray<TTuple<FKey, FKeyState*>, TSizedDefaultAllocator<32> > const&)+6880) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #17 pc 000000000fea2258 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UPlayerInput::ProcessInputStack(TArray<UInputComponent*, TSizedDefaultAllocator<32> > const&, float, bool)+404) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #18 pc 000000000f7ca09c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (APlayerController::ProcessPlayerInput(float, bool)+2092) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #19 pc 000000000f7c80c8 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (APlayerController::TickPlayerInput(float, bool)+1216) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #20 pc 000000000f7c7ad4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (APlayerController::PlayerTick(float)+96) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #21 pc 000000000f7d3a00 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (APlayerController::TickActor(float, ELevelTick, FActorTickFunction&)+2888) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #22 pc 000000000e66db40 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FActorTickFunction::ExecuteTick(float, ELevelTick, ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&)+1840) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #23 pc 000000000fd714a4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FTickFunctionTask::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&)+480) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #24 pc 000000000fd70e90 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool)+912) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #25 pc 00000000093b7ff0 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FNamedTaskThread::ProcessTasksNamedThread(int, bool)+2128) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #26 pc 00000000093b63b4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FNamedTaskThread::ProcessTasksUntilQuit(int)+272) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #27 pc 00000000093b5168 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(TArray<TRefCountPtr<FGraphEvent>, TSizedInlineAllocator<4u, 32, TSizedDefaultAllocator<32> > > const&, ENamedThreads::Type)+1188) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #28 pc 000000000fd69900 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FTickTaskSequencer::ReleaseTickGroup(ETickingGroup, bool)+2608) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #29 pc 000000000fd6459c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FTickTaskManager::RunTickGroup(ETickingGroup, bool)+204) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #30 pc 000000000f2592c4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UWorld::Tick(ELevelTick, float)+9192) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #31 pc 000000000ef5dee8 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UGameEngine::Tick(float, bool)+4304) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #32 pc 000000001089d244 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FEngineLoop::Tick()+21932) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #33 pc 0000000010896074 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (AndroidMain(android_app*)+3852) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #34 pc 00000000108a5584 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (android_main+232) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #35 pc 00000000108cdf58 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #36 pc 00000000000df308 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+132) (BuildId: def68bb84eb5640b420d532997403718)25KViews1like2CommentsThe Windows SDK version 10.0.10586.0 was not found
I was following the PC SDK getting started guide, and progressed relatively smoothly until I tried to run the demos in the samples file Samples/Projects/Windows/VS2015/Samples.sln in Visual studio 2015. I encountered the error "The windows sdk version 10.0.10586.0 was not found." I followed the steps to correct it in the guide as well: I followed the instructions: edit Project Properties → General → Target Platform Version and changed the version to 10.0.15063.0, which was the windows 10 SDK on my computer. However, with this, the same exact error remained, "The windows sdk version 10.0.10586.0 was not found." So I went even farther, going into the Windows10SDKPaths.props file, and changed all 6 instances of 10.0.10586 to 10.0.15063. However, the same exact error popped up once again. I've tried closing Visual studio and restarting my laptop between steps, however, the result is still the same. Can you please advise on how to fix this? Thanks in advance.24KViews0likes8CommentsVirtual Desktop with cable connection
I have read some posts here and there and found out, that Quest3 supports USB-Ethernet Adapter. After some tests, the best adapter ist this: https://www.amazon.de/gp/product/B0C3GHBLB6/ref=ppx_yo_dt_b_asin_title_o00_s00?ie=UTF8&psc=1 It works great, i can charge my quest at gaming and if i start at 95%...play a hour....i end at 95%. It´s a absolut stable connection without interferences and i can use godlike with 500mbps! (measured is ~480mbps, but 500mbps works without any problem) For me the best PCVR link/experience i can get! For use you need: -developer account -activated USB debugging -DHCP in Router Short summary: -turn off WLAN in Quest 3 -LAN cable to router <> adapter -PD to adapter -Adapter to Quest 3 -Turn on and check if the store is loading without WLAN, then you know, it´s working Greetings....ah, and if a meta developer read this: PLEASE DON`T TURN OFF THIS FEATURE!23KViews8likes31CommentsHow can I get a depth map(or point cloud) just from my quest 3's depth sensor???
I know there is a depth sensor on the quest 3 and I want to use its depth data for further image research, but my MQDH only supports recording video from the binocular camera. 😞 I've checked the documentation for the Depth API, and it seems that the depth information has been encapsulated many times, and I wonder if there is a way to get the depth map or point cloud image directly, thank you very much!!🙏18KViews1like36CommentsAligning world with Guardian Play Area
I seem to be at a loss for I have been working on this problem for the last couple of days. I am trying to create a game where the player walks through the environment by walking around their play area given it meets the requirements (7 ft x 7 ft). I, however, seem to not be able to make the world align with the play area. I am able to get the play area and calculate where the player is inside of the play area as well as calculate the angle in which the world needs to be rotated to become aligned with the play area. Nothing that I do has seemed to work despite the numbers I have gotten. Has anyone else done this and can give me pointers or a solution on how this might be done?Solved9.8KViews2likes17CommentsHow can I use OVRInput.GetLocalControllerAngularVelocity to affect a rigidbody.angularVelocity?
Hi all, I'm trying to affect a rigidbody's angular velocity (which is a Vector3) based on the current angular velocity of the touch controller. OVRInput has a GetLocalControllerAngularVelocity method but this returns a Quaternion and not a Vector3. If I get the Eular from the returned quaternion then it's a really high number (i'm guessing it's in degrees as well) which means the rotation is way too high when affecting the rigidbody's angular velocity. I've also tried converting the eular to radians but that doesn't seem to work correctly either. Does anyone know how you can get the angular velocity of the controller and apply it to a rigidbody's angular velocity?8.7KViews0likes16CommentsOVR Plugin failure for detection space / importing Room-Data into Unity
Since you, MetaStoreHelp, are clearly ignoring my post in the Unity VR Developer forum and my direct messages as well, I will ask this here again: I want to use the Room-Setup feature from the Quest 3 in Unity in Mixed Reality. I get an error for importing the transform-data for the gameobjects of the Quest 3-defined room in Unity. All of the walls and room objects are at (0,0,0) with no additional rotation and I get this error: [OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11831 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302) It seems to be an issue that is unique to my PC, but I can not figure out why and where the issue is. We tried the same scene and multiple other with the room model or the new MR Utility Kit in it, and we don't know what is different in my system. We already tried uninstalling all of Unity, Meta and Oculus desktop and cleaning the registry / Appdata. It works on different PCs with the same Headset, it also works on different PCs when I am logged in into Unity and Oculus Desktop. We also switched out the Cable, the Headset and the USB-C port. We also deactivated all of Windows Defender and disconnected the PC from the Web. Everything needed in Unity is activated, as well as Developermode on the Quest and in Oculus Desktop. This should not be the issue, since the same project works on other PCs. The Setup is: 13th Gen Intel(R) Core(TM) i9-13900K 3.00 GHz 32.0 GB DDR5 Nvidia RTX4090 Windows 10 Pro Version 22H2 OS build 19045.3930Solved7KViews0likes11CommentsCan I use Oculus Quest 2 PC link mode for SteamVR development?
Hi, I want to develop content for Vive pro and Vive Cosmos but I don't really want to buy them because I plan to get a Oculus Q2 Can I develop and test SteamVR content for VIVE and use Oculus in the development for testing? Will it cause any problems? for example Key bindings? I would be very grateful if you could help me with this! Thanks!Solved7KViews0likes5CommentsWhy does my gameObject's mesh edges were flickering in Oculus?
Hello Guys, I am making a quite big world for my game in Unity for Oculus Rift. Initially when I tried my game with default settings it looked somewhat blurry and mesh edges were flickering like a hell (especially trees). So I changed RenderScale value to 2 from 1. It made huge difference in my game quality but FPS went below 60 and then I adjusted RenderScale value to 1.2 so now my game quality is okay and FPS is also okay. But the problem I'm facing now is the flickering in mesh edges. I even tried with 8x MSAA but still flickering exists. Does anyone know how to solve this. FYI : THOSE FLICKERING PROBLEM IS ONLY IN OCULUS SCREEN, PC MONITOR DOES NOT SHOW THAT MUCH FLICKERING Oculus Version : Oculus Rift CV1 Current Settings : Rendering Path -> Forward, AA -> 8x MSAA, VSync -> Disabled, Color Space -> Gamma, Stereo Rendering Method -> Single Pass. PC Specs : RAM -> 32GB, Processor -> Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz 4.00 GHz, Gfx -> NVIDIA GeForce GTX 1070 If you guys need additional Info, I will provide :smile:6.6KViews0likes9Comments