Object placed above MRUK furniture "jumps" up/down when pushing right thumbstick
Context Unity + Meta XR Building Blocks. I'm building an AR app (Passthrough + MR Utility Kit). I show a world-space UI dialog above an MRUK table (Canvas in world space, RectTransform placed at the table center + slight lift to sit on the surface -> all via script). Symptom Whenever I push the right controller thumbstick downward, the dialog appears to "jump" ~0.5 m up, and pushing again makes it jump back down. This happened both on the device and in the Simulator. What it actually is It's not the dialog moving. Logging showed Camera.main.transform.position.y toggling between two values (1.047 <-> 1.547), while the dialog's world Y stayed constant.Solved50Views0likes1CommentMRUK stopped working on Android build in v77
We've been developing MR features into our app for the past 6 months and recently started testing a release candidate for Horizon Managed Services (HMS) managed headsets (enrolled with ArborXR). We ran into an issue with the Immersive Debugger causing exceptions on headsets set up using HMS/Arbor when using SDK v74. We updated to v77 which fixed the Immersive Debugger issue, but then the MR features stopped working also on headsets running "personal" accounts. It seems like the MRUK is not creating the rooms in the scene, and thus our app doesn't initialise our custom room set up. I've seen posts about needing to have the app registered in the Developers Hub, which we had in the past but deleted. We've created new apps in the developer hub and registered them in the Unity Tools>Platform settings for the Meta SDK and still nothing. We get a log from MRUK Shared saying "Unable to bind OpenXR entry", which I suspect is the issue causing the MRUK to not work. Everything works fine in the Simulator, I've tried also updating the version of the OpenXR plugin, everything I could find online, and still nothing. We are using Unity 6 (6000.0.42f1), Meta SDK v77 with OpenXR integration.141Views1like0CommentsPhysical transition between rooms in XR Quest 3 - How to?
Hello, I'm making a mixed reality app, and I have scanned two rooms in my house. I have used the Passthrough, MR Utility Kit and Effect Mesh building blocks, but I can't move between rooms without the screen getting covered up in grey, even though I can see the other room being rendered in the effect mesh. How can I disable this "out-of-bounds" effect in order to transition physically between both rooms? The first image is from the room I started the app, the second is from the second room looking towards the first.71Views0likes1Comment"MRUK couldn't load any scene data" in SDK v65
I'm using Unity version 2022.3.29f. My Meta Quest Link has "Spatial Data over Meta Quest Link" set to true. Using SDK v64, I was/am able to load scene data in editor. Using SDK v65, I am not able to load scene data in editor and receive the standard error: "MRUK couldn't load any scene data. Scene capture does not work over Link or XR Sim. If using Link please capture a scene with the HMD in standalone mode, then access the scene model over Link. If a scene model has already been captured, make sure the spatial data feature has been enabled in Meta Quest Link (Settings > Beta > Spatial Data over Meta Quest Link). If using XR Sim, make sure you have a synthetic environment loaded that has scene data associated with it."1.8KViews4likes5CommentsMRUK Basic sample causing Perf VRC1: Frame Rate jumping between 72 and 21
While trying out the MRUK Basic sample on my Quest 3, I also tested out the performance of the sample on the performance analyzer on Meta Quest Developer Hub. Instead of seeing a somewhat steady 72 fps, the fps keep jumping between 72 and 21, causing the analyzer to create multiple below 60 flags. Is this normal? Or is there something wrong with the analyzer?1.6KViews1like8CommentsSpawned objects not visible even though correctly spawned, after Meta Quest 3 headset update
I have been working on a MR project that uses the Meta SDK ver 67 with Unity 2022.3.24. It is a game where insects are spawned on a tracked table in the room (space setup is done with only 1 table in the room). Everything was working perfectly a few days ago suddenly when on Oct 3, 2024, the insects are no more visible. I have debugged in many ways and there are no errors, and everything is working as expected and insects are spawning in the build too - but just not visible. Also, the insects are visible when I test it in the play mode in the editor with MRUK room prefabs. I think it has something to do with the headset update as before Oct 3, I was facing an issue where my ray pointers from hands or controller were not showing that round cursor on the UI and was offsetting somewhat behind the UI, I guess. So, the day when the insect not visible bug came, this raycast issue was also fixed in the headset and I have not encountered it since.383Views0likes0CommentsOverlaying Real World Objects With Anchor Prefab Spawner
I am using the Anchor Prefab Spawner in a Mixed Reality Project, but it is not functioning to my satisfaction, and I was wondering if there are any improvements I can make. I made a Mixed Reality Unity Project using the MRUK and Meta's All In One SDK. I scanned a 3d object and imported it into my MR scene as a prefab. My goal is to overlay the real-world version of the object with my virtual 3d model, and the best way I have seen to do that is with the Anchor Prefab Spawner (since object detection is not available on the Quest 2). The Anchor Prefab Spawner does place the prefab where I labeled the real-world object in my Scene Setup, but it looks all weird and distorted. The prefab becomes dark and loses the vibrance it has when looking at it in the editor (could be a shader issue). The prefab also has a lot of trouble spawning at the same orientation and scale as the real-world object. I believe this is because the Anchor Prefab Spawner solely uses the scale and rotation of the box volume that I created as part of Scene Setup and has no way to orient itself in the space. Also, the virtual model gets distorted when looking at it because the headset is trying to render the 3d model and the real-world object in the same position. If anyone has any solutions to these problems or some ideas for scripts that I could write to improve the experience, please let me know!1.1KViews0likes0CommentsLiving room with multiple spaces fails to process WALL_FACE's in Navmesh demo scene
I've been seeing wall_face objects sometimes not have any of their children, with the mesh and colliders on generated, and a lot of warnings thrown when that happens. seeing it in both editor and builds I'm using Living room with multiple spaces from the environment server354Views1like0CommentsMRUK Create a new Scene
The documentation (Docs Link) says: Using Mixed Reality Utility Kit, the function MRUKRoom.IsPositionInRoom(Vector3 pos) can be used to check whether the camera rig pose is present in the loaded scene or not. If it is not, offer users to capture a new scene. How can I create a new room with MRUK?Solved5.1KViews1like9Comments