Issue with Sharing Spatial Anchors in Meta XR SDK v. 66
Hello, I am encountering an issue with spatial anchors in my application using Meta XR SDK v. 66 on Quest 3. My application allows one user to create a spatial anchor and share it with other users in the session. However, the users who receive the shared spatial anchor are unable to share the same anchor using ShareAsync, despite successfully loading (LoadUnboundSharedAnchorsAsync) and saving (SaveAnchorsAsync) the anchor beforehand. Previously, with Meta XR SDK v. 60, I could do this without any issues by saving the anchor to the cloud before sharing using the now obsolete method: OVRSpatialAnchor.SaveOptions saveOptions; saveOptions.Storage = OVRSpace.StorageLocation.Cloud; _spatialAnchor.Save(saveOptions, (spatialAnchor, isSuccessful) => { ... }); Since updating to Meta XR SDK v. 66 and the latest Quest 3 software, and switching to the new async SSA methods, only the user who originally created the anchor can share it. For other users, the OVRSpatialAnchor.ShareAsync method fails with error code -1006. Here is a summary of the steps I am following: User A creates a spatial anchor and saves it using OVRSpatialAnchor.SaveAnchorsAsync. User A shares the anchor using OVRSpatialAnchor.ShareAsync. User B receives and successfully loads the shared anchor using OVRSpatialAnchor.LoadUnboundSharedAnchorsAsync. User B successfully saves the anchor using OVRSpatialAnchor.SaveAnchorsAsync. User B attempts to share the anchor but OVRSpatialAnchor.ShareAsync fails with error code -1006. I have verified that I am correctly adding the OVRSpaceUsers when sharing the anchors. The app has also been correctly configured on Oculus Developer Dashboard, and Share Point Cloud Data is enabled on all devices. Any guidance or solutions to resolve this issue would be greatly appreciated. Thank you!1.8KViews2likes3CommentsDelay in Passthrough Camera Feed Versus Virtual World in Unity with XR All-in-One Plugin
0 I am developing a mixed reality application in Unity using the XR All-in-One plugin from the Unity Store with a target device being the Quest 3. I've successfully integrated the RigCamera, Hands, and Controllers tracking, as well as enabled passthrough using BuildingBlocks. However, I'm experiencing a noticeable delay in the passthrough feed from the real world — about half a second — while the virtual world interactions remain at full speed, causing a mismatch between the two. Steps I've taken so far: Ensured all configurations in 'Project Settings -> Meta XR' are correct. Updated the project settings for Android build. Tested with Unity version 2022.3.20f1 LTS, as recommended by Meta. Enabled passthrough in the Oculus properties app I've also recorded a video demonstrating the issue. You can see how the virtual hands or/and controller react immediately when I move in the real world. However, the passthrough is really slow, causing this mismatch I have been talking about. Does anyone know how to synchronize the passthrough feed with the virtual world and eliminate this delay? Any advice or insights would be greatly appreciated as I am really lost where the problem is coming from.1.7KViews2likes3Comments