OpenXR error XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB in build when Mixed Reality scene loaded
Hi, I am getting spammed by the following error after I load my mixed reality scene (room) via the OVRSceneManager.cs [XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:11311 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:318) The mixed Reality room seems to load fine (mostly), and I am able to localize all anchors, but logcat is being spammed by the error. Not sure it's related, but also getting this error often: AnchorManagerHelpers: The tracked root node uuids are different?! 0efe69dd-c03e-a729-a4b2-3108ac493f34 - 00000000-0000-0000-0000-000000000000 Any ideas how to get rid of the error, please? Thank you. Unity 2021.3.25f1, Oculus integration v56.0, OpenXR Plugin 1.7.0, Oculus XR Plugin 3.3.0 Quest 2 and Quest Pro1.1KViews1like1CommentLocal Space can not be loaded from Quest to Unity
I am trying to load a Scene / Room from a Quest 3 into unity. The objects are being loaded, but their transform isn't. This seems to happen since Update 60. MetaStoreHelp Is this a known error and do you know a workaround? [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) OVRSceneAnchor:Initialize (OVRAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneAnchor.cs:142) OVRSceneManager:InstantiateSceneAnchor (OVRAnchor,OVRSceneAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneManager.cs:995) OVRSceneRoom:OnLocalizationCompleted (bool,OVRAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneRoom.cs:176) OVRTask`1/CallbackWithState`1<bool, OVRAnchor>:Invoke (bool) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/Util/Async/OVRTask.cs:469) OVRTask`1/CallbackWithState`1<bool, OVRAnchor>:Invoke (System.Guid,bool) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/Util/Async/OVRTask.cs:454) OVRTask`1<bool>:SetResult (bool) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/Util/Async/OVRTask.cs:206) OVRManager:UpdateHMDEvents () (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRManager.cs:2767) OVRManager:Update () (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRManager.cs:2723) And because of that: [OVRSceneAnchor] [9321a5b7-80ae-b131-9fb5-2ef32da70e08] TryLocateSpace failed. The entity may have the wrong initial transform. UnityEngine.Debug:LogWarning (object,UnityEngine.Object) OVRSceneManager/Development:LogWarning (string,string,UnityEngine.GameObject) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneManager.cs:354) OVRSceneAnchor:Initialize (OVRAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneAnchor.cs:150) OVRSceneManager:InstantiateSceneAnchor (OVRAnchor,OVRSceneAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneManager.cs:995) OVRSceneRoom:OnLocalizationCompleted (bool,OVRAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneRoom.cs:176) OVRTask`1/CallbackWithState`1<bool, OVRAnchor>:Invoke (bool) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/Util/Async/OVRTask.cs:469) OVRTask`1/CallbackWithState`1<bool, OVRAnchor>:Invoke (System.Guid,bool) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/Util/Async/OVRTask.cs:454) OVRTask`1<bool>:SetResult (bool) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/Util/Async/OVRTask.cs:206) OVRManager:UpdateHMDEvents () (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRManager.cs:2767) OVRManager:Update () (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRManager.cs:2723) Any ideas?Solved3.5KViews0likes10CommentsAPI Call for clearing room data
Hey folks, I am looking into adding a feature to clear/reset the scanned room data on Quest 3. The intent is to be able to trigger this as part of a live update which will be updating room setup login from in game to avoid existing room data being modified, corrupted, offset etc. Does anyone know of a direct API call to clear that data or if its in a particular location/format that can be cleared through other means? Thanks518Views0likes0Comments