SharedSpatialAnchors sample does not work, showing "Saving Spatial Anchor Failed".
When I tried to build and run the SharedSpatialAnchors sample, the sample UI displayed the message "Saving Spatial Anchor Failed" and I could not save the Saving Spatial Anchor to Cloud. Strangely enough, some Quest3 saved successfully and some Quest3 failed. I tested these repeatedly and the results remained the same. Logcat in Android Studio showed "com.facebook.spatial_persistence_service : AnchorResultCode::ERROR_CLOUD_ACCESS_DENIED (-11000)". It is possible that the connection to Meta's server is failing. Does anyone have a solution? development environment: Windows11 Pro Quest3(v65) sample(https://developer.oculus.com/documentation/unity/unity-shared-scene-sample/)608Views0likes0CommentsInteraction SDK Samples - Catch object
In the TouchGrab sample scene I can pick up the chesspiece with one hand and then drop it into my other hand. I copied this chesspiece to the HandGrab sample scene, to get a combined test scene, but now it falls straight through the hand. I tried to compare the two OVRHands objects and their children in the OvrCameraRig, but I can't see differences. Can anyone tell me what makes the catching possible? Thanks921Views0likes2CommentsSeeking Quality Samples for Meta XR SDK
Hello I'm writing here to get info about the availability of high-quality samples for the new Meta XR SDK. While the Oculus Integration SDK provided excellent examples, particularly in areas like gesture recognition and object grabbing, I've encountered difficulties finding similar quality samples for the Meta XR SDK. The few samples I've come across seem to be malfunctioning and not as useful as their Oculus counterparts. Could anyone kindly point me in the direction of where I might find samples for the Meta XR SDK that are at least as well-crafted as those found in the Oculus Integration SDK? Specifically, I'm looking for examples that demonstrate how to utilize gestures effectively, as well as samples showcasing grab interactions similar to the ones illustrated in this link, which were truly exceptional (images below)!!!Solved2KViews0likes3CommentsProblems with Locomotion Sample
I am posting these problems and resolutions for the Locomotion Sample here in the hopes it will save someone else time. This is with the Oculus XR Plugin version 1.6.1 and Unity 2020.2.0f1 using a clean URP project, although different combinations may apply. The main problem that took me a while was that teleportation, besides node, was not working with the sample scene. Debugging the code, I found that the layer mask was wrong for collision detection. This is easy to fix, once you know it, under the LocomotionController, for the target handles, ensure the layer mask is set to just Default. It showed as mixed for me on the Nav Mesh and Physical ones. I am not sure if it is corrupted in the package or somehow just in my environment configuration. A few other things that may be helpful to others working with this project: The documentation says teleportation (not nodes) is using Nav Mesh. The current implementation at least as of this version (1.6.1) is default to using the Physics colliders, not the navmesh. This is actually more useful, as player movement is usually based on the Physics engine and Nav Mesh is for AI characters. If you want to try Nav Mesh, get into the LocomotionSampleSupport.cs and change the target handler type in the appropriate setup method. For URP, you will want to upgrade the materials, as usual, however, there are some custom shaders you have to manually replace. In this sample, the node teleportation locations will be invisible if you are using URP. Go to TeleportPoint in the scene and edit the Column Glow material then replace the shader. I used a standard URP > Lit shader with a green color and transparency to make this quickly.5.1KViews4likes8CommentsIs The UE4 Platform Sample Actively Supported?
Edit: I guess the app just wasn't meant to run in VR? Kind of confusing. I assumed a sample app would show the platform sdk working in an actual VR context. I was excited when I found it because I have been struggling to get voip implemented in my game. I built and ran the project but it just doesn't work when it's run in editor or packaged. In both instances it runs fine but the player pawn isn't instantiated properly and the screen is stuck to my face and it's flat. I didn't dig too deep into it but I noticed that the game mode is using the default pawn and maybe that has something to do with it? Was anyone able to get the sample UE4 app in the platform SDK to work properly? I am on version 4.21466Views0likes0Comments