"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."1.8KViews4likes5Comments"Replacing Native Space Configuration with MRUK for Room Detection in Meta Quest 3 Mixed Reality App
Hello, I have a problem. Currently, I have developed a series of mixed reality experiences for the tourism sector. My current idea is to position myself in a cultural center and sell the service, but I am encountering a difficulty: I do not know how to handle scene data in such a way that they are associated with the Unity scenes I have prepared. In other words, I need the app to detect when I enter one of the rooms in the cultural center. To explain in more detail: I have performed 8 scans with the glasses, let's say they are 8 rooms. I extracted the data from each of the rooms individually using the command "adb pull /sdcard/scene_anchors_empty_room.json," and now I am trying to work with "Mruk." Initially, I couldn't deserialize the JSON due to a structure conflict between "SerializationHelper" and "Json." I then designed a script to deserialize the JSON, and now it doesn't throw errors, but it still doesn't detect the room. So, my specific request is: I need the correct data flow or data handling to make a JSON file replace the spatial configuration of the device, associating the room models with the Unity scenes. Note: Please take into account that I have no development knowledge and am working with AI, so any information you can provide will be greatly appreciated.726Views1like0CommentsHow to setup colliders for Scene API / room model?
Hi there, I'm trying to enhance my passthrough app to be room aware, but having issues setting up the colliders. So far I've used Building Blocks with Meta API v60 and Unity 2023.2 and everything else is working fine - room scanning, seeing the walls with materials applied etc. The issue is the walls don't provide collisions for particles or rigidbodies, no matter whether i add Box Colliders or Mesh Colliders (convex/otherwise) - is there a recommended setup or any way to debug? This tutorial is great but the collider steps don't work for me https://www.youtube.com/watch?v=b_1Xby35fSo Here's the heirarchy, so far I've been focused on adding colliders to 'PlaneMesh' and 'Volume>Parent>Mesh' but any ideas welcomeSolved2.3KViews0likes1CommentProblem loading Scene from OVRSceneManager "Loading the Scene definition yielded no result"
Having a problem loading my scene in from OVR Last week worked perfectly fine finding my scene definition. Today no changes at all will not load the scene and am getting a popup before the app starts that "Scene Capture does not work over link" As well as "Loading the Scene definition yielded no result. Typically, this means the user has not captured the room they are in yet. Alternatively, an internal error may be preventing this app from accessing scene. Invoking NoSceneModelToLoad." in the warnings output in the editor. I successfuly set up the scene and can see my bounding boxes as I get close to the objects. My settings are as follows: I have also tried dumping point cloud data and re running room setup multiple times and cannot get the scene to load properly. Any help would be appretiated as I have hit a wall on this. PC and Device Specs: Alienware Windows 10 Unity 2022.3.7f Oculus Quest Pro Meta Quest All in One SDK V60.0Solved1.7KViews0likes2CommentsScene Model Shaking in Unity Playmode with Oculus Integration
I'm developing a Quest Pro MR app using Unity and facing an issue with severe shaking of the scene model in playmode when using Oculus Integration SDK. This instability doesn't occur post-build, but it affects the efficiency of testing and development. Development Environment: Unity version: 2022.3.9f1 Oculus Integration SDK version: 57.0.1-deprecated seems to be also happening even with the newest Meta XR Core SDK 60.0.0 I've tried several troubleshooting methods with no success and am seeking advice or solutions to stabilize the scene model in Unity playmode. Any insights or suggestions would be greatly appreciated. Thank you!647Views1like0Comments