Getting Analog Values from Joysticks in Spatial SDK Native Android App
Hi, I am trying to create an app that can track the joystick push values as continuous values rather than discrete pushed/not pushed. I am using the Spatial SDK and it seems to only expose getters such as ButtonThumbLL which return an Int representing whether they were pressed or not. I saw a similar post about 4 months ago that was left unanswered: Interface of getting Controller joystick travel range | Meta Community Forums - 1336257. I am curious if anyone knows and idiomatic way of getting the continuous values of how far the joysticks are pushed. Thank you.106Views2likes5Comments[Quest 3|Unity|Anchors] Retrieve spatial anchors from another headset (when oth. heads. is offline)
Hello, I'm working on a mixed reality project using spatial anchors on Meta Quest 3, with Unity and the Meta SDKs. Use case: A master headset places anchors in a physical environment. I want another headset to be able to retrieve those anchors, even if the master headset is turned off. My questions: Is there any way to manually save/export anchors (e.g. serialize them or store them in a custom/local/cloud service), so I can handle transfer and reuse between headsets myself? I haven't found any API to do that yet. Regarding the "Shared spatial anchors" (https://developers.meta.com/horizon/documentation/unity/unity-shared-spatial-anchors/) system with GroupId sharing, I understand that a headset can pull anchors from the cloud even if the original (sharing) device is offline. Can you confirm that this is correct? How long are anchors retained in Meta’s cloud once shared? Are there any conditions (expiration period, retention policy, etc.) that I should be aware of? I'm addressing this to Meta support and/or developers with experience on spatial anchors with Quest. Thanks in advance for any help!32Views0likes0CommentsQR tracking, Remove spawned object.
I want to remove or delete the spawned object after oculus detected qr code. So I added a button for close and add listener to that said button, the function works as below image. Which it is closed for about 1 second or less, and the object keep showing up automatically even I look away from the qr code. Does anyone have any suggestions what I should do? Thank you.79Views1like3CommentsQR code tracking problems, object doesn't spawn at scanned qr code everytime.
I am trying to create an app with qr code tracking, at first it went perfectly well, just for the first time only, object was spawned at qr code object where I wanted. But the second, third and next time and on and on. Whenever I scan qr code, the object keep be spawned at different places. I keep changing places where I start my app, at first I thought that was the reason for this problem, but even if I go back to the same place that it was spawned at the right place, this time the object was spawned where I didn't want instead. I have enabled Anchor Support Scene Support Experimental features Permission Requests On Startup >> Scene QR Code tracking , which are required for QR code tracking function. So I really don't know why this keep happening. I have tried "save my perference" and "not save my perference" for spatial data request when the app is starting. And the results are the same. I have no more idea to try. Please help me, Thank you.89Views0likes5CommentsUnexpected Launch Behavior of Meta Application
Hi, The launch behavior of my Meta Quest 3 application developed on top of Spatial SDK 0.8.0 has changed. The launcher activity now launches in panel mode. I tried creating a new application and that works fine but for some reason the current application started to behave weirdly. Yes, I have already tried un-installing and reinstalling the application. Also tried invalidating cache in Android Studio but to no good. All this started when I duplicated an activity to try out alpha modified (transparent) panels. The duplicated activity refused to launch in immersive mode and now even the main activity is not launching in immersive mode.66Views0likes1CommentMRUK raycaseEnvironment not working
Hello, I am trying to use the raycastEnvironment in the MRUK (Spatial SDK 0.8.0) and am getting the error MRUK: Failed to convert timespec to XrTime: -7 Searches on both Google and these forums returns ZERO results :( The error message seems to imply that the MRUKFeature is setting up to call the Native library (OpenXR?) and fails when translating the time from *nix time to the format required by the native library but I have no idea what the -7 code means or how to fix this. I have successfully built and run the MRUKSample app so I believe that the ide is correctly configured and my raycastEnvironment call is pretty much a copy of that code now as I tried to fix this issue. The code fails in both the onFrame() function in my activity and in the execute() function in the system I originally tried to use it in. I tagged this as MRUK even though it may be confusing because there is one for both Unity and the Spatial SDK, if that doesnt work for these forums then please remove that tag.... thanks Anyone have any suggestions or answers???17Views0likes0CommentsIs there any way to completely remove the boundary and make the play area unlimited size?
Say I have a very large area. Think of an empty warehouse bigger than a couple football fields put together. I want to create an AR application where my users can walk the entire area. The problem I'm running into is when I start walking I eventually hit the wall of the boundary and the AR application turns off, similar to what happens then you walk through the boundary while in VR. I get why this exists for VR but my users are in AR passthrough, so they can see their surroundings and are not going to run into anything. I need some way to allow my users to continue walking beyond the boundary without turning the AR application off. When I go into developer mode and disable the boundaries, A) that is only for development purposes (so I assume this means it won't work for a packaged application, and B) it turns off passthrough so AR is not an option. When I try to manually create the boundary using the "suggested boundary", I will start walking in a direction and the boundary behind me follows me, keeping the total size of the play area about 30'x30'. When I try to manually create the boundary using the spray paint lines, I hit an invisible "wall" while spray painting the boundary, and if I follow along the outer edge of this invisible wall with the spray paint, the area turns out to be a 30'x30' area. Is there a way to accomplish what I want to do? Is it possible create an AR application that allows users to walk around an area the size of 1-2 football fields? Thanks.117Views0likes5CommentsCan't stack anymore activities in Panel in immersive
Hi, on v74 it was simple to stack activities into an immersive Panel (just start new activites from the one in the panel). With the v76 it doesn't behave like that anymore, it opens new activities in the home environment. Since v74 is based on Android 12 and v76 on Android 14, I assume launching activities on top of the other in a panel may have changed. Sadly couldn't find the solution, nor any clear documentations. Can somebody give me a hint 😉 Thx in advance.Solved955Views0likes7Comments[Spatial SDK] Virtual keyboard is not shown.
Im executing the StarterSample on Quest3 v76.1024. I just add a EditText widget into ui_example.xml as below. When I clicked the EditText, the virtual keyborad was not shown but sometime it was shown. Here is the log filter by keyword "keyboard": log <EditText android:layout_width="match_parent" android:layout_height="wrap_content" android:gravity="center" android:text="This is EditText" android:textSize="20dp" android:textColor="@color/design_default_color_error" /> <!--Button--> <Button android:id="@+id/ok_button" android:layout_height="36dp" android:layout_width="120dp" android:layout_gravity="center" android:text="Ok" android:background="@drawable/button_bg" android:textColor="#ffffff" />Solved1.4KViews0likes4Comments