ERROR_CLOUD_MESH_UPLOAD_FAILED(-400039)
Unity colocation build with MRUK, getting this error in Logcat and "host can't share the room with group xx-xx.." on immersive debugger... User ID and User profile active in dashboard, device has spatial permission enabled, project uploaded to alpha channel, my own user invited as tester, Keystore signed, tried with 4 different WIFI, no LLM has a clue... was working before upload alpha, What else should I check?215Views2likes5CommentsIssues with Gaussian Splatting integration in Meta Spatial SDK (v0.9.2) – Standalone Quest 3
Hi everyone, I am an architect and urban planner, developing VR/MR projects in my spare time. I’m currently working on a native Quest 3 application to view Gaussian Splats for highly detailed virtual project tours. My Goal: Render native Gaussian Splatting (3DGS) on Quest 3 (Standalone). Synchronize the splat position with the real world for a seamless transition from Mixed Reality (MR) to Virtual Reality (VR) with a skybox. Targeting a minimum of 150k splats with stable performance. Previous Attempts: I initially used Unity with the Aras/Ninja implementations. While it works perfectly via Oculus Link (PCVR), it’s not viable for my needs because: PC Builds don't support the specific MR features I need for this project. The Android build (standalone) performance is extremely poor, even with optimized settings and a small 50k splat PLY file (unusable frame rates). Current Issue with Meta Spatial SDK: I’ve switched to the Meta Spatial SDK (Packages v0.9.2) to leverage the new native splat support mentioned here: Spatial SDK Splats Documentation. Despite following the documentation step-by-step: The splats do not appear in the scene. I am getting several reference errors (MissingReference/NullReference) that I can't seem to resolve. My Question: Has anyone successfully created a native Quest 3 APK using the Spatial SDK to run Gaussian Splats (~150k splats)? If so, could you share the correct workflow or point out common pitfalls with this specific SDK version? Any help or documentation beyond the official guide would be greatly appreciated!696Views2likes13CommentsGetting 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.206Views2likes6Comments[Spatial SDK, Bug] 2D HitInfo from PointerEvents is wrong when interacting with 2D curved panels
Hi, I am using the Meta Spatial SDK to interact with Webviews and UIs within curved panels. While the cursor is correctly rendered by the IsdkDefaultCursorSystem, UI and web interactions do not intersect correctly leading to not being able to interact with curved panels since the HitInfo.textureCoordinate does not take in account the curvature of the panel clamping values erroneously. How to test and validate the issue: Use the AnimationsSample of the Meta SDK Samples, place UI buttons on corners of the main panel, switch to a curve panel and try to use the buttons. Expected behaviour: Independently of the curved panel curvature, reachable buttons should be usable when the cursor overlays it. Current behaviour: UI elements are non interactable when the curvature of the panels differs from flatness significantly. Source of the problem PointerEvent.HitInfo.textureCoordinate provided by the IsdkSystemNative.tick function are incorrect leading to misbehaviour for any subcomponent that rely on 2D coordinates such as the ones providing input to the Android View system and any UI element (i.e. IsdkSystem, IsdkInputListenerSystem). Note: SDK Systems such as the IsdkDefaultCursorSystem that rely directly on PointerEvent.HitInfo.position and PointerEvent.HitInfo.normal will present 2D information such as the Cursor correctly. Current workaround Override IsdkSystemNativeApi tick method and fix hitInfo.textureCoordinate computation when curved panel entities are detected94Views1like3CommentsQR 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.108Views1like3Comments