[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" />Solved1.5KViews0likes4CommentsCalibration of multiple VR Headset
Multi-User VR Application Using Meta Quest and FMETP - Anchor Synchronization Issue Hello everyone, I'm working on a multi-user educational VR application designed to offer an immersive experience where several players interact together in virtual reality to solve puzzles. Unfortunately, due to confidentiality reasons, I can't share the specific content of the application. I picked up this project from a previous developer, so I'm still getting familiar with some parts of the code. While I have experience developing AR/VR applications, most of my past projects were offline single-player applications. This is my first networked VR application, and I'm encountering some issues related to spatial anchor synchronization. Application Overview: The application consists of two parts (both grouped within the same Unity project): 1 Server Application (Windows) Used by the game master to manage: Scenario selection and launch. Data synchronization between VR headsets. Tracking player progress during puzzles. 2 Client Application (Meta Quest) Used by the participants, who: Connect to the server via the local network. Receive information about the scenario and puzzles. Interact in a shared virtual environment. Networking Technology: The application uses FMETP (Fast Message Exchange Transmission Protocol) to manage network communication between the server and the headsets. FMETP enables bidirectional RPC (Remote Procedure Call) communications. Both the server and the VR clients are connected to the same local network. Workflow: Here’s how the application is expected to work: The game master launches the server application (on Windows). Participants launch the client application on their Meta Quest headsets. The clients connect to the server and enter a lobby. Once everyone is connected and ready, the game master starts the scenario. Important Detail: While in the lobby, participants see an arrow on the floor to help them orient themselves correctly. This ensures that the scenario world is aligned consistently across all headsets. Problem: Spatial Anchor Synchronization The project relies on spatial anchors provided by the Meta Quest headsets to align the coordinate systems between players. Specifically, we use the "FLOOR" anchor created by the OVRSceneManager to establish a common reference point in the room. However, there's a significant physical offset between headsets. Even after scanning the room accurately and in the same way on each headset, there's a physical offset between 20 to 50 cm between players in the virtual environment. This is clearly unacceptable for a shared VR experience. What I’ve Tried: To solve this issue, I’ve implemented the following workflow: When a client connects to the server, the server asks the client to send its anchor information (position and rotation of the "FLOOR" anchor). The server broadcasts this anchor information to all connected clients. Each client applies the received anchor information to adjust its position and rotation. Despite this, the offset still persists. The players don’t share exactly the same coordinate space, and there’s always a noticeable gap between their physical and virtual positions. My Hypothesis: I’ve considered whether it’s possible to share the entire room scan between the headsets, but I haven’t found a way to do this using the OVR Plugin. It seems like the headsets create their own spatial map independently, making it difficult to ensure a consistent coordinate space across devices. Recap of Technical Details: VR technology: Meta Quest (Oculus) with OVR Plugin. Network: FMETP (Fast Message Exchange Transmission Protocol). Multi-user context: VR headsets in the same room, connected to the same local network. Main objective: Synchronize anchors so that all headsets share the same virtual coordinate space. Questions: Is there a better way to synchronize spatial anchors across headsets using the OVR Plugin? Can spatial maps (room scans) be shared between Meta Quest devices to ensure a consistent coordinate system? Am I handling anchor synchronization correctly, or are there improvements I should make in my workflow? Thanks to everyone who will read this and give me any type of answer ! If you need some details, if it is not private to the project, feel free to ask, I'll answer you as soon as possible.Solved1.3KViews0likes3CommentsCan'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.Solved1KViews0likes7CommentsIssues 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!571Views2likes13CommentsIs 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.300Views0likes5CommentsERROR_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?200Views2likes5CommentsQR 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.200Views0likes5CommentsGetting 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.185Views2likes6CommentsQR 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.101Views1like3Comments