spatial anchor misalignment
Hello everyone, I recently created a demo of Quest 3 local space anchor using Meta XR SDK. Everything was normal when creating the space, but after turning Quest 3 off the screen for 20 minutes, when I opened the demo again, I found that there was a significant offset in the space. I tried restarting the device but it didn't work. What is this problem? Have any developers encountered it before.561Views0likes0CommentsSpatial Anchor creation over link fails with Result.Failure_Unsupported
I create an Unity GameObject and then add the OVRSpatialAnchor component. When it calls CreateSpatialAnchor in its Start method, it always fails when on Oculus Link (works fine if I make an Android build) Digging into this, it is this call in OVRPlugin that fails with Result.Failure_Unsupported: OVRP_1_72_0.ovrp_CreateSpatialAnchor Are there any suggestions on what could be going wrong - this error message isn't the most helpful and I can't find documentation online about it. N.B. I've managed to get the example spatial anchors project (https://github.com/oculus-samples/Unity-SharedSpatialAnchors) working perfectly over link and creating anchors successfully with the same machine & headset so the problem must be something to do with my project's unity configuration. I can't for the life of me find the difference between the example project and my project though - OVRManager settings look identical.2.8KViews1like4CommentsStrategies to improve environment recognizing with Quest Pro.
Hi community! I am making an application with Meta Quest Pro with Unity that takes advantage of spatial anchors in a large environment that has repetitive elements such as chairs and benches. In addition, some details in this environment can slightly change their position in space. In such a situation, the device cannot always immediately recognize the environment. Could we adopt some strategy to help the device recognize the environment? Has anyone experienced similar problems? Thanks for the help! Giuseppe672Views0likes0CommentsSpatial Anchors lost at bind
In our app we create and save locally spatial anchors. when we load the anchors sometimes they lose their position and became bind to the point (0,0,0). Even if we restart the app, those spatial anchors never come back to their initial position, and we need to delete them and make new ones. We think the cause for this may be we start loading the anchors before the space recognize as completed, but we aren't sure, and we don't find any function or property to know if the space is already "recognized". Is there such a function? Using scene capture API maybe a good workaround?1KViews0likes0Comments