Spatial Anchor Sharing using router without internet
Hello, I am currently working on a MR app using Unreal Engine 5.3.2 and we have successfully implemented spatial anchor sharing within our app for local multiplayer on an internet connection. However, for security reasons, we need our app to work without internet connection. But after many tests, we have realized that the spatial anchor sharing does not work on a router that is not connected to the internet. Spatial anchor sharing most probably uses Oculus cloud services to save the spatial anchors to be shared on the cloud. Using routers without internet is a crucial aspect of our app. Each headset connects to the router and within the app, we are still able to create and join multiplayer sessions using LAN. The fact that the spatial anchor sharing does not work in these conditions is a huge blocker for us. Do I have that right? Is there a way to bypass this requirement? If not, what can be done? Thank you in advance for the help!2.5KViews4likes6CommentsHow to delete a SpatialAnchor if you forget the UUID
If a SpatialAnchor exists locally, but I don't have its UUID information on the app, is there a way to delete a SpatialAnchor whose UUID is unknown? If there is a way to simply get a list of UUIDs of SpatialAnchors in the local, I would like to know that.427Views0likes0CommentsSpatial Anchor Cloud Save Fails
Hello, I'm trying to use "Shared Spatial Anchor" API in my project. When I try to Cloud Save my anchors, sometimes it succeeds but sometimes it fails. And somecase this Quest 2 device works but the other Quest 2 devices doesn't work. Please tell me what might be the cause of the failure. FYI, I get the logs below when the cloud save fails: 2023-04-19 10:27:27.178 4616-5972 [CT] com...k.spatial_persistence_service E xr_vega_map_service: Failed to upload & async ingest map with error: std::runtime_error: TigonNetworker: request failure: TransientError domain: CURLcode code: 28 detail: 28: Failed to connect to graph.oculus.com port 443 after 30366 ms: Connection timed out 2023-04-19 10:27:27.179 4616-5972 [CT] com...k.spatial_persistence_service E xr_cloud_anchor_service: Failed to upload spatial anchor with error: std::runtime_error: Failed to upload map 2023-04-19 10:27:27.179 4616-5972 [CT] com...k.spatial_persistence_service I CasNetworkTelemetryObserver: CasNetworkTelemetryObserver onError 2023-04-19 10:27:27.181 5640-5725 [CT] com.stoicdev.ssatestprojectref E SP:AF:AnchorFrameworkSlamAnchor: saveAnchor failed!5.4KViews0likes19CommentsUnable to save spatial anchors to cloud
Trying to share spatial anchors to other local players. The anchor is created without problem and getting a Uuid. Can save the anchor locally without problem. But changing to StorageLocation.Cloud results in error. saveOptions.Storage = OVRSpace.StorageLocation.Cloud; oVRSpatialAnchor.Save(saveOptions, (anchor, success) => { Debug.Log($"WaitForAnchorInit save cloud success={success}"); }); Always results in success=false with a "Save failed" in log - no other info. Activated "Share point cloud data" under "Device Permissions" in Settings on HMD without any success.Solved4.1KViews1like3CommentsSpatial Anchor and SceneModel/Actors persistency
Hello! I've recently begun my first journey into Spatial Anchors on Unreal Engine but found myself with a bunch of questions that I thought someone out here might know since it's not really explicitly mentioned on these page: - https://developer.oculus.com/documentation/unreal/unreal-spatial-anchors/ - https://developer.oculus.com/documentation/unreal/unreal-scene-overview/ Here are some of my questions: - Is there a way to completely clear the headset's local storage of all Spatial Anchors without having to query and run an erase on each of them nor resetting the Guardian? - It seems like Scene Actors are basically making use of SpatialAnchors as well (They are querying with a filter like RoomLayout, ScenePlane and SceneVolume). If there exists a method to wipe (from above question), would it also wipe out the Scene Model data that was set up by the user? Or is that actually a way to erase all other SpatialAnchors except for those in the Scene? - Is the number limit of Spatial Anchors that can be persisted to the headset's local storage based on a fixed number or is the space shared with other things like the localization map? Is there a way in Unreal to know if that space is reaching the limit so we can prompt the user to free up some space? Thanks.1.7KViews2likes0CommentsSpatial Anchor example scene broken
I've just updated the unity integration package v35 and decided to try out the new feature - spatial anchor. However, the Spatial Anchors Sample App doesn't seem to work. When in "Create mode" and pressing "A", nothing happens! There's also a script missing on the Canvas GO (CameraRig/RHandAnchor/rControllerAnchor/Menu Object/Canvas).Solved3.8KViews1like7CommentsSpatial Anchors - why track them per frame?
I'm learning about spatial anchors. My test app can create them, make them persistent between sessions and query them at startup. So at the start of the app, you can query them, make them trackable and display specific content at their location. My question is ... why does the sample app track them and update the contents pose attached each frame? I would think that the anchor would remain in the same location and pose until the app moves it based on physics or player interaction. What am I missing?1.1KViews0likes1Comment