Spatial 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!5.6KViews0likes19CommentsUnable 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.Solved4.2KViews1like3CommentsSpatial 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 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.2.9KViews1like4CommentsSpatial 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!2.7KViews4likes6CommentsUnreal Shared Spatial Anchor Sample
My team and I have been struggling to get this sample working. We have packagedthe project for the store and submitted a data use checkup so we have access to UserID and cloud storage. We have also downloaded our packaged build from the AppLab and are still not able to share anchors between 2 Quest Pro devices running on the same local network. We're getting the following message in the device log: 13:10:22.826 OVRPlugin [CreateSpaceUser] called for spaceUserId 0 13:10:22.826 Telemetry [OpenXR_Anchor] userId cannot be 0; 13:10:22.826 OVRPlugin [XRCMD][failure] [XR_ERROR_VALIDATION_FAILURE]: xrCreateSpaceUserFB(m_xrSession, &info, (XrSpaceUserFB*)spaceUser), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:11830 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:328) Are we missing something that is not stated in the documentation?Solved2.6KViews1like1CommentShare Spatial Anchor between devices
Hello everyone, I'm building an app that 2 person with 2 headset could manage the same virtual object in mixed reality with passthrough and the 2 person are local so the object have to be align and in the right place in real world. The main issue I have right now is that I need the object be in same position referred to the real world because the user are in the same real room in passhtrough. I thought to use Spatial Anchor but I have to do that sharable trough device, it could be possible? Someone have tips or my way to think it's completely wrong?2.3KViews0likes2CommentsProblems with Spatial Anchors
Hello, I've been having some issues for quite a while with spatial anchors. I tried to dabble with them some months ago with little success and now I'm trying again. I've had very inconsistent result with the samples where sometimes they work and other times I can't even place the anchor. In my code all I want to do for now is call this function to place the anchor: public void PlaceLeftAnchor(Vector3 position, Quaternion rotation) { SpatialAnchor anchor = Instantiate(m_AnchorPrefab.GetComponent<SpatialAnchor>(), position, rotation); anchor.SaveAnchorLocally(); } and here is the SpatialAnchor code based on the oculus samples: using System.Collections; using UnityEngine; [RequireComponent(typeof(OVRSpatialAnchor))] public class SpatialAnchor : MonoBehaviour { [SerializeField] private OVRSpatialAnchor m_SpatialAnchor = null; public string Uuid { get => m_Uuid; } private string m_Uuid = ""; private IEnumerator Start() { while (m_SpatialAnchor && !m_SpatialAnchor.Created) { yield return null; } Debug.LogError($"Achor created. Enabled?: {m_SpatialAnchor.enabled}"); } public void SaveAnchorLocally() { Logger.Instance.LogError($"Saving anchor start. Status of anchor component: {m_SpatialAnchor == null} / {m_SpatialAnchor.enabled}"); m_SpatialAnchor.Save((anchor, success) => { // --> Never reaches this part <-- }); Logger.Instance.LogError($"End of Save Anchor"); } } I don't manage to receive a callback within the m_SpatialAnchor.Save function and that seems to be the case due to the spatial anchor self-destructing itself. I get this error: As a side note, I noticed that the anchors weren't working in the samples, until I added this line (<uses-permission android:name="com.oculus.permission.USE_ANCHOR_API" />) to the manifest. Now I was able to place and save the samples, but that wasn't enough to fix my own implementation. Perhaps I am missing more permissions? If would greatly appreciate anyone who could provide insights or their own working example of a spatial anchor implementation.2.3KViews0likes1CommentSpatial 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.1.8KViews2likes0Commentsspatial 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.1.7KViews0likes2Comments