Spatial Anchors on premise
Hi Guys, first i need to say, i am not a developer. My developer colleagues told me, using the spatial anchors feature of the Meta Quest 3 necessarily need a cloud web access for exchanging the point cloud data and positions of every single collaboration user. Is it possible to host the spatial anchor cloud on my own server? Is there anything planned ? Why point cloud posiion data needs to be echanged via the web ? Because of security issues i am searching for a on premise solution. Best, Philipp80Views0likes1CommentDiscovered anchors are placed at (0,0,0)
Hi there, I'm trying to use MetaXR anchors for my current project. I previously used Unreal 5.1 with PCVR and I could create, save and reload anchors. I am now trying to do the same in an Unreal 5.4 standalone project. My problem is that when I save the anchor, and I reload it with its UUID, it spawns at (0,0,0). Using the logcat from Android Studio, I found out that there were two errors, one pretty seamingless : SP:AF:AnchorFramework: getAnchorUuid can't find anchor for handle 4 And the second one, which I think is the real problem : [XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_ENABLED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:13440 (arvr\\projects\\integrations\\OVRPlugin\\Src\Util/CompositorOpenXR.h:317 My blueprint is ugly right now, but here is how I discover and save anchors :Solved1.3KViews1like2CommentsLoading unbound anchors returns [0 or anchors_count_till_last_session] (NOT null)
I saved the anchors' uuid in the playerprefs after creating them - it's getting created successfully. Then, I tried to load the anchors in the same session without quitting the app (my use case is to visually clear the anchors after saving and loading them on the user's command) - the resultant anchors-array from LoadingUnboundAnchors is NOT null but it contains only anchors from last session. Once I quit and reopen the app, the anchors are loading successfully. I want to load them before quitting the app as well (I mean in the same session). Any ideas on why this is not happening?? Or any suggestions on how to implement this? OVRSpatialAnchor.LoadUnboundAnchorsAsync(loadOptions).ContinueWith(anchors => { if(anchors == null) { Debug.Log("Anchor Sample: Load anchors failed with null result."); } Debug.Log($"Anchor Sample: anchors available {anchors.Length}"); //length is zero if loaded in the same session or it is equal to the number of anchors created till the last session });340Views0likes0CommentsSpatial 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 Anchors using Tethered Quest 3
Hi All, Been building an application to use spatial anchors. However, my app is for a quest 3 that has to be tethered to a computer, and haven't been able to get it to work - All of the documentation for spatial anchors assumes standalone VR. Has anyone run into this and have any ways to get this to work?468Views0likes0CommentsHow 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.439Views0likes0CommentsIssues running the Unreal Engine 5.3 Spatial Anchors sample on Meta Quest 3 - AndroidFileClient
I am trying to build the Spatial Anchors sample project on Unreal Engine 5.3 (Oculus-VR Source) but receiving an error message related to the AndroidFileClient. The Passthrough and Scene samples have built to my Meta Quest 3 without failure so I'm assuming it has something to do with the Spatial Anchors project needing to save anchors to the headset file system. I am very new to Unreal so I apologize if this is a stupid question and I'm missing something obvious. I've been through the Meta documentation on this sample and have searched the web and can't find anything related or anyone else that has encountered this issue. I did not try this sample project on any previous versions of Unreal so I'm unsure if this is an issue with the new Oculus-VR build of UE5.3. Any help would be greatly appreciated! This is the relevant section of the output log when trying to build: Running: C:\Users\Aleistor\AppData\Local\Android\Sdk\platform-tools\adb.exe -s 2G0YC1ZF850S41 install -r "C:\Unreal Engine 5\UnrealEngine\Samples\Oculus\SpatialAnchorsSample 5.3\Binaries/Android\SpatialAnchorsSample-arm64.apk" LogPlayLevel: UAT: Performing Streamed Install LogPlayLevel: UAT: Success LogPlayLevel: UAT: Took 5.02s to run adb.exe, ExitCode=0 LogPlayLevel: UAT: Attempting to connect to file server [USB] LogPlayLevel: UAT: Not connected, attempting to start file server LogPlayLevel: UAT: Connected to RemoteFileManager LogPlayLevel: UAT: Creating UECommandLine.txt LogPlayLevel: UAT: Deploying files using AFS LogPlayLevel: UAT: 0> Unexpected Exception: System.Net.Sockets.SocketException (10053😞 An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.FileWrite(String SourcePath, String DestPath, Int32 bLog) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 2018 LogPlayLevel: UAT: SocketException: System.Net.Sockets.SocketException (10053😞 An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Append(Byte[] packet, Int32 writeSize) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 945 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.SocketSend(Boolean bPayload, Byte[] packet) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 963 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.CloseConnection() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 1777 LogPlayLevel: UAT: 0> Unexpected Exception: System.Net.Sockets.SocketException (10053😞 An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Append(Byte[] packet, Int32 writeSize) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 945 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.SocketSend(Boolean bPayload, Byte[] packet) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 963 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.FileWrite(String SourcePath, String DestPath, Int32 bLog) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 19922.2KViews0likes2CommentsOpenXR Spatial Anchors don't provide valid pose when sleeping then waking
I'm not sure exactly what update caused this, but it's within the last few months. The spatial anchors for my project stop getting valid poses when our Quest 3s either sleeps on their own or the power button is pressed. On wakeup, the positions and orientations don't line up where expected (it's as if we had a recenter event) and the XrSpaceLocationFlags bits are all false For example: XrSpaceLocation persistedAnchorLoc = {XR_TYPE_SPACE_LOCATION}; XrResult res = xrLocateSpace(anchor.space, m_space, predictedDisplayTime, &persistedAnchorLoc); if (res == XR_SUCCESS) { XrSpaceLocationFlags flags = persistedAnchorLoc.locationFlags; bool valid = (flags & XR_SPACE_LOCATION_ORIENTATION_VALID_BIT) != 0 && (flags & XR_SPACE_LOCATION_POSITION_VALID_BIT) != 0; bool tracked = (flags & XR_SPACE_LOCATION_ORIENTATION_TRACKED_BIT) != 0 && (flags & XR_SPACE_LOCATION_POSITION_TRACKED_BIT) != 0; bool anchorIsValid = valid && tracked; // These are both always false upon wakeup // persistedAnchorLoc.pose also appears to be incorrect // ... } I have found, however, if I add a new anchor after wakeup the old anchors start getting valid poses again. It's definitely a timing issue though too. I can't immediately generate a new anchor (the frame during the wakeup) so I end up with a really ugly hack that waits some time before generating a temporary anchor to fix the current anchors. I have tried the official samples and I found the same behavior. I could add anchors in the XrSpatialAnchor sample, sleep the headset, wakeup and find they are all missing. When I add a new anchor, all the previous anchors appear again. I'm not sure if it's relevant or not, but I do have Developer -> Boundary disabled. This is a requirement for our application since the guardian area can't grow large enough. This is all used in-house, so it's not a problem for our users.1.6KViews1like1CommentUnreal Spacial Anchor Sample not working as expected
Hello, I am trying to get the unreal spacial anchor sample to work (https://github.com/oculus-samples/Unreal-SpatialAnchorsSample). But there happens to be a strange bug, which always sets my created marker on the position 0,0,0 in the level right after I created one and not on the position where it should appear. (see Image below) Everything else seems to work fine, I can save and load the markers, but they always appear at the same position. I already checked if the position gets set correctly, when spawning the spatial model, which is the case but after the Blueprint Node "Oculus XR Async Create Spatial Anchor" (which succeeds) the position reset happens and I also cant set it back again. Has anyone any Idea why this happens? Does this only happen to me? I am using Unreal Engine 5.3.2 and have the Meta XR Plugin v60 installed. I am also getting the following errors in the console: LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11833 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302) LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11833 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302) Thanks in advance for your help1.6KViews0likes4CommentsUnreal Spacial Anchor Sample not working as expected
Hello, I am trying to get the unreal spacial anchor sample to work (https://github.com/oculus-samples/Unreal-SpatialAnchorsSample). But there happens to be a strange bug, which always sets my created marker on the position 0,0,0 in the level right after I created one and not on the position where it should appear. (see Image below) Everything else seems to work fine, I can save and load the markers, but they always appear at the same position. I already checked if the position gets set correctly, when spawning the spatial model, which is the case but after the Blueprint Node "Oculus XR Async Create Spatial Anchor" (which succeeds) the position reset happens and I also cant set it back again. Has anyone any Idea why this happens? Does this only happen to me? I am using Unreal Engine 5.3.2 and have the Meta XR Plugin v60 installed. I am also not getting following errors in the console: I am also getting the following errors in the console: LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11833 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302) LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11833 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302) Thanks in advance for your help654Views0likes0Comments