Issues with Shared Spatial Anchors and Colocalization in Unity Editor
Hi, I'm experiencing problems with shared spatial anchors and colocalization in our Unity project using Quest 3 headsets. Specifically, when developing in the Unity Editor with test user accounts, the OVRSpatialAnchor.LoadUnboundAnchors method doesn't load any anchors under certain conditions—for example, when starting the Unity Editor before the Android application. Interestingly, if we build and run the Android application on two headsets, everything works fine on the devices themselves. Environment: Project Base: Custom project inspired by Photon Fusion Mixed Reality Local Multiplayer Unity Version: 2022.3.43f1 Meta XR All-in-One SDK Version: 68.0.1 Operating System: Windows 11 What I've Tried: Entitlements: Ensured that test users have inherited entitlements. Login: Logged in to the test user account under Meta > Platform > Edit Settings. Testing Combinations: Attempted various combinations of running the project in the Editor and as an Android application, starting them in different orders with varying results. Using only the Unity Editor instances doesn't seem to work at all. Colocation position sync occurs in the headset if the Android application is started before the Unity Editor. Logs: Reviewed logs for relevant errors and warnings but haven't found anything conclusive. Request for Assistance: Why might LoadUnboundAnchors not retrieve anchors when starting the Unity Editor before the Android application? Are there best practices for using test users with shared spatial anchors in this context? Any tips or guidance on resolving this issue would be greatly appreciated. Thanks for your help!798Views0likes1Comment