Oculus Spatial Anchor drifts in the Passthrough space
I’m trying to spawn a Cube as spatial anchor. But after spawning it drifts if I move physically. I’m add OVRSpatialAnchor after instantiating like this, _cube.AddComponent<OVRSpatialAnchor>(); Please correct me if I have to check something on the build settings or some Oculus settings in Unity. Thanks guys!2.2KViews0likes4CommentsHow 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.427Views0likes0CommentsBest settings for multiplayer shared space? Going creazy
Hi everyone, I have a VR escape room where players move freely in spaces from 30m2 up to 60m2. At the moment I use 2 points, defined at the beginning of the game with the joypad to have reference points and these 2 points are spatial anchors. I have the problem that the spatial anchors often move during the game, moving the whole room. I also have the problem that the headset, especially in large rooms, often loses tracking and the player is randomly tossed around the room. Even more often it happens that the player's height change continusly... I use Unity, meta core Sdk 62, Gles, traking origin Stage (enabled in settings), floor, eye (all this gave this problems) and I disable the Guardian from the developer settings. Cloud Points are enabled in privacy settings. I noticed that when a headset shifts a lot, just activate the Gardian, redo them and then deactivate them again from the developer settings and this solves the problem for a while. I'm going crazy with this problem, it didn't do this until 4/5 months ago! Any solution? I don't know where to turn my head anymore. I am also willing to pay for a solution, if so write to me in DM1.1KViews0likes1CommentAny possibility of sharing spatialanchors in a local network?
So I've gotten the whole spatial anchor photon multiplayer to work, and it works pretty well, however I would really like to have the whole application be able to run on a local network. I've set up everything but I run into the problem that OVRSpatialAnchor is not serializable and cannot be converted to byte array or json for transport. I've even tried sending the OVRSpace and UUID seperately but OVRSpace is not serializable either and doesn't seem to contain the actual data just the ID to access the data (probably from the cloud). Now it has to be possible to serialize this data as there is an option to store the data locally. (unless that can be saved even though it isn't serializable?) Does anyone know what data format to use to do this manually?1.4KViews3likes2CommentsIs there a way to have the Quest family of headsets maintain stability in a moving platform
I am trying to figure out how to get a shared session to remain spatially anchored in place that will work within a bus or airplane where the whole environment will be moving, but the space visually will be stable. I know the headsets track off of IMU as well as spatial points from the cameras. Is there a way that will leads to tracking off of the cameras only, or that my spatial anchor will stay put on the platform?544Views0likes0Comments