Native Mesh and Depth API
Hi There, Yesterday Meta released two new APIs in the form of Unity and Unreal plugins for accessing depth map and scene mesh data from the Quest 3, however yet again I feel native developers have been left in the dark. I also know WebXR has these features given the talk at connect this year. However, what about people developing their own engines or games natively for VR/MR on Quest ? I'm not sure if it's possible to access the scene mesh via XR_FB_triangle_mesh in OpenXR ? But certainly it doesn't look like any depth extension is present. Please can we have feature parity for OpenXR, or at least release the APIs for native developers. I'm not sure if any devs at Meta read these posts ? Thank you.4.1KViews1like2CommentsHow Fast does the AR Scene View Update
https://developer.oculus.com/documentation/unreal/unreal-scene-overview/ I'm reading these docs. I imagine the normal usecase is to scan a static unmoving room to build a scene model to find and interact with unmoving scene entities. If my table is a plane, my user places it then moves the table, how long does it take for the quest to correct the underlying scene model. Imagine this usecase as an example. I balance a small city on a platter in my hands infront of me. I tip the platter to interact with the city, will the underlying scene model update fast enough to make this concept playable?751Views0likes0CommentsSpatial 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.1.7KViews2likes0Comments