"MRUK couldn't load any scene data" in SDK v65
I'm using Unity version 2022.3.29f. My Meta Quest Link has "Spatial Data over Meta Quest Link" set to true. Using SDK v64, I was/am able to load scene data in editor. Using SDK v65, I am not able to load scene data in editor and receive the standard error: "MRUK couldn't load any scene data. Scene capture does not work over Link or XR Sim. If using Link please capture a scene with the HMD in standalone mode, then access the scene model over Link. If a scene model has already been captured, make sure the spatial data feature has been enabled in Meta Quest Link (Settings > Beta > Spatial Data over Meta Quest Link). If using XR Sim, make sure you have a synthetic environment loaded that has scene data associated with it."1.8KViews4likes5CommentsReload Scene Mesh after Application Start
Hello everyone, my problem is that the room mesh doesn't update. I want the room mesh to be updated, everytime my application is started again. However, it seems like the mesh loaded from the first time is always reused and doesn't update, even when I update the application. How I update: I build an AR app (.apk file) on my laptop with Unity and deploy it to my Meta Quest 3 headset, which overrites the previous .apk file. What I see: a flickering mesh all over the place of the "original room", even when I go to a neighbouring room, it shows the mesh of the first room (it's like looking through a wall). I followed the set up instructions and my "Hello World" and first tries worked properly. For my current version I am Using the following building blocks: Camera Rig Passthrough Scene Mesh MR Utility Kit Scene Debugger As you can guess I am quite new to Meta Horizon Development. I've been stuck on this problem for quite a while now. Any tips/advice/recources to resolve this are highly appreciated.Solved688Views0likes1Comment"Replacing Native Space Configuration with MRUK for Room Detection in Meta Quest 3 Mixed Reality App
Hello, I have a problem. Currently, I have developed a series of mixed reality experiences for the tourism sector. My current idea is to position myself in a cultural center and sell the service, but I am encountering a difficulty: I do not know how to handle scene data in such a way that they are associated with the Unity scenes I have prepared. In other words, I need the app to detect when I enter one of the rooms in the cultural center. To explain in more detail: I have performed 8 scans with the glasses, let's say they are 8 rooms. I extracted the data from each of the rooms individually using the command "adb pull /sdcard/scene_anchors_empty_room.json," and now I am trying to work with "Mruk." Initially, I couldn't deserialize the JSON due to a structure conflict between "SerializationHelper" and "Json." I then designed a script to deserialize the JSON, and now it doesn't throw errors, but it still doesn't detect the room. So, my specific request is: I need the correct data flow or data handling to make a JSON file replace the spatial configuration of the device, associating the room models with the Unity scenes. Note: Please take into account that I have no development knowledge and am working with AI, so any information you can provide will be greatly appreciated.726Views1like0CommentsProblem loading Scene from OVRSceneManager "Loading the Scene definition yielded no result"
Having a problem loading my scene in from OVR Last week worked perfectly fine finding my scene definition. Today no changes at all will not load the scene and am getting a popup before the app starts that "Scene Capture does not work over link" As well as "Loading the Scene definition yielded no result. Typically, this means the user has not captured the room they are in yet. Alternatively, an internal error may be preventing this app from accessing scene. Invoking NoSceneModelToLoad." in the warnings output in the editor. I successfuly set up the scene and can see my bounding boxes as I get close to the objects. My settings are as follows: I have also tried dumping point cloud data and re running room setup multiple times and cannot get the scene to load properly. Any help would be appretiated as I have hit a wall on this. PC and Device Specs: Alienware Windows 10 Unity 2022.3.7f Oculus Quest Pro Meta Quest All in One SDK V60.0Solved1.7KViews0likes2CommentsPresence Platform Scene Manager SceneModelLoadedSuccessfully not being called
Hello, I'm trying to get Scene data, so following the tutorials, I wrote a script that waits for the scene to be loaded and then iterate over the SceneAnchors. It worked in one project. I took this c# script and moved it to another project, duplicated the bouncing ball demo scene and added my script there. My script is pointing to the OVRSceneManager that exists there in the bouncing ball scene. In the logs, with verbose on, I can see the scene is being loaded and finishes successfully, with the OVRSceneManager object but the SceneModelLoadedSuccessfully not being called in my object. This is in my code if (_sceneManager == null) { _sceneManager = FindObjectOfType<OVRSceneManager>(); } VRDebugger.Log(" Scene Manager" + _sceneManager); _sceneManager.SceneModelLoadedSuccessfully += SceneModelLoaded; What am I doing wrong?1.6KViews0likes2CommentsHide OVRScene object guardian outlines
I have an AR app where users interact with surfaces, but annoying outlines of OVRSceneAnchor objects are getting in the way. I don't want to have to ask users to enable developer mode and disable their guardians. Is there some way I can turn these guardian outlines off? The user already knows something is there because passthrough is enabled795Views0likes0CommentsProblem while trying to load room setup (OVRSceneManager)
We are developing an architecture application for our final project. Crucial part of this project relies on loading room setup that user made (I am talking about the experimental scene features). I experimented using the OVRSceneManager prefab, which uses OVRSceneModelLoader script. It works perfect using Unity play button with Link, however after build&run, following problem occur: 1- Script tries to load the room setup, but fails to find 2- Script triggers the room capture process, which makes user to select walls etc. 3- User finishes the room capture process and clicks Done 4- Script detects succesful capture and tries to load again, but fails to find again. If room capture process is done before running application, it stills fails to load and starts room capture process as usual but from the last step (Everything is selected but asks to press Done). I couldn't figure out the problem here, any ideas? Headset : Quest 2 (v49) Unity version : 2021.3.19f1 Oculus Integration version : v491.2KViews1like0Comments