Stage tracking space in Link Mode
Hi I'm developing a PC VR app with the Oculus integration for Unity. In this app, the virtual space should should align to the physical space. - The documentation states that one should use the "stage tracking space" when creating apps like this to keep the view re-centering function from messing with the alignment. https://developer.oculus.com/documentation/unity/unity-ovrboundary/ - On the OVRManager, I've set "TrackingOriginType" to "Stage" and disabled the "AllowRecenter" option. In an Android build, it seems to have the effect which is described in the documentation. But in the Editor or in a Desktop build with the Quest2 in Link mode, the view/alignment still resets when re-centering manually or after the headset was taken off for a few seconds. - Are those options only supported on Android Quest builds or am I missing something? Would there be an alternative way to keep the virtual world aligned with the physical one?3.8KViews0likes3CommentsLocal Space can not be loaded from Quest to Unity
I am trying to load a Scene / Room from a Quest 3 into unity. The objects are being loaded, but their transform isn't. This seems to happen since Update 60. MetaStoreHelp Is this a known error and do you know a workaround? [OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11831 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302) OVRSceneAnchor:Initialize (OVRAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneAnchor.cs:142) OVRSceneManager:InstantiateSceneAnchor (OVRAnchor,OVRSceneAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneManager.cs:995) OVRSceneRoom:OnLocalizationCompleted (bool,OVRAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneRoom.cs:176) OVRTask`1/CallbackWithState`1<bool, OVRAnchor>:Invoke (bool) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/Util/Async/OVRTask.cs:469) OVRTask`1/CallbackWithState`1<bool, OVRAnchor>:Invoke (System.Guid,bool) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/Util/Async/OVRTask.cs:454) OVRTask`1<bool>:SetResult (bool) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/Util/Async/OVRTask.cs:206) OVRManager:UpdateHMDEvents () (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRManager.cs:2767) OVRManager:Update () (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRManager.cs:2723) And because of that: [OVRSceneAnchor] [9321a5b7-80ae-b131-9fb5-2ef32da70e08] TryLocateSpace failed. The entity may have the wrong initial transform. UnityEngine.Debug:LogWarning (object,UnityEngine.Object) OVRSceneManager/Development:LogWarning (string,string,UnityEngine.GameObject) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneManager.cs:354) OVRSceneAnchor:Initialize (OVRAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneAnchor.cs:150) OVRSceneManager:InstantiateSceneAnchor (OVRAnchor,OVRSceneAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneManager.cs:995) OVRSceneRoom:OnLocalizationCompleted (bool,OVRAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneRoom.cs:176) OVRTask`1/CallbackWithState`1<bool, OVRAnchor>:Invoke (bool) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/Util/Async/OVRTask.cs:469) OVRTask`1/CallbackWithState`1<bool, OVRAnchor>:Invoke (System.Guid,bool) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/Util/Async/OVRTask.cs:454) OVRTask`1<bool>:SetResult (bool) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/Util/Async/OVRTask.cs:206) OVRManager:UpdateHMDEvents () (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRManager.cs:2767) OVRManager:Update () (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRManager.cs:2723) Any ideas?Solved3.5KViews0likes10CommentsAPI Call for clearing room data
Hey folks, I am looking into adding a feature to clear/reset the scanned room data on Quest 3. The intent is to be able to trigger this as part of a live update which will be updating room setup login from in game to avoid existing room data being modified, corrupted, offset etc. Does anyone know of a direct API call to clear that data or if its in a particular location/format that can be cleared through other means? Thanks518Views0likes0CommentsOVRSceneManager placing Volumes above floor
Hey guys, I have staged my room with the onboard software in the Quest 3's settings. This includes scanning the walls, doors, and adding in the furniture manually. Once I use the OVRSceneManager component to load said scene into Unity, I see the walls in the correct places but most of the furniture is floating above the ground, along with one of them being clipped into the floor. I have checked: -ScenePlane and SceneVolume are both barebones objects with the scripts exclusively, and one child with either a quad or cube with certain offsets applied as per the Meta docs. -No other components exist on either object like rigidbodies or extra colliders. -No additional offset is applied to the objects when spawned through their prefab or any parents in the scene. Does anyone know why this could happen or experienced it in the past? Any information helps, thank you!931Views2likes0Comments