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florianbuchholz1988
Inspiring
November 4, 2024

How to make Shared Anchors in the XR-Simulator with ParrelSync work?

  • November 4, 2024
  • 2 replies
  • 408 views

Hi y'all,

has anyone ever figured out how to make shared anchors in the XR-Simulator work, meaning two Unity-Version running at the same time with Parrelsync?

Everything else works, if you have one Version running as Client, the other as Host, but the Anchors can not be shared, probably because the "localsharing_mock_server" is not actually connected to Meta's servers and of course it would be way tot easy to have a way of local sharing this valuable data without Meta in between.

I've tried several different ways, currently having Usersettings with testusers and "Standalone Platform" but, the loading (and probably sharing) the Shared anchors has failed everytime.

Host and Client can see each other, so Unity Netcode runs fine in the Simulator.

Best Regards
Florian Buchholz

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2 replies

New Participant
August 1, 2025

Hi Florian! Did you find a solution for this?

I'm currently working on a local MR multiplayer project and struggling to share spatial anchors to position everything correctly.

florianbuchholz1988
Inspiring
August 4, 2025

Hi Lucirro,

from my experience, just “local” does not work with shared anchors, neither in the XR Simulator nor simply as a local app. If you want to use the shared anchors, they have to go to the meta server and back. That is not possible in the Simulator. 

There is technically an alternative, since the camera API is now available you could use marker or image tracking as an alternative, which would work locally. 

Best Regards
Florian