Cool video. Thanks a lot. Hopefully the next video will be about how to share those anchors in a local network. :) so that more people can look at beautiful images at the same time ;)
Hi Valem, thank you for this video! Last year I was also experimenting with the anchors in the Oculus Integration. This worked fine. But sharing them over a Network was not possible without sharing the App over the Oculus Store. Do you think that sharing without Oculus could be possible with AR Foundation now?
I will drop this here for people: Shared Spatial anchors are a pain to get working correctly and currently NOT possible with the UnityXR toolkit. So you will have to wait for that to be added. It works with the OVR Manager but has a lot of requirements before you can even make it work. Currently we have made a system where an anchor gets saved inside a database and shared automatically with multiple players in the same physical room.
I am trying to build a program for instructions at a machine and i need to show where items can be found. The boxes are always at the same location, but I dont know how I can build a program that no matter where i start it on the quest 3 shows the right position of the boxes and the machine. I am thinking about setting a startpoint with a QR Code and from there locate the boxes, but I dont know how to get this done. Do you have a tip how I could do that?
Nice tutorial, what about wanting to paint something into a tree for example? Could the AR Plane Manager detect something circular like a tree so then I could put some prefabs into that?
Cool video, but what if you want to move an anchored object later on? Could you just alter the position of the object or would the anchor component get in the way?
SO GLAD to see this, been waiting to see how i can have access to the spatial mesh for anchoring. So after i followed all the videos about setting the project up with XR interaction toolkit, when i reached this anchoring video, and switch to 2023 unity version. The anchor prefab gizmo wasnt being placed on trigger.. i realised i switched to 2023.3 not 2023.2. Could it be a reason its not working?
Is there any way to store the anchors, so that next time, when I recompile, download and restart the app in the PC or Quest 3, the Beautiful Painting remain at the same position as before?
How can I do this so the cube is always on the desk no matter where i start the program. I tried this tutorial, but when i start the program from another point in the room, the object is somewhere else.
Thanks for this (and your other tutorials on VR!) Followed this through and got it all working great - just wondering it there's a way to select one of the points added with the raycast (beam) and delete that point?
Hi Valem, Thank you so much for the great tutorials. I am trying to inherit the Grabbable script which is inside the Package Manager but when I go to the definition of the Grabbable script it is inheriting from the metadata Grabbable script instead of the Package Manager Grabbable script. I need to access BeginTransform, UpdateTransform, and EndTransform methods from the Package Manager Grababble script to add some variables. I want to override the BeginTransform, UpdateTransform, and EndTransform methods from the Package Manager Grababble script into a custom script. Can you please help me with this? Thanks in advance.
Hi Valem. This is unrelated to this video but do you know how to make the configurable joints more stable from the physics rig tutorial? When climbing the player wobbles.
Could this be used to sync up multiple players in a real world space? Like they go and locate 4 real world markers on the ground and the world aligns to those points?
I think Shared Spatial Anchors was what I was looking for. Do you have a tutorial coming on that? If not I will start doing the research myself. I know you work so hard and you do awesome work! If so I can’t wait!!
Could you please upload the source code to your Patreon? I could only find your older spacial anchor code and that one is no longer functional with Meta's current Unity APK.
Anyone have any success in instantiating onto a desk without the rotation messing up? EDIT: A child object was created under the prefab root and all objects were put into that. Changes in rotation and position were made to this object. Interesting as to how it wouldn't work on the root object itself.
Cool video. Thanks a lot. Hopefully the next video will be about how to share those anchors in a local network. :) so that more people can look at beautiful images at the same time ;)
When do we get a tutorial about SharedSpatial Anchors please
Hi Valem, is the tutorial on shared spatial anchors on your patreon,? I can't find it .
Agree to a netcode based shared anchor thing, aligning the players virtual space (Seethrough FPS?) would be very helpful.
do you know of any working example project / tutorial for shared spatial anchors?
@@nilscorte2030 Nope but was thinking about experimenting with using Cloud Save to share the anchor. Finds the authorization a bit rigid though...
@@haraldgundersen7303 I managed to get it to work with Meta SSA, but forget about making it work with UnityXR toolkit. not supported yet
You are the number one in Vr
This is awesome. Can't wait to see more.
Hi Valem, thank you for this video!
Last year I was also experimenting with the anchors in the Oculus Integration. This worked fine. But sharing them over a Network was not possible without sharing the App over the Oculus Store.
Do you think that sharing without Oculus could be possible with AR Foundation now?
just when i needed it, thanks!!
Exactly what I was looking for! Right on time!
I will drop this here for people: Shared Spatial anchors are a pain to get working correctly and currently NOT possible with the UnityXR toolkit. So you will have to wait for that to be added.
It works with the OVR Manager but has a lot of requirements before you can even make it work.
Currently we have made a system where an anchor gets saved inside a database and shared automatically with multiple players in the same physical room.
I am trying to build a program for instructions at a machine and i need to show where items can be found. The boxes are always at the same location, but I dont know how I can build a program that no matter where i start it on the quest 3 shows the right position of the boxes and the machine. I am thinking about setting a startpoint with a QR Code and from there locate the boxes, but I dont know how to get this done. Do you have a tip how I could do that?
Nice tutorial, what about wanting to paint something into a tree for example? Could the AR Plane Manager detect something circular like a tree so then I could put some prefabs into that?
Can XR TOOLKIT utilize Quest 3's spacial mesh? So far your tutorials only cover manual placement of cube colliders like how Quest 2 does it.
Cool video, but what if you want to move an anchored object later on? Could you just alter the position of the object or would the anchor component get in the way?
SO GLAD to see this, been waiting to see how i can have access to the spatial mesh for anchoring. So after i followed all the videos about setting the project up with XR interaction toolkit, when i reached this anchoring video, and switch to 2023 unity version. The anchor prefab gizmo wasnt being placed on trigger.. i realised i switched to 2023.3 not 2023.2. Could it be a reason its not working?
Could you make a tutorial for spatial anchors with Oculus integration too? thanks!
I've also been trying to get this to work and struggling. Has anyone else managed to figure this out yet?
Is there any way to store the anchors, so that next time, when I recompile, download and restart the app in the PC or Quest 3, the Beautiful Painting remain at the same position as before?
How can I do this so the cube is always on the desk no matter where i start the program. I tried this tutorial, but when i start the program from another point in the room, the object is somewhere else.
thank for this ! trying to get through it. however: changing the manifest to xr.arfoundation version 6 gave me dependency errors and a big crash
Same here, any resolve?
@@Filmblanc no, I gave up for now lol. Hoping it becomes a bit clearer and easier later.
Thanks for this (and your other tutorials on VR!)
Followed this through and got it all working great - just wondering it there's a way to select one of the points added with the raycast (beam) and delete that point?
I use ARAnchor to place object on my scene, but when the headset go into sleep mode and waking up, the anchor completly drift :(
Hi Valem, Thank you so much for the great tutorials. I am trying to inherit the Grabbable script which is inside the Package Manager but when I go to the definition of the Grabbable script it is inheriting from the metadata Grabbable script instead of the Package Manager Grabbable script. I need to access BeginTransform, UpdateTransform, and EndTransform methods from the Package Manager Grababble script to add some variables.
I want to override the BeginTransform, UpdateTransform, and EndTransform methods from the Package Manager Grababble script into a custom script.
Can you please help me with this?
Thanks in advance.
Greate video! can this be used with the meta all in one sdk?
does anchored object can be grab and move in the scene?
No the position is fixed but you can move their children!
you could destroy the ARAnchor Component, add a Grabable Component, move the object, and when done add a ARAnchor component again
Anyone encountered a bug with the new 62 Meta Quest 3 update that the anchors are no longer working when the Quest went to stand-by?
Hi Valem. This is unrelated to this video but do you know how to make the configurable joints more stable from the physics rig tutorial? When climbing the player wobbles.
Could this be used to sync up multiple players in a real world space? Like they go and locate 4 real world markers on the ground and the world aligns to those points?
I think Shared Spatial Anchors was what I was looking for. Do you have a tutorial coming on that? If not I will start doing the research myself. I know you work so hard and you do awesome work! If so I can’t wait!!
Could you please upload the source code to your Patreon? I could only find your older spacial anchor code and that one is no longer functional with Meta's current Unity APK.
Anyone have any success in instantiating onto a desk without the rotation messing up?
EDIT: A child object was created under the prefab root and all objects were put into that. Changes in rotation and position were made to this object. Interesting as to how it wouldn't work on the root object itself.
Good vid