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No events showing in Microsoft Mesh after latest update
Yesterday mesh auto updated and ever since I can't view any ongoing or past events. This happened right before an important demo. Am I the only one with this issue? On the web the event is active. I can also find it on my laptop, which has not updated the app. However, on my VR headset it displays that no events are active. The outcome is the same for both organizers and participants of the event We found a workaround which was to guide the participants into the Environment Template, but that's complicated for people not that aren't used to VR or, tech in general. This needs to be fixed!SolvedTrondleMay 08, 2025Copper Contributor450Views3likes14CommentsInstantiate Gameobject node in Visual Scripting removed when importing Mesh toolkit
Unity version: 2022.3.34 Mesh version: 5.2414.130 Hello, Is there a reason why the Instantiate Gameobject node in visual scripting disappears when you import the mesh toolkit? As soon as I import the toolkit I can no longer find the node in the fuzzy finder. Is there a mesh alternative that I am not aware about? If this is on purpose, I would reconsider to allow users to instantiate objects during runtime as it is such a fundamental functionality in 3D development. Not being able to instantiate gameobjects severely limits the core functionalities in my work project. Thanks for any input on thisSolvedMeshCreatorFeb 06, 2025Copper Contributor52Views0likes1CommentLibrary conflict
Hi In unity console I have this "red" error: "......We can't assign a new GUID because the asset is in an immutable folder. The asset will be ignored" This happened after I tried to update the library Microsoft Mesh Toolkit, but after encountering a series of errors that I didn't want to investigate further, I reverted to version 5.2402.240 I tried deleting the corresponding meta file to force a Packagecache refresh, but the result remains the same. Does anyone have any suggestions?SolvedAndreaS1590Dec 20, 2024Copper Contributor215Views0likes6CommentsToybox project was removed from the Mesh Toolkit Unity
The latest update to the Mesh Toolkit Unity project removes almost all of the content of the Toybox demo project. Please restore it. https://github.com/microsoft/Mesh-Toolkit-Unity/commit/678ec280221e21952fe9c15993dd801a0acdd4f7SolvedlukaszdudziakOct 08, 2024Brass Contributor445Views0likes6CommentsAvatar has no lighting
I have several environments and in one of them the avatar is totally black. It is as if it isn't "lit". Everything else in the scene looks fine. I have compared the Unity project with one that works correctly but can not find a reason. When running inside Unity in play mode I do see the "Stickman" avatar ok. Any ideas on where I should look would be appreciated. RobertSolvedRobertC2345Sep 28, 2024Copper Contributor288Views0likes2CommentsCustom C# script in Mesh ?
Hi, We are currently exploring the potential of using Mesh for collaborative work. Our existing setup already includes Unity ecosystem with custom packages, scripts, and more. I'm trying to reuse these scripts in a Mesh environment. However I encounter difficulties when trying to use C# scripts in Mesh and I always end up in errors such as: The game object '...' uses the component '...' in Assembly '...'. This component is not supported by Mesh runtime. Even with something as simple as: public class CustomCode : MonoBehaviour { void Start() { } } Is it possible to use C# script in a Mesh environment ? Thanks for your help.SolvedTAndrieuSep 12, 2024Copper Contributor585Views0likes6CommentsDetect client platform
Is there a way to detect the client type connected with the Visual Script? I want to show a simple tutorial on teleporting and interacting with objects, but it differs for PC and Quest; therefore, I want to display a different image for PC and a different one for Quest.SolvedlukaszdudziakSep 11, 2024Brass Contributor373Views0likes3CommentsManipulable objects incorrect physics behavior with kinematic
Hi I have a "mesh interactable setup" manipulable object with constraints on rotation and movement. I can move object only up and down and I can't rotate. the object in the rigidbody component has the kinamatic property active. Until a few days ago it worked perfectly. inside mesh I raised and lowered the object and it stayed exactly where I left it iwthout momentum. Exactly what i wanted. Today it no longer works. I can no longer move the object. It is selected. It is hovered but i cannot move. In unity editor I have mesh toolkit 5.2402.240 and from the editor in play mode it is still working, but inside a custom mesh event it no longer works. Has anything changed about the physics of manipulable objects? Thank youSolvedAndreaS1590Jul 17, 2024Copper Contributor559Views0likes3Commentsgitignore configuration for Mesh projects
I've noticed that some files are created in the Assets folder during the build. Is it safe to put those folders to gitignore to not keep them in the repo (they can be like 50-100MB files)? Do you have any other advice on which files can also be ignored?SolvedlukaszdudziakJul 14, 2024Brass Contributor413Views0likes2CommentsManipulable objects incorrect physics behavior after moving to latest mesh toolkit
We have a very annoying issue since having moved to the latest mesh toolkit 5.2407.226 from the version 5.2402.240. Object type -> Manipulable with Mesh interactable setup script is not behaving properly. It loses horizontal momentum instantly when being released during swing (it just abruptly stops midair and glides downward) and it is easily pushed through every piece of geometry regardless of collision complexity which is accompanied by physics jitter, complete opposite to previously stable behavior. Happens in the completely clean project as well as in the latest mesh toolkit samples. We have tried downgrading to the previously working Mesh toolkit package 5.2402.240 which fixes this problem, but this version of toolkit requires Unity 7f to be able to upload the environment. It seems counterintuitive to go back to the earlier version of editor and toolkit and miss all the QoL improvements just to get the physical object manipulation to behave properly. Could anyone help with this issue? Would be much appreciated.Solvedy_kovalovJul 03, 2024Copper Contributor785Views0likes7Comments
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