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  <channel>
    <title>Mesh Creators topics</title>
    <link>https://techcommunity.microsoft.com/t5/mesh-creators/bd-p/MeshCreators</link>
    <description>Mesh Creators topics</description>
    <pubDate>Fri, 24 Apr 2026 21:46:44 GMT</pubDate>
    <dc:creator>MeshCreators</dc:creator>
    <dc:date>2026-04-24T21:46:44Z</dc:date>
    <item>
      <title>Transitioning from Microsoft Mesh to customizing immersive events in Microsoft Teams</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/transitioning-from-microsoft-mesh-to-customizing-immersive/m-p/4437518#M453</link>
      <description>&lt;P&gt;As we continue evolving our immersive collaboration experiences, we encourage creators to begin building directly in &lt;A class="lia-external-url" href="https://aka.ms/teams-immersive-docs" target="_blank"&gt;immersive events for Teams&lt;/A&gt;—&lt;A class="lia-external-url" href="https://aka.ms/immersive-events-in-teams-preview" target="_blank"&gt;&lt;U&gt;available today in Teams public preview!&lt;/U&gt;&lt;/A&gt;&amp;nbsp;You can schedule, customize, host and attend&amp;nbsp;immersive events right inside of Microsoft Teams.&lt;/P&gt;
&lt;P&gt;As a reminder:&lt;/P&gt;
&lt;UL&gt;
&lt;LI&gt;&lt;A href="https://learn.microsoft.com/en-us/mesh/develop/development-overview" target="_blank"&gt;The Microsoft Mesh Toolkit was retired on June 24, 2025&lt;/A&gt;.&lt;/LI&gt;
&lt;LI&gt;&lt;A href="https://learn.microsoft.com/en-us/mesh/overview" target="_blank"&gt;The Mesh PC and Mesh Quest apps, Mesh.cloud.microsoft website, and the “Immersive space (3D)” view in Teams meetings will be retired on December 1, 2025&lt;/A&gt;.&lt;/LI&gt;
&lt;/UL&gt;
&lt;P&gt;This is just the beginning.&amp;nbsp; We have some exciting new customization features coming soon to the product such as preview support for custom environments using the .GLB file format.&amp;nbsp; This will make it possible to create your own 3D environments and templates for use in immersive events in Microsoft Teams.&lt;/P&gt;
&lt;P&gt;We’ll continue to share updates as new capabilities roll out. Thanks for being part of the journey.&lt;/P&gt;</description>
      <pubDate>Tue, 29 Jul 2025 00:44:25 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/transitioning-from-microsoft-mesh-to-customizing-immersive/m-p/4437518#M453</guid>
      <dc:creator>BrentJackson</dc:creator>
      <dc:date>2025-07-29T00:44:25Z</dc:date>
    </item>
    <item>
      <title>Mesh Toolkit Update – Questions about Unity, Code Customization &amp; Timeline</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/mesh-toolkit-update-questions-about-unity-code-customization/m-p/4426986#M443</link>
      <description>&lt;P&gt;Hi everyone,&lt;/P&gt;&lt;P&gt;I just read the recent announcement about the Microsoft Mesh Toolkit being retired as of June 24th, 2025, and I have to say it came quite suddenly.&lt;/P&gt;&lt;P&gt;According to the message, the toolkit will be replaced with a new in-app, no-code customization experience. I have a few important questions:&lt;/P&gt;&lt;P&gt;1. Will Unity still be supported?&lt;BR /&gt;Many of us (including our team) rely on Unity for creating and publishing Mesh experiences. Will this integration continue to work, or is it being phased out along with the toolkit?&lt;BR /&gt;2. Will code-based customization (scripting, APIs, etc.) still be possible?&lt;BR /&gt;Or is everything moving toward a purely no-code model? That would be unfortunate—custom scripting has been essential for our more complex experiences.&lt;BR /&gt;3. When can we expect the new tools to be available?&lt;BR /&gt;Is there a timeline or preview we can test? And when will we be able to migrate/update our existing environments to the new system?&lt;/P&gt;&lt;P&gt;We currently run several meetings and collaborative sessions in Mesh spaces, so this change has a big impact on us. A clear migration plan would really help us prepare.&lt;/P&gt;&lt;P&gt;Looking forward to hearing from the team and from others in the same boat!&lt;/P&gt;&lt;P&gt;Best regards&lt;/P&gt;</description>
      <pubDate>Wed, 25 Jun 2025 09:14:06 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/mesh-toolkit-update-questions-about-unity-code-customization/m-p/4426986#M443</guid>
      <dc:creator>EduRie</dc:creator>
      <dc:date>2025-06-25T09:14:06Z</dc:date>
    </item>
    <item>
      <title>No events showing in Microsoft Mesh after latest update</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/no-events-showing-in-microsoft-mesh-after-latest-update/m-p/4411805#M426</link>
      <description>&lt;P&gt;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&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;We found a workaround which was to guide the participants into the Environment Template, but that's complicated for people not&amp;nbsp; that aren't used to VR or, tech in general. This needs to be fixed!&lt;/P&gt;&lt;img /&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Thu, 08 May 2025 07:18:21 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/no-events-showing-in-microsoft-mesh-after-latest-update/m-p/4411805#M426</guid>
      <dc:creator>Trondle</dc:creator>
      <dc:date>2025-05-08T07:18:21Z</dc:date>
    </item>
    <item>
      <title>Teams Premium license needed for VR immersive spaces if not using custom spaces?</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/teams-premium-license-needed-for-vr-immersive-spaces-if-not/m-p/4409349#M418</link>
      <description>&lt;P&gt;We're evaluating using Mesh immersive spaces - we don't currently need custom spaces yet. We already have access to immersive spaces through the Teams app using the pre-built spaces - do we need the premium license to join these spaces in VR if we're not doing custom spaces or are we limited to 2D only without Teams Premium? It appears to currently be blocked via the Mesh app, but documentation is sparse - maybe some other configuration is blocking it?&lt;/P&gt;</description>
      <pubDate>Tue, 29 Apr 2025 17:47:09 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/teams-premium-license-needed-for-vr-immersive-spaces-if-not/m-p/4409349#M418</guid>
      <dc:creator>JeroMiyaRouteOne</dc:creator>
      <dc:date>2025-04-29T17:47:09Z</dc:date>
    </item>
    <item>
      <title>Azure AI Error when trying to publish tutorial Mesh 201</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/azure-ai-error-when-trying-to-publish-tutorial-mesh-201/m-p/4408729#M416</link>
      <description>&lt;P&gt;Hello,&lt;/P&gt;&lt;P&gt;I have completed the Mesh 101 and Mesh 201 tutorials, which have been extremely helpful in demonstrating the platform’s extensive customization options.&lt;/P&gt;&lt;P&gt;When I attempt to publish the finished Mesh 201 Starting Point scene (including step 6, which works correctly in Play mode), I encounter the following error:&lt;/P&gt;&lt;P&gt;RequestFailedException: Error occurred while provisioning the app's resources: The template deployment '&amp;lt;REDACTED-ID_01&amp;gt;-provisionApp-fc' is not valid according to the validation procedure. The tracking id is '&amp;lt;REDACTED-ID_02&amp;gt;'. See inner errors for details. Status: 400 (Bad Request) ErrorCode: InvalidTemplateDeployment Content: {"error":{"code":"InvalidTemplateDeployment","message":"The template deployment '&amp;lt;REDACTED-ID_01&amp;gt;-provisionApp-fc' is not valid according to the validation procedure. The tracking id is '&amp;lt;REDACTED-ID_02&amp;gt;'. See inner errors for details.","details":[{"code":"ValidationForResourceFailed","message":"Validation failed for a resource. Check 'Error.Details[0]' for more information.","details":[{"code":"SubscriptionIsOverQuotaForSku","message":"This region has quota of 0 PremiumV2 instances for your subscription. Try selecting different region or SKU."}]}]}}&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;The message suggests my subscription lacks quota for PremiumV2 instances in this region.&lt;/P&gt;&lt;P&gt;However, step 6 of the tutorial does not indicate that a PremiumV2 plan is required, and I am currently on an Azure Standard plan. The tutorial’s screenshot also shows the Standard pricing tier, so I would expect the deployment to succeed with my current configuration.&lt;/P&gt;&lt;P&gt;Could you let me know if I am missing a step or prerequisite?&lt;/P&gt;&lt;P&gt;Thank you in advance for your guidance.&lt;/P&gt;&lt;P&gt;Kind regards,&lt;/P&gt;&lt;P&gt;&amp;nbsp;Oscar Metten&lt;/P&gt;</description>
      <pubDate>Mon, 28 Apr 2025 14:24:56 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/azure-ai-error-when-trying-to-publish-tutorial-mesh-201/m-p/4408729#M416</guid>
      <dc:creator>OscarMetten</dc:creator>
      <dc:date>2025-04-28T14:24:56Z</dc:date>
    </item>
    <item>
      <title>Shared by all clients Node</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/shared-by-all-clients-node/m-p/4403990#M413</link>
      <description>&lt;P&gt;Is there a way to get a component that is shared by all clients and make local logic? For example, on trigger enter works great for testing if an avatar is inside a collider. However, on trigger enter is shared by all clients, as such if any avatar enters the trigger collider the interaction happens for all avatars. Is there a way to get around this?&lt;/P&gt;</description>
      <pubDate>Mon, 14 Apr 2025 10:19:44 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/shared-by-all-clients-node/m-p/4403990#M413</guid>
      <dc:creator>Trondle</dc:creator>
      <dc:date>2025-04-14T10:19:44Z</dc:date>
    </item>
    <item>
      <title>Avatar Trigger Shared State Issue</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/avatar-trigger-shared-state-issue/m-p/4403941#M412</link>
      <description>&lt;P&gt;My use case is to make 'break-out rooms'. By entering a collider the user gets a discussion topic and question to discuss with the other avatars present in the same collider. In mesh there are two ways to handle trigger collider logic. Avatar triggers happens locally, while on trigger enter gets networked to all avatars. I don't want to use on trigger enter because only the avatar that enters should see the hidden content. Not all avatars in the scene.&lt;/P&gt;&lt;P&gt;However, using avatar trigger allows the avatar who enters any trigger collider to see all hidden content. Putting conditions, such as limiting the interaction to a specific trigger collider, does nothing as it activates all available avatar trigger component directly. Which means that all avatar trigger components share the same state and when one is set to True then all of them get set to True and their interaction happens.&amp;nbsp; This makes me unable to get a workaround through code. Is there something I have missed?&lt;/P&gt;</description>
      <pubDate>Mon, 14 Apr 2025 08:40:28 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/avatar-trigger-shared-state-issue/m-p/4403941#M412</guid>
      <dc:creator>Trondle</dc:creator>
      <dc:date>2025-04-14T08:40:28Z</dc:date>
    </item>
    <item>
      <title>Access to seating hover effect</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/access-to-seating-hover-effect/m-p/4400902#M407</link>
      <description>&lt;P&gt;Hello, I was wondering if this effect is available somewhere in the samples or in the toolkit? I have tried looking in the provided Unity samples, but maybe it is hidden somewhere I haven't looked? Thanks in advance&lt;/P&gt;&lt;img /&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Fri, 04 Apr 2025 09:56:52 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/access-to-seating-hover-effect/m-p/4400902#M407</guid>
      <dc:creator>MeshCreator</dc:creator>
      <dc:date>2025-04-04T09:56:52Z</dc:date>
    </item>
    <item>
      <title>Can Mesh be used as a SharePoint Space replacement?</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/can-mesh-be-used-as-a-sharepoint-space-replacement/m-p/4400121#M406</link>
      <description>&lt;P&gt;Hello Community,&amp;nbsp;&lt;/P&gt;&lt;P&gt;I received a notice that SharePoint Space is depreciated and I was directed the Mesh. Mesh seems to be limited to created 3D environment for "events" or meetings in Teams. Can Mesh really be used in place of SharePoint Space? If not, what can be used in place of SharePoint space? I was using SharePoint Space for virtual tours and I took a lot of time to set that up.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thank you&lt;/P&gt;</description>
      <pubDate>Wed, 02 Apr 2025 15:23:43 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/can-mesh-be-used-as-a-sharepoint-space-replacement/m-p/4400121#M406</guid>
      <dc:creator>DianezP</dc:creator>
      <dc:date>2025-04-02T15:23:43Z</dc:date>
    </item>
    <item>
      <title>No differentiation between Avatar Triggers</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/no-differentiation-between-avatar-triggers/m-p/4398508#M405</link>
      <description>&lt;P&gt;Unity version: 2022.3.34&lt;/P&gt;&lt;P&gt;Mesh version: 5.2414.130&lt;BR /&gt;&lt;BR /&gt;Hello,&lt;BR /&gt;&lt;BR /&gt;I have noticed an issue that appears when you have multiple Avatar Triggers in one scene. The issue is that the scripts attached to them will run regardless of which Trigger zone the avatar enters.&lt;BR /&gt;&lt;BR /&gt;Let's say, I have 2 trigger zones (1 and 2) and both of them have script (doesn't matter if it's the same script or different ones). If the script on Trigger zone 1 do ABC when Avatar Trigger value changed to true and Trigger zone 2 do XYZ when Avatar Trigger value changed to true, both ABC and XYZ will happen regardless if the avatar only entered Trigger zone 1 or Trigger zone 2.&amp;nbsp;&lt;BR /&gt;&lt;BR /&gt;I have tried using different scripts, saved each Avatar Trigger component in different variables, Used different tags but the issue seems to be in the Avatar Trigger logic itself (even having an Avatar trigger game object with no scripts attached to it will trigger the scripts on other game objects). Of course I could have done something wrong, and I would appreciate some guidance if that's the case.&lt;/P&gt;</description>
      <pubDate>Fri, 28 Mar 2025 16:29:45 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/no-differentiation-between-avatar-triggers/m-p/4398508#M405</guid>
      <dc:creator>MeshCreator</dc:creator>
      <dc:date>2025-03-28T16:29:45Z</dc:date>
    </item>
    <item>
      <title>Cloud Scripting Package error when publishing to Mesh</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/cloud-scripting-package-error-when-publishing-to-mesh/m-p/4385551#M404</link>
      <description>&lt;P&gt;Unity version: 2022.3.34&lt;/P&gt;&lt;P&gt;Mesh version: 5.2414.130&lt;BR /&gt;&lt;BR /&gt;Hello,&lt;BR /&gt;&lt;BR /&gt;I get an error when I try to build and publish my scene to Mesh, see attachment.&lt;BR /&gt;&lt;BR /&gt;There is a nuget.config file in the directory provided by the error message, see attachment.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;From my limited knowledge I guess I need a reference to the Cloud scripting package here as it doesnt exist in nuget.org, but Im not sure what to add specifically. Is this whats causing the error, and what should I add to resolve this if thats the case?&lt;BR /&gt;&lt;BR /&gt;Thanks&lt;/P&gt;</description>
      <pubDate>Tue, 25 Feb 2025 09:12:28 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/cloud-scripting-package-error-when-publishing-to-mesh/m-p/4385551#M404</guid>
      <dc:creator>MeshCreator</dc:creator>
      <dc:date>2025-02-25T09:12:28Z</dc:date>
    </item>
    <item>
      <title>Dialog input ellipsis</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/dialog-input-ellipsis/m-p/4382431#M401</link>
      <description>&lt;P&gt;Hi Team,&lt;/P&gt;&lt;P&gt;I’ve encountered an issue with the input dialog: when trying to insert text, instead of moving to the next line, the text gets truncated (see attached screenshot).&lt;/P&gt;</description>
      <pubDate>Tue, 18 Feb 2025 12:15:23 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/dialog-input-ellipsis/m-p/4382431#M401</guid>
      <dc:creator>dartec</dc:creator>
      <dc:date>2025-02-18T12:15:23Z</dc:date>
    </item>
    <item>
      <title>Development Partner for Microsoft Mesh?</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/development-partner-for-microsoft-mesh/m-p/4378734#M400</link>
      <description>&lt;P&gt;Hello, we are a creative technology studio based in Singapore (&lt;A class="lia-external-url" href="https://www.thedoodlepeople.com/virtual-worlds" target="_blank"&gt;website&lt;/A&gt;), specializing in crafting immersive 3D virtual worlds and interactive experiences for clients across various industries. As pioneers in virtual engagement, we are particularly excited about the potential of Microsoft Mesh and its capabilities.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;We would love to explore the opportunity to become a development partner for Microsoft Mesh, allowing us to offer enhanced solutions to our clients. We are not sure whom we can contact about this at Microsoft, so any insights are much appreciated. Thank you in advance.&lt;/P&gt;</description>
      <pubDate>Fri, 14 Feb 2025 08:29:17 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/development-partner-for-microsoft-mesh/m-p/4378734#M400</guid>
      <dc:creator>S_TheDoodlePeople</dc:creator>
      <dc:date>2025-02-14T08:29:17Z</dc:date>
    </item>
    <item>
      <title>Instantiate Gameobject node in Visual Scripting removed when importing Mesh toolkit</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/instantiate-gameobject-node-in-visual-scripting-removed-when/m-p/4374646#M397</link>
      <description>&lt;P&gt;Unity version: 2022.3.34&lt;/P&gt;&lt;P&gt;Mesh version: 5.2414.130&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Hello,&lt;BR /&gt;&lt;BR /&gt;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?&amp;nbsp;&lt;BR /&gt;&lt;BR /&gt;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.&lt;BR /&gt;&lt;BR /&gt;Thanks for any input on this&lt;/P&gt;</description>
      <pubDate>Thu, 06 Feb 2025 16:13:25 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/instantiate-gameobject-node-in-visual-scripting-removed-when/m-p/4374646#M397</guid>
      <dc:creator>MeshCreator</dc:creator>
      <dc:date>2025-02-06T16:13:25Z</dc:date>
    </item>
    <item>
      <title>Controlling timeline using Unity Playable Controller not working properly</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/controlling-timeline-using-unity-playable-controller-not-working/m-p/4372358#M393</link>
      <description>&lt;P&gt;Unity version: 2022.3.34&lt;BR /&gt;Mesh toolkit version: v5.2314.130&lt;/P&gt;&lt;P&gt;Hello, as the title says I would like to control a Unity timeline using the Unity Playable Controller from Mesh. However, after adding the component and linking up the playable director as instructed in the doc and doing a test event, the controller doesn't seem to work. The animation doesn't pause when the pause button is pressed, and when I resume the animation snaps back to the point in the animation where it should have paused.&amp;nbsp;&lt;/P&gt;&lt;P&gt;For example;&lt;/P&gt;&lt;P&gt;A cube moves from point A to point B in the animation. I want to pause the animation (stop the cube from moving at its current position) when the cube has covered 50% of the distance by pressing the pause button, but the cube continues moving towards point B when doing so. When the cube has moved 75% of the distance, I press resume in the controller, and the cube snaps back to the halfway mark between the points and then continues.&amp;nbsp;&lt;/P&gt;&lt;P&gt;Is there a setting I have missed or anything else that might be causing this?&lt;/P&gt;</description>
      <pubDate>Thu, 30 Jan 2025 14:50:24 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/controlling-timeline-using-unity-playable-controller-not-working/m-p/4372358#M393</guid>
      <dc:creator>MeshCreator</dc:creator>
      <dc:date>2025-01-30T14:50:24Z</dc:date>
    </item>
    <item>
      <title>Malfunction in interaction with objects</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/malfunction-in-interaction-with-objects/m-p/4366524#M389</link>
      <description>&lt;P&gt;I am reopening this topic because it is blocking for me with respect to the logic already implemented.&lt;/P&gt;&lt;P&gt;In a post from September, you said, "….. You are still able to teleport or turn by using the joystick when an object is equipped or &lt;STRONG&gt;interact with a different object using the other hand&lt;/STRONG&gt;."&lt;/P&gt;&lt;P&gt;Unfortunately, this is not true.&lt;/P&gt;&lt;P&gt;If I have an object in my right hand, I cannot activate, for example, the "Teleport" button of a Chapter Label (Tutorial MESH101) with my left hand (or vice versa). The button lights up but does not trigger the execution. So, in this case, I cannot teleport if I have an object in hand or activate the play of a video.&lt;/P&gt;&lt;P&gt;I have verified this situation with a new publication made with Mesh Toolkit 5.2409.244.&lt;/P&gt;&lt;P&gt;Kindly, if you can help me.&lt;/P&gt;</description>
      <pubDate>Wed, 15 Jan 2025 11:18:17 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/malfunction-in-interaction-with-objects/m-p/4366524#M389</guid>
      <dc:creator>AndreaS1590</dc:creator>
      <dc:date>2025-01-15T11:18:17Z</dc:date>
    </item>
    <item>
      <title>Library conflict</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/library-conflict/m-p/4359716#M376</link>
      <description>&lt;P&gt;Hi&lt;/P&gt;&lt;P&gt;In unity console I have this "red" error:&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;img /&gt;&lt;P&gt;"......We can't assign a new GUID because the asset is in an immutable folder. The asset will be ignored"&lt;/P&gt;&lt;P&gt;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&amp;nbsp;&lt;/P&gt;&lt;P&gt;I tried deleting the corresponding meta file to force a Packagecache refresh, but the result remains the same. Does anyone have any suggestions?&lt;/P&gt;</description>
      <pubDate>Fri, 20 Dec 2024 15:39:52 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/library-conflict/m-p/4359716#M376</guid>
      <dc:creator>AndreaS1590</dc:creator>
      <dc:date>2024-12-20T15:39:52Z</dc:date>
    </item>
    <item>
      <title>Using mixed lighting in Mesh</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/using-mixed-lighting-in-mesh/m-p/4355489#M374</link>
      <description>&lt;P&gt;Hi,&lt;/P&gt;&lt;P&gt;Is mixed lighting (backed + real time lighting) supported in mesh ?&lt;/P&gt;&lt;P&gt;I have a scene which is manly static with a few dynamic object. So I use back global illumination and real time lighting for shadows and specular.&lt;/P&gt;&lt;P&gt;I'm using URP/Lit shader for all objects.&lt;/P&gt;&lt;P&gt;The lighting is correct in Editor, but when I enter in Play mode, the backed lighting of dynamic objects, only real time lighting is applied.&lt;/P&gt;&lt;P&gt;If I explitly use URP/Backed Lit, backed lighting is applied but I loose real time lighting.&lt;/P&gt;&lt;P&gt;I read womewhere that Mesh use it own shaders, but I don't find the source anymore. So, does Mesh shaders supported mixed lighting ?&lt;/P&gt;&lt;P&gt;Thanks for your help.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Mon, 09 Dec 2024 09:23:17 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/using-mixed-lighting-in-mesh/m-p/4355489#M374</guid>
      <dc:creator>TAndrieu</dc:creator>
      <dc:date>2024-12-09T09:23:17Z</dc:date>
    </item>
    <item>
      <title>WebSlate Input on Select Enter is null</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/webslate-input-on-select-enter-is-null/m-p/4345808#M373</link>
      <description>&lt;P&gt;When using webSlate in my scene when i want to interact with it nothing happens and&amp;nbsp; i get an error saying :&lt;/P&gt;&lt;P&gt;" NullReferenceException: Object reference not set to an instance of an object&lt;BR /&gt;MicrosoftMesh.WebSlate.WebSlateInput OnSelectEnter (UnityEngine.XR.Interaction.Toolkit.SelectEnterEventArgs args) (at &amp;lt;aaff06ee9dfb41c099a87a93bd74118f&amp;gt;:0) "&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;and i dont really know if&amp;nbsp; it's that my fault or is that a Toolkit Error ?&lt;/P&gt;</description>
      <pubDate>Thu, 28 Nov 2024 14:12:29 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/webslate-input-on-select-enter-is-null/m-p/4345808#M373</guid>
      <dc:creator>Rikwow</dc:creator>
      <dc:date>2024-11-28T14:12:29Z</dc:date>
    </item>
    <item>
      <title>Access microphone used for Mesh via Cloud Scripting</title>
      <link>https://techcommunity.microsoft.com/t5/mesh-creators/access-microphone-used-for-mesh-via-cloud-scripting/m-p/4302778#M370</link>
      <description>&lt;P&gt;Hi everyone, is there a way to access the microphone used in Mesh via cloud scripting? Any thoughts? Thanks in advance.&lt;/P&gt;</description>
      <pubDate>Mon, 18 Nov 2024 10:28:52 GMT</pubDate>
      <guid>https://techcommunity.microsoft.com/t5/mesh-creators/access-microphone-used-for-mesh-via-cloud-scripting/m-p/4302778#M370</guid>
      <dc:creator>sharamureta</dc:creator>
      <dc:date>2024-11-18T10:28:52Z</dc:date>
    </item>
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