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Weald_Spatial
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Joined 2 years ago
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Object Controllable not showing in the Control Panel in Mesh app
I have noticed that if I set an Object Controllable's 'Default is Visible' property to false in the Unity IDE then the object doesn't show but also doesn't give me an option to turn it back on in the control panel.Solved316Views0likes1CommentRe: Instantiating or Destroying a GameObject
There's this from the Cloud Scripting documentation: Cloning and reparenting Nodes can be cloned and reparented in the Mesh Cloud Scripting API; the corresponding Unity scene will update accordingly. If you clone a node, it'll clone that node and all its children (including children that may be in the corresponding Unity objects but are not visible to Mesh Cloud Scripting). It's possible to clone or reparent Nodes that correspond to Unity Components. This is implemented by recreating these Unity components based on the Mesh Cloud Scripting Node representations. Only Nodes that can be created through the Mesh Cloud Scripting API can be cloned or reparented. If you've created a component in Unity and set fields that aren't reflected in the corresponding Mesh Cloud Scripting Node, these fields will be reset to their defaults if the Node itself is cloned. For this reason, we recommend that you clone or reparent Transform Nodes where you're manipulating objects that were created in Unity. These will always correctly keep all the original Unity settings.355Views0likes0CommentsYou must install or update .NET to run this application
Trying to get Cloud Scripting working. I have an Azure subscription and the ID is set in the publishing panel. When I run my project in the editor I get the error: 0:00.000 Error [CloudScriptingCloudHosting]: . [2024-04-19T16:53:25.259725Z: Error]: CloudScriptingAppProcess.. You must install or update .NET to run this application. I have the latest version of the .NET SDK installed (.NET 😎1.3KViews0likes4CommentsRe: Instantiating or Destroying a GameObject
I am wondering the same thing. I will talk to the Microsoft team and see what I can find out. It may be possible to do this with Cloud Scripting. I guess they see it as a security risk. I wonder if Prefabs in the library are scanned by the packager and these could include malicious scripts.423Views1like0CommentsRe: Mesh sessions crashing on Quest 3
Just came out of a session and both participants crashed. It is a severe crash with the scene freezing (is really horrible sickness) and us both having to do a hard-reset. Have reported the crashes from in the session via feedback, so you should have logs to look at.442Views0likes0CommentsMesh sessions crashing on Quest 3
Lately, I have been experiencing crashes on my Quest 3 while in Mesh. These are hard crashes that require a complete hard boot of my headset. They only happen when I am in Mesh and when I am meeting with other people. The only thing I can think of that may be causing these crashes is changing wifi with a new router and connecting my headset to only the 5ghz channel. Does anyone on the team know if this would cause an issue?468Views0likes1CommentMesh publish errors for Microsoft.MixedReality.WebView.WebViewLifetimeManager
I am getting build errors when trying to publish my space. I have been successful previously. I have updated the SDK and cleared the Library folder. Problem persists. Unity version is 2022.3.7f1 on PC Windows 10. Mesh Toolkit 5.2402.232 Errors are: The game object 'WebViewSystem' uses the component 'Microsoft.MixedReality.WebView.WebViewLifetimeManager' in Assembly 'Microsoft.MixedReality.WebView'. This component is not supported by Mesh runtime. I don't have a WebSlate in my scene. GUID [c23a922ee29c4ac195e610e735b410be] for asset 'Packages/com.microsoft.mesh.toolkit/mesh.playermodule.meta' conflicts with: 'Packages/com.microsoft.mesh.toolkit/mesh.playermodule/Scripts/Microsoft.Mesh.PlayerModule.dll.meta' We can't assign a new GUID because the asset is in an immutable folder. The asset will be ignored.Solved729Views0likes3CommentsHuge lag in Mesh
We are noticing a considerable lag in Mesh at the moment. Up to 30 seconds to update the position of an avatar in the space. Is unusable right now. Audio is ok, but when you move it takes a long time before the other person realises you are not standing next to them anymore. This issue was observable on PC and in the Quest headset.871Views1like6Comments
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