Mesh development
26 TopicsWelcome to the Microsoft Mesh Creator discussion space: a hub for developers, artists, and creators
Greetings and a warm welcome to the Mesh Creator discussion space! I'm Milena Paumen, and I'm absolutely thrilled to usher in this exciting new chapter in our shared journey. As we prepare for the launch of the Discussion Space for the Mesh Dev/Creator Community, I wanted to take a moment to introduce myself and convey my deep enthusiasm for this remarkable community. We are delighted that you've chosen to be a part of this inclusive community, where you'll discover a unique opportunity to stay informed about product updates, delve into upcoming sessions, access valuable resources, and engage with fellow professionals who are dedicated to crafting software solutions using Microsoft's Mesh. Within this space, you'll uncover the immense power of connecting with other technologists who, like you, are navigating the intricacies of project creation. Please feel free to initiate and nurture discussions on subjects that pique your curiosity. As our community of customers and partners continues to grow, we hope you find immense value in forging meaningful connections, and we eagerly anticipate your feedback. We encourage you to extend invitations to your team members to join us here. And don't forget to take a moment to introduce yourself to the collective; we'd love to get to know you better. Allow me to share a bit more about myself: In my role as a CXPM within the Mesh Engineering team, I've had the privilege of working closely with our exceptional engineers who meticulously craft our products. My primary focus is to ensure that we provide the highest level of support possible to developers within our customer and partner organizations. My journey at Microsoft also encompassed contributing to the development of the Microsoft Surface portfolio. While I have since embarked on new horizons, my appreciation for the transformative power of community remains steadfast. Beyond the realm of technology, I'm an enthusiastic traveler, a part-time professor, and I deeply cherish the moments spent with my family. As we embark on this new chapter with the launch of the Mesh Dev/Creator Community's Discussion Space, I genuinely look forward to connecting with each and every one of you. Your diverse experiences, boundless creativity, and shared passion for innovation will undoubtedly propel our community to new heights. I extend my sincere gratitude for your unwavering dedication to our Mesh Dev/Creator Community. Together, let's make this launch an unforgettable milestone in our journey.4KViews8likes7CommentsCollabration with non premium users
Hi, Sorry if its already answered. I've been experimenting with this recently and created a small demo. As of now, I exclusively hold a premium license for Mesh. With an upcoming collaborating session, not all participants will have a premium license. Should I acquire licenses for everyone? The collaborators won't need to use all the features of Mesh.941Views0likes3CommentsLatest update has broken teleportation
On the Quest the teleportation process is broken. When you land, it rotates your avatar position by about 10 degrees to the right. I have seen this type of bug before in Amazon GameLift and it was to do with synchronising positions on the server.751Views0likes5CommentsUnity Playmode Mouse interaction not Working
So i just started yesterday with playing around in mesh and creating our own spaces. The thing is when i use one of the github samples and press play within the unity editor ... i cannot use LMB or RMB to look around. Or can click any button. But if i upload the exact szene into the Mesh "Cloud" and view it within the Microsoft Mesh Desktop App or in the Quest ... everything works as expected ... so i think everything is set up the way it should be ... but in the Unity Editor Play mode Mouse does not work (Keyboard works fine btw i can walk around) ... its very difficult to test your app that way 😉 Anything i can do to fix this or is this a known bug? Cheers Stefan678Views1like1CommentPassing live information from the scene to Cloud Scripting
Hello everyone, I am looking for a way to track the live position of objects in MS Mesh. I am currently exploring if this is possible to be implemented with Cloud Scripting. However, when an Event is called like "Selected", only the initial information of the scene is presented. So when a user is moving an object, I am currently unable to track this. 1. Is it possible to update the scene/DOM in Cloud Scripting while running the application? 2. Is there a way to send additional information to the Cloud Scripting environment? 3. Is there a way to implement custom Cloud Scripting Events or EventArgs? 4. Am I overlooking something and there is an easy way to track the live position of objects? Additional information: I am working on a research project where I would like to use Microsoft Mesh. To properly implement this, I would need to gather live data from MS Mesh, like the current position of Objects or Avatars. I tried multiple things but did not come to a solution. The "PositionChanged" does not seem to be called. According to the docs, I can get "Hit info, relative to the local coordinate space of the InteractableNod" which does not help. I found this post, saying that Cloud Scripting <-> Visual Scripting is not possible. Thank you in advance for the help!Solved663Views0likes2CommentsManipulable 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.Solved630Views0likes7CommentsPhysics Raycast not exposing the Hit result
In the Unity Visual Scripting graph the Physics Raycast node doesn't expose the Hit result output so I can get the distance from the origin to the collider. Here's a screenshot to show you what I mean. Any ideas? How do you get the Raycast Hit object?605Views0likes4CommentsMax number of participants in the same room in Mesh?
Hello, The documentation about Mesh states 200 participants as max number, sometimes 300, and sometimes it is specified that the participants get allocated to max-16-users rooms, sometimes not. So is it possible to have a big event with more than 16 people in the same room (ideally 300) or not? It is unclear to me. Thank you.555Views0likes3Comments