Unity
24 TopicsMesh Toolkit Update – Questions about Unity, Code Customization & Timeline
Hi everyone, 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. According to the message, the toolkit will be replaced with a new in-app, no-code customization experience. I have a few important questions: 1. Will Unity still be supported? 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? 2. Will code-based customization (scripting, APIs, etc.) still be possible? Or is everything moving toward a purely no-code model? That would be unfortunate—custom scripting has been essential for our more complex experiences. 3. When can we expect the new tools to be available? 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? 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. Looking forward to hearing from the team and from others in the same boat! Best regards520Views5likes8CommentsShared by all clients Node
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?70Views0likes1CommentAzure AI Error when trying to publish tutorial Mesh 201
Hello, I have completed the Mesh 101 and Mesh 201 tutorials, which have been extremely helpful in demonstrating the platform’s extensive customization options. 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: RequestFailedException: Error occurred while provisioning the app's resources: The template deployment '<REDACTED-ID_01>-provisionApp-fc' is not valid according to the validation procedure. The tracking id is '<REDACTED-ID_02>'. See inner errors for details. Status: 400 (Bad Request) ErrorCode: InvalidTemplateDeployment Content: {"error":{"code":"InvalidTemplateDeployment","message":"The template deployment '<REDACTED-ID_01>-provisionApp-fc' is not valid according to the validation procedure. The tracking id is '<REDACTED-ID_02>'. 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."}]}]}} The message suggests my subscription lacks quota for PremiumV2 instances in this region. 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. Could you let me know if I am missing a step or prerequisite? Thank you in advance for your guidance. Kind regards, Oscar Metten64Views0likes1CommentCloud Scripting Package error when publishing to Mesh
Unity version: 2022.3.34 Mesh version: 5.2414.130 Hello, I get an error when I try to build and publish my scene to Mesh, see attachment. There is a nuget.config file in the directory provided by the error message, see attachment. 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? Thanks53Views1like1CommentWebSlate Input on Select Enter is null
When using webSlate in my scene when i want to interact with it nothing happens and i get an error saying : " NullReferenceException: Object reference not set to an instance of an object MicrosoftMesh.WebSlate.WebSlateInput OnSelectEnter (UnityEngine.XR.Interaction.Toolkit.SelectEnterEventArgs args) (at <aaff06ee9dfb41c099a87a93bd74118f>:0) " and i dont really know if it's that my fault or is that a Toolkit Error ?131Views0likes2CommentsAvatar Trigger Shared State Issue
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. 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. This makes me unable to get a workaround through code. Is there something I have missed?34Views0likes0CommentsNo differentiation between Avatar Triggers
Unity version: 2022.3.34 Mesh version: 5.2414.130 Hello, 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. 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. 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.88Views1like1CommentError [Cloud Scripting]: Cloud scripting upload failed
I Team, I have this error during the deploy from unity, below the error in detail: Error [Cloud Scripting]: Cloud scripting upload failed Exception: Running process exited with error code : 1 ErrorMessage : here another screen of the error from the mesh publish dialog78Views0likes0CommentsManipulable 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.Solved765Views0likes7CommentsPassing 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 http://relative%20to%20the%20local%20coordinate%20space%20of%20the%20InteractableNod post, saying that Cloud Scripting <-> Visual Scripting is not possible. Thank you in advance for the help!Solved774Views0likes2Comments