Unity
17 TopicsError [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 dialog10Views0likes0CommentsManipulable objects incorrect physics behavior after moving to latest mesh toolkit
We have a very annoying issue since having moved to the latest mesh toolkit5.2407.226 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 package5.2402.240 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.Solved632Views0likes7CommentsPassing 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!Solved663Views0likes2CommentsMesh 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?393Views0likes1CommentGet Variable: not allowed
I use the Mesh101 worl as a test world in MS-Mesh. It worked well (more or less), but suddendly this error appeared. Then i copied a button-> unpacked the prefab!!!-> used the button for my own stuff and than, this thing here appeared. A variable that worked well all the iterations before is now "not allowed". Can someone help?360Views0likes1CommentRemoving Cloud Scripting
I added the Cloud Scripting component to see what it was all about, but now I can't stop it from trying to initialise Cloud Scripting. I get several errors about .NET and it wants me to add the ID to my environment. I will need to do this in the near future, but for now I just want to disconnect Cloud Scripting from my project.331Views0likes1CommentPhysics 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?606Views0likes4Comments