I followed the sample project instructions and created a scene with an XR Rig and a Cube. Since I encountered issues with the application simulator, I'm using an older version of the ML2 SDK, version 1.12.1, along with the Application Simulator for Unity. When I initiate the simulation, the cube renders correctly. However, when attempting to select it with my controller, the controller rays swiftly move around the scene before returning to their initial position. It appears that the controller in the simulation is not properly connected to the rig controller. It's worth noting that the red ray does not emanate from the controller, despite following the instructions and ensuring that the controller model is placed within the model parent.
Unfortunately that didn't solve the problem. I followed the tutorial and still got the same issue. My colleague configured the environment the same way (he used same versions of tools and SDK) and got the same bug.
Unfortunately not. However, I resolved my issue by using the latest version of the Magic Leap SDK and XR simulator. Everything is working correctly now. I was just wondering if the APK, when I build it, will function the same on the device as it does in XR simulation. Could you provide me with any information on that topic?
Hi @etucker,
I'm concerned about the controller behavior. Since I don't have a device to test it yet, I'm hoping that the XR controller actions and Raycast behavior from the simulator will be similar to the behavior of the APK when it's run on a device.