So as detailed in the documentation, I installed the ML spectator package, Added the ML Spectator Prefab along with the notifications, made it "Auto-Enable" for now and also made sure Perception Snapshot was enabled in the XR settings.
On testing the build, ML spectator on my phone (galaxy s24 ultra) connected with the ML headset just fine. However, no virtual objects were being rendered on my phone. The audio from the headset was being recorded, but no visual. The lens prefab was being overlayed on my phone when I looked at my phone through the headset. So everything was working fine, except for the rendering on my phone.
I tried turning on the "Use custom layer mask" option on the MLSpectator component. and enabled everything, but it did nothing. Also made sure that the global opacity slider for AR content inside the mlspectator app was not 0.
Is there anything that I missed ? can someone please shed some light on this ?
Unity Editor version: Unity 2022.3.30f1 ML2 OS version: 1.9.0 Unity SDK version: 2.3.0 Host OS: Windows
Sorry about the trouble. Just to rule out anything with your application, would you be able to test with one of the MagicLeap first party apps that support spectator? The configurator and leap brush apps on the developer tools page both have support for spectator- https://ml2-developer.magicleap.com/downloads
I did try the magic leap assist application to rule it out, and it worked fine. It was rendering the content for me. I tested with the version 1.3.6. I also tested on my iphone 11 to see if it was a device specific issue, but same thing, the ar content was not being rendered, so it has to be something to do with the project config maybe ?
Hi, I just tried testing by just adding the package to the v2.3 sdk examples project and was able to reproduce the issue. Thanks for raising this concern. I'm not immediately sure what the issue would be, but at least we've got a repro. I'll log a bug internally and get back. If you just want to experiment with it in the mean time, it might work in a project that does not use the OpenXR provider in Unity.
Glad that you were able to reproduce the issue and am hoping for a fix soon
No, my intention is not to just experiment with it.. We require this functionality to demo our product pretty soon and our project is on OpenXR. I am really hoping for a fix ASAP.
@shijin Our internal development team looked into this issue. There seems to be a problem with the specific version of Unity that you've been using.
Spectator has been verified to work well with Unity 2022.3.33f1. Would you be able to update to the .33f1 patch release? Note- Possible issues have been reported with some of the most recent Unity patch releases with the current sdk, so I would suggest moving to .33f1 for now if that works for you and waiting for the next sdk release before moving to the very latest Unity version (2022.3.50f1).
There's an issue that's been reported where you can see significant flicker and artifacting in Unity applications after dropping to the home menu and then returning to the app. You should be able to avoid the problem by ensuring that the depth submission mode in OpenXR project settings is set to 16 bit. See this post for details- Unity Resume Glitching/Strobing ML2 - #6 by kbabilinski
The problem has been reported with Unity version 2022.3.46f1 - 50f1 which is the latest. It sounds like just ensuring that the depth submission mode is set correctly should be sufficient, but please let us know if you see any problems. I don't think you need to downgrade unless issues occur.