Unity Editor version: 2022.3.51f1
ML2 OS version:1.12.0
MLSDK version:2.6.0
MRTK version:MRTK3 and OpenXR is :1.13.2
Hi all, I need to create a spatial map awareness system that works cross platform with Hololens 2 and Magic Leap 2 I’ll also need anchoring objects on spatial map.
When I download “MRTKDevTemplate” and try ‘SpatialMappingExample’ scene it only works with “MRTK XR Rig - MagicLeap” but I need to make sure it works with original “MRTK XR Rig”
I also checked someone faced that issue Idid the same settings but didn’t work for me because the version numbers are different. I have permission enabled for Spatial Mapping at permissions and also ‘magic leap settings’
and settings for XR provider is set to “Open XR” and here is details (I tried to uncheck ‘Runtime Config Enable’ for ‘Magic leap’ provider but didn’t work)
Here is my MRTK3 settings
and there is an anchoring sample in that MRTKDevTemplate Project Scene Name is ‘TapToPlaceExample’ it directly closes app when I open that scene, but that’s secondary ,I firstly need to make sure spatial maps works with Open XR.
Thanks for your help!
I’m not sure why everything is being resolved after I write here
but as a record, I need to report to you all someone can face this problem
Anyway here is the solution;
My settings are already correct but just incase I installed the
‘Magic Leap Setup Tool’ and I saw one problem ‘use DXT texture compression’ wasn’t correct I clicked Fix and error gone. this can be different on your side but it’s best to install the tool and check if everything is fine.
now it works perfectly “‘TapToPlaceExample” is also working
@brs_kes Glad to hear it is working. I just wanted to mention that looking at your screen shots, I notice some potential issues:
Your Magic Leap MRTK3 Runtime Rig Config settings appears to be using default MRTK input actions to add to rig. They should instead be to add the MagicLeapInputsOpenXR input actions for everything to work correctly under OpenXR. So it is possible your inputs might not be working fully when running on ML2. And these Runtime Rig Config settings only modify the default MRTK rig when running on ML2, so wouldn’t affect your HoloLens 2 deployment at all. See screen shot of typical settings:
Also, your subsystems for Hands when running in OpenXR I believe should only need to use the Subsystem for Unity XR Hands API, along with the Hands Synthesis (see screenshot):
Also, there are fully configured branches of the MRTK3’s MRTKDevTemplate project available on Magic Leap’s github fork of the project to run on ML2. We have OpenXR configured branches for both Unity 2022.3 and Unity 6.
You could always clone those, build them, verify they run correctly on ML2 and compare the settings configuration to make sure things are setup correctly on your own project.
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