Bug in Niantic Lightship Meta Plugin Samples

I found a bug while the sample scene for the Meta Quest 3 headset.
While testing the ‘Device Mapping’ sample scene, I noticed that nothing happens after scanning the room.

Upon checking the scene, I noticed two things:

  1. The ‘Default Anchor GameObject’ prefab referenced to the AR Persistent Anchor Manager script, is an empty GameObject. So, we can’t see the anchor, maybe adding a 3D model of the anchor will help.

  2. In the same scene, clicking the “Place Cube” button does not do anything, and that’s because I am using URP, and it seems like just creating the primitive is not enough.
    We need to add reference material as well. After I edited the OnDevicePersistence script, I was able to see the cubes.

    Code

    [SerializeField] private Material _cubeMaterial; // Added this line

    ///
    /// Managing the cube placement/storage and anchoring to map function
    ///
    private GameObject CreateAndPlaceCube(Vector3 localPos)
    {
    var go = GameObject.CreatePrimitive(PrimitiveType.Cube);
    Debug.Log("Creating Cube at: " + localPos);
    go.GetComponent().material = _cubeMaterial; //Added this line
    //add it under the anchor on our map.
    _tracker.AddObjectToAnchor(go);
    go.transform.localPosition = localPos;
    //make it smaller.
    go.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
    return go;
    }

  • Issue category: Unity Example Package, Niantic Lightship Meta Plugin Samples v3.15.0
  • Sample Scene: Device Mapping

Bug reproduction steps:

Thanks for this! Did you have any issues getting the Home demo UI to display?

Yeah! When you are too close to the wall, due to occlusion, the UI is hidden, you need to move a bit back to see it.

Hi Ashray,

Thank you for providing the details to both reproduce this issue and resolve it. This is something we’re actively investigating and will respond back when an official solution is available.

Kind regards,
Maverick L.