Include the following details (edit as applicable):
- Issue category: VPS / Mapping-Depth / Unity Example Package
- Device type & OS version: Magic Leap 2 (Lumin OS)
- Host machine & OS version: Windows 11
- Issue Environment : On Device (Magic Leap 2)
- Xcode version: N/A
- ARDK version: 3.12.0
- Unity version: 2022.3.27f1
Description of the issue: Hi everyone,
I’m working with ARDK 3.12.0 on Magic Leap 2. My goal is to use VPS anchors to place AR content without showing the reconstructed mesh of the location.
What I tried:
-
In Project Settings → Niantic Lightship SDK, I disabled “Meshing”
.
-
I also unchecked the Mesh Renderer on the imported location mesh (e.g., Elektromobilitätszentrum(LocationMesh)
).
-
Despite this, when I build and deploy the app to the Magic Leap 2, the 3D mesh still renders at runtime.
-
VPS anchoring works correctly and content is placed accurately.
My expectation was that disabling “Meshing” and/or removing the MeshRenderer would hide the environment mesh but still allow VPS to function. I remember in earlier versions there was an option like “Remove Mesh from Build” – but I no longer see that.
I’ll attach screenshots from:
Any guidance on:
-
How to completely hide the mesh but retain VPS anchoring?
-
Whether this is a known issue in ARDK 3.12.0?
Thanks in advance for any help!
Hello Habil,
In the root gameobject of the ARLocation there should be an AR Location script component attached with an option to include the mesh in the build. Have you checked to make sure that it also unchecked?
Hi Jesus,
Thanks for the response!
Yes, I have already ensured that the “Include Mesh in Build” option in the AR Location script is unchecked on the root GameObject. However, the mesh still appears when I run the build on the Magic Leap 2 device.
I also tried:
-
Disabling the Mesh Renderer component manually
-
Tagging the MeshContainer
as EditorOnly
-
Verifying the mesh is not being spawned by a script manually
But despite this, the VPS mesh still loads at runtime.
Could there be some caching, or is there another step required to fully exclude the location mesh from the build?
Would appreciate any further guidance!
Thanks again,
Habil
Hi Habil,
Thanks for your patience. I was doing some research and I have two suggestions:
- Upgrade your ARDK version to the latest one. While I’ve seen upgrades and reinstalls fix bugs likes these, the reason you’d need to upgrade is that versions of ARDK below 3.13 will be losing support and stop working so an upgrade will be necessary in your case.
- Double check the OS version your Magic Leap 2 is running. It must be running version 1.10 of Magic Leap OS. I do see that you’ve noted your ML2 is running LumenOS. I did some research on Lumen and found that it’s obsolete and was only supported on the Magic Leap 1; the Magic Leap 2 should not be running LumenOS.