Hi !
I have a problem wit Play To Device app on Apple vision Pro. Maybe it’s related to my network, but maybe it’s just a problem with the app, so I want to make sure.
When I launch the app for the first time (after turning on the headset), I play my scene.
- Connect on play : Enabled
- Available Connections : connected to the headset, so OK
When I launch, it works fine. I then stop play from unity editor, but don’t close Play To Device on headset. I remove it from my head, so it goes on sleep mode.
I do things in editor, and then want to test again. I put back the headset, the app still on. I click on play from editor, and it plays fine in unity editor, but it’s not connecting on Play To Device. I need to force quit Play To Device, then launch it again, and then play for it to work fine.
Is it just me or not ? Is it related to my network on something else ?
Hey there,
Do you have any logs you could share with?, do you see any errors / logs when connecting from the editor to the headset for the 2nd time?.
Also, which version of PolySpatial are you using?
I don’t have any logs. Where could I find them ?
And I don’t have any error when I’m connecting for the 2nd time. Just the panel telling me it’s ready to connect, but I’m already playing from the editor.
I’m using PolySpatial 2.1.2, and the corresponding version of P2D.
Also, P2D just expired on TestFlight, so I can’t test anything for now. Do I need to wait for the app to be accessible again here ?
Hey there,
I reached out to the team internally and this issue should be fixed in the next release on 2.2.x
We are aware of the testflight expiration, we are looking into it.
Ok, so it was not a problem on my part, but from the app ?
Do you have an estimation of when we will be able to access P2P again ? Does it generally takes time ? (i’m not in any rush, just wanted to know)
Hey @alexismartinho
We’ve regenerated the TestFlight builds for our latest 1.x and 2.x releases.
Play to Device should be working now. Older releases should be fully updated by the end of the day (PT).
Thank you, I will be able to use P2P to test again.
So I tried, and I still got the same problem. This time I got the logs. The first error is always present when I enter/exit play, or even launch the project.
Failed to update package sample cache. Malformed package version string: BalloonGallery
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes () (at /Users/bokken/build/output/unity/unity/Editor/Mono/EditorAssemblies.cs:142)
[XR] Initialize PolySpatialXRLoader
[NetConnection] Attempting to connect to: (192.168.95.163:9876)
[NetConnection] PolySpatialAppNetworkConnection failed to connect to 192.168.95.163:9876
UnityEngine.Logger:Log (UnityEngine.LogType,object)
Unity.PolySpatial.Logging:InternalLog (Unity.PolySpatial.LogCategory,object,Unity.PolySpatial.LogLevel,Unity.PolySpatial.Logging/StackTrace) (at /Users/bokken/build/output/unity/polyspatial/Packages/com.unity.polyspatial/Runtime/Logging.cs:308)
Unity.PolySpatial.Logging:LogErrorThreaded (Unity.PolySpatial.LogCategory,object) (at /Users/bokken/build/output/unity/polyspatial/Packages/com.unity.polyspatial/Runtime/Logging.cs:368)
Unity.PolySpatial.Internals.PolySpatialAppNetworkConnection/<ConnectionTaskAsync>d__21:MoveNext () (at /Users/bokken/build/output/unity/polyspatial/Packages/com.unity.polyspatial/Runtime/Handlers/PolySpatialAppNetworkConnection.cs:187)
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
[NetConnection] PolySpatialAppServer failed to connect. Running locally only.
This (the failure to connect after taking the headset off and putting it back on) should be fixed in the next release, 2.2.X, which is not out yet (but should be fairly soon). For now, the only way around this is to force-quit Play to Device and restart it.
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Oh, okay. I will wait for it then.
Thank you!
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