Hey there! Sounds like there are a few issues here. Hopefully a little bit of context will help:
- I’m glad you were able to fix the build error by removing the PolySpatial packages. You shouldn’t have to, but it’s currently a bug in our build post processors. We will try to get this fixed in the next release.
- The
Presenting a drawable without a device anchor.error can show up sometimes if you take too long (like >30 seconds) to press “OK” on the “check for objects” dialog. Or it can just show up anyway. As far as I can tell, it’s benign. I see it about half the time when testing VR builds and things still work as expected. Anyway, it should be safe to ignore this message. Something else must be going wrong. - The “Loading” window is also expected. At the moment, it is needed to automatically launch into the immersive space, but we should hopefully be able to get rid of it eventually. You should be able to close/dismiss it once you see your VR content rendering.
Which brings us to… do you actually see your VR content? In the current state, do you see passthrough? Black screen? Anything at all besides the Loading window?
@Ajaydharan you said:
I cannot move my camera within the VR room because of it.
Is this in the simulator? Does this mean you are seeing VR content, but aren’t able to look around? If so, this may be because you are missing an AR Session GameObject/component in your scene, which is required for VR input (head tracking) to work. Can you try adding an AR Session with an input manager (Create > XR > AR Session)?
@danielkanda you said:
We are running on Apple visionOS XR Plugin 0.3.3 using “Device” as target.
What version of Xcode are you using? What OS version do you have on your device? We posted a compatibility matrix on the pinned Release Notes post which should help you figure out what version(s) you need. If you are using 0.3.3, you need to build from Xcode 15 beta 8 and use a device with visionOS beta 3. If your device has the latest OS version (beta 4) installed, you will need to upgrade Xcode and PolySpatial to their latest versions, Xcode 15.1 beta and PolySpatial 0.4.3 (with Unity 2022.3.9f1 or above).
Hopefully this helps resolve some of your issues! We are making an effort to ship a sample project of some kind that demonstrates VR features. Ideally, you should just be able to flip the App Mode setting from MR to VR and things will just work, but that is not currently the case.