Yes, I have an iPad. I was thinking the problem is at configuring CloudXR, not at testing with client device. Which means, I was going to test on iPad after “Start Tablet AR” would not give errors.
Yes well do that then with an iPad. I use an iPad with TabletAR a lot.
Okay, I think we have a misalignment. Let me break down what I am trying to do to steps, so you can let me know at which step (or which order) am I making a mistake.
- Set OpenXR runtime as SteamVR from SteamVR settings
- Create Composer Kit app
- Update dependencies and settings of the .kit file as shown in this section
- Build & launch (regular my_company.my_composer.kit app, not my_company.my_composer_streaming.kit app)
- Go to Tablet AR window (notice that Advanced Settings are entirely different in our screenshots)
- Set “Selected Output Plugin” dropdown in the panel as CloudXR (cannot do since the only options I have are SimulatedXR and OpenXR, so I select OpenXR)
- Set “OpenXR Runtime” dropdown in the panel as CloudXR Runtime
- Hit “Start Tablet AR” (I am thinking this is going to create a CloudXR session at local IP of the PC “192.168.x.x” where a client listen, but gives the error I mentioned)
- On iPad Streaming Client app, enter local IP of the PC “192.168.x.x” to “Server” field and hit “Connect”
Note: Test server executables provided in CloudXR SDK work well with the iPad Streaming Client app.
I am trying to understand if I am thinking correctly and in correct order, and fix my mistakes.
Again, thank you greatly for your patience. I really appreciate it, means a lot!
I have reviewed my steps and have some good news!
As I guessed, the order of my steps were problematic. This time I tried to,
- Launch SteamVR (I had to downgrade it to v2.9.6)
- Launch & connect Streaming Client (shows the SteamVR default space)
- Start Tablet AR using System OpenXR Runtime, instead of CloudXR runtime
- And it worked! I was able to see the scene in the tablet!
The whole discussion was about testing CloudXR locally, before developing and testing a remote setting. I am not sure if using system OpenXR runtime (set as SteamVR) is the correct way to go for such a case, instead of CloudXR runtime for remote applications. Eventually, what I am trying to do is, not only viewing the scene from a tablet or a headset; but also understand how to proceed for developing a CloudXR application. I am also confused about the Advanced Settings panels being different in my Kit app and yours.
But I don’t want to be a burden on you anymore, at least in this topic 😁
Thank you @Richard3D ! Once again, I appreciate your guidance and patience!
Well I think if you have it working with an iPad and TabletAR, then I would focus on that for now. The CloudXR is brand new and it ONLY works with an iPad or an Apple Vision Pro Headset, and even then you can only “simulate” it, unless you actually go all the way and build your custom app for Apple Vision OS or iPad OS. It is much more advanced.
Right at the top of that guide for Digital Twins, it does say that it is for Apple Vision Pro. So if you do not have that headset I would not bother.
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