I just cloned “World Effects” into studio but just initializing it on a mobile device results in an error:
[XR] Scale can only be run before calling XR8.run()
Permissions on the phone are set correctly (I’ve been running anther project and it’s android so no need to re-enable permissions) but while the camera icon appears on the top right of the OS for a moment, no camera appears and no world tracking occurs.
Considering this is all template code, this should just work out of the box… right?
I’ve had issues with this when I first tried out Niantic Studio ( I was hoping to use it as part of a game jam )
Just keep trying it - and if you come back in a few hours after a break, try it again - I couldn’t see a pattern to it not working.
I just updated a physics test I made earlier to use XR, so you have another link to test ( if one goes down, see if the other is down also - might help identify the issue )
Indeed… checking back today, I do see the “The current configuration is still in development” and can confirm that the camera is still not available. It’s a bit disappointing considering they are having contests for using the new studio but the functionality is not built yet.
8th wall works great if you can fork out the cost for the original non-studio but this just shows the platform’s move to studio only for R&D users is a massive step backwards.
Thank you both for this feedback and apologies you are experiencing issues with the AR Camera in Studio. We did release an update at the end of last week and this could be the cause of the downtime seen regarding the AR Camera. We will be working to improve XR capabilities and performance as a key team focus in the near term. Our team is working to apply fixes to the bugs noted below – thank you for bringing this to our attention.
For the Android Camera feed issue, our Studio team is here to support. In order to best troubleshoot the issue, we have a couple questions and want to confirm your set up.
What Android device type and version are you using?
To verify if permissions issues on Android could be a cause here, what happens if you select Launch on your device from the project page directly: https://www.8thwall.com/8thwall/world-effects - are you still seeing that the camera feed is not coming through?
Note: The [XR] Scale can only be run before calling XR8.run() error should not be causing the camera feed not to run. We have identified this issue as a bug and are currently working on a separate fix for this.
For the UI error: “The current configuration is still in development” we’ve identified this as an editor bug, and the project’s default Camera Configuration is correct/functional. This is separate from the Android camera feed issue. We are applying a fix to this UI issue this week.
We really appreciate the valuable feedback - it greatly helps us improve the user experience for Studio.
I saw the same issue a few weeks ago - hopefully it gets resolved soon!
With the XR option on mobile, the 3D experience seems to start and then the camera feed comes through later - it might be good to have an option to not show any of the 3D content before the camera feed is live.
Sorry for the delay. We just wrapped the other project and launched so that was taking priority.
I’m using a Pixel 8.
I just replicated a new version of the “World Effects” project and launched it without modifying anything. It had the same issue initially but then after about 16 seconds, the page refreshed on the device and the camera feed came on and the project functioned as expected. Replacing the model with a different GLB works too.