Is it possible to use multiple VPS locations in a single 8th Wall project, with each VPS location placed in its own Space in Niantic Studio, while also spawning objects with tap-and-place?
The VPS locations I’m working with are all part of the same physical site (they’re a bench, the building front, and a sign post). After a few tap-and-place interactions, when I switch to the next Space, I’m running into a couple of issues:
- Newly spawned objects sometimes appear with the wrong rotation, as if they inherit the camera orientation from the previous Space
- The spawned objects from the previous Space are still visible in the new one
I’m curious if there’s a way to manage both the orientation of newly spawned objects and the removal of previous ones when switching Spaces in a multi-VPS project, or if it would be best to split each VPS into its own standalone project.
Any best practices or success stories would be much appreciated!
I would have it so you store a list of all the tapped to place entity IDs and before you switch spaces you iterate through all the tapped objects and clean them up with world.deleteEntity(eid).
Thanks! That helps a lot for the cleanup.
Do you happen to have any tips for solving the orientation of newly spawned objects in the new Space? They sometimes appear rotated incorrectly, almost as if they’re inheriting the camera direction from the previous Space.
Thanks again for the help!
Can you show a video of it happening? 
The issue seems a bit random, but I’ve attached a short clip that shows it clearly.
On the left, you’ll see the character walking away from the viewer; that’s the wrong orientation.
On the right, the same character walks toward the viewer, which is the correct orientation.
I’ve also seen this happen when the character ends up sitting backwards on the bench, giving us his back. 
The orientation problem doesn’t seem to happen when each VPS is in its own standalone project.
Thank you again for all your help.
Thanks for the video! I see the issue!
Are you using Image Targets or is this happening with World Effects? Also if you land your changes and share your project with the support
workspace I can take a look on my device.
I’m using World Effects with VPS in Niantic Studio, and I’m spawning objects using a tap-and-place script (tap the green outline and spawn something). The script also keeps track of how many spawns have happened and switches Spaces after a certain number (in this case, after 2 spawns).
The version I am sharing has 2 Spaces, as I’m rebuilding the original project, which didn’t use Spaces. If this setup works well, I plan to add a third Space with another VPS location, all within the library.
For each GLB asset, I adjusted the rotation in Blender to ensure it aligns correctly with the orientation of the VPS location.
Thanks again for the help!
Update: I tried your suggestion and it worked perfectly . Now the spawned objects from Space 1 are removed when Space 2 is triggered. Thank you!
Now I just need to find a way to manage the orientation of the spawned objects in the new Space, and I’ll be all set. Thanks again for your help!
Update: I added a Quaternion reset, and that seems to help with the correct orientation when spawning objects from Space 1 to Space 2. I’m now moving ahead with adding Space 3. Fingers crossed everything still works!
Thanks again for your support @GeorgeButler