Hi Lee,
We're transitioning our engineering efforts from Snapdragon Spaces towards Android XR. This included creating the Snapdragon Spaces Compatibility Plugin for Unity though for Unreal there's no similar plugin facilitating the migration because of comparatively low developer demand.
We're pushing to enable the full OpenXR feature set that is available on Snapdragon Spaces on Android XR in the future.
As for Unreal Engine support in the Snapdragon Spaces SDK, we are not adding new features to the SDK. You can report bugs or issues on this forum or via ticket though and we're going to fix them depending on their severity.
For product lifecycle questions on VRX please reach out to Lenovo.
VRX doesn't use the latest Spaces software stack. If you rely on Image Tracking on Snapdragon Spaces devices, consider using Skywoth or Sony's devices using the latest Spaces software stack Devices - Snapdragon Spaces
Hi Simon,
Many thanks for the clarity. Not quite the answer(s) I was hoping for, but I think I guessed as much. Can't help feeling there's not a lot of love out there for Unreal from MR / AR device / SDK Vendors - yes the user-base may be smaller, but it's going to get smaller still if there's no device SDK's available for us to use...
I do have a simple support question on the existing Unreal SDK / Spaces examples. When we build and run the basic Spaces example set as included with Unreal SDK, the aplication does not allow selection of the sub levels, it just remains on the Home menu state. If I build just a single sublevel on it's own and run that, then the sub-level works (for example, just the Image Tracking level). Any ideas? Cheers.
Hi Lee,
This does sound like a bug potentially.
Hi Simon,
I'm using both 1.0.1 version of Unreal SDK and Examples, running in Unreal Engine Ver 5.3.2.
It's the pre-built samples that I am having issues with. It is the actual loading of the selected sub-level that fails (main menu stays on screen, even after selection made). The 3D widget for main menu responds to input (buttons flash on / off) but the level change does not take place.
VRX Firmware = S1154001_2406262352_kona - this is the latest version I can access (OTA updates haev not given any new versions since last year).
I do not see "Spaces Services" installed in VRX HMD - where would I access this?
Cheers,
Lee.
Hi Simon- I've managed to find the Spaces service installed on our VRX - it's 0.22.0.4
Hi Lee,
I was not able to reproduce the issue on my VRX.
Could you capture a log and upload it? Please also indicate the timestamp where you're pressing the button to open one of the maps.
My VRX is on S1250 a later firmware with Snapdragon Spaces Services 0.22.0.11 that Lenovo didn't deploy to all devices publicly. I would recommend you reach out to them and ask to they deploy this more recent firmware on your device. If you're lucky they should be able to do so, if you give them your device's serial number. This build comes with several fixes and if you're actively developing on VRX you are going to profit from enhanced stability.
Hi Simon - I didn't realise there was a later firware revision available - I shall make the request, then see if that makes any difference, then if not will look into supplying logs etc.
I have also since made my own test file (standard Unreal VR Template with 2 levels) - this test project correctly loads the next level in VRX, so fundamentally the functionality works (on the older firmware / spaces version). I'll see if I can manually modify / merge the SnapDragon Example project to this project to get the sub-levels loading.
Cheers,
Lee.
Hi Simon,
Just quickly - who do you suggest I contact? Lenovo support not the easiest to negotiate / contact (I only see information regards warrenty / repairs, in My Lenovo account not software updates)?
cheers,
L.
Depending on your country, Lenovo may have different support channels like this one HOME - English Community - LENOVO COMMUNITY
Best to try getting an answer from Lenovo directly first. If you don't get an answer there, we can also see if our contacts at Lenovo are still available.
They have not deployed that build publicly; hence it's not broadly known this build exists. It was deployed to a group of developers that were working more closely with Lenovo though.
It fixes some things such as hand tracking not consistently working for example.
Lee
Hi - can we get an offical position on-going Unreal Engine support for Spaces / VRX headset for Unreal Engine please? We have been very happy with the tests we have been able to conduct - the VRX / Spaces / Unreal is currently the ONLY combination that allows for standalone MR Image Tracking solution with is vital for our projects. However we are concerned that the Unreal SDK has not seen any significant version upgrades in nearly a year, (2024-09-9 was last major update) and now lags far behind the Unity equivalent. Unity is not a solution we would choose going forward for many reasons, and is in fact one of the reasons we looked at the Spaces / VRX / Unreal combo originally.
I have seen the annoucements regards the move to Android XR, (for Unity) - but feel you are missing out t on potential market share if you abandon Unreal as a result. Have you looked at the updated Spatial set for Kronos Open XR? Many vendors are now including these features in their Unreal Engine SDK's (incluing things like image tracking) so that might be a potential solution here - is that something you are considering?
We are also unclear if the VRX HMD is now EOL or not but guess that is a question for Lenovo Europe.
I look forward to seeing your reply. Thankyou.