Active known issues - Mesh toolkit
Version 5.2405.X
Visual Scripting
An Emulator-only issue with Visual Scripting late-join in very large scenes if visual scripts were using script variables to pass
Transform
orGameObject
references into script graphs. When this issue occurred, warnings-level messages with the following wording were logged to the console: "OnMessageReceived: Received message with correct class ID 1 but data size in packet expecting total with a packet of 1988, index does not look correct." (52729)"Failed to deserialize scriptable object" errors in Emulator that are logged to the Unity console under certain circumstances. (47673)
An update to a shared property (or variable) applied by a visual script could sometimes be lost due to an earlier update of the same property (or variable) returning from its roundtrip through the server at an inopportune time. (51820)
Version 5.2402.0
On public toolkit controllables there was a "Name" property that was not correctly being resolved to the internal field of "Display Name" (it was being mitigated by using the GameObject name directly). This has been fixed in 24.3, however, it will require setting the property on the new DisplayName field on the controllable and reupload with the new Toolkit. (42638)
The Align Field | Set Enabled and Align Field | Get Enabled visual script nodes are directly available for use again.
Workaround: Use Behaviour | Set Enabled or Behaviour | Get Enabled instead.
Webslate
- On Quest, the system webview was about two years behind and causes some websites to show an Unsupported browser message. Weve worked with Meta to update Chromium to a more recent version and is now available in Meta Quest's v64 software update.
Version 5.2315.0
The embedded videos show as black on Quest 2. (24096)
Workaround: If you run into an issue where videos display and behave as expected on PC but not on Quest, add the video script to the video player.
Events
You may not able to access host tools in an event template or customization session. Here are the steps to reproduce this issue: (33738)
Open your project in the Unity editor;
Join a customization session or event template;
You'll find no host tools available;
Add a screenshare, and you won't be able to access *host tools to start the screenshare for validation.
WebSlate
On Quest, the system webview is about two years behind and causes some websites to show an Unsupported browser message. We're working with Meta to update Chromium to a more recent version. (28696)
If loading too many WebSlates at once, lower-end computers may not be able to load all WebSlates; only some WebSlates will be loaded. We recommend that you use the Content Performance Analyzer tool to measure rendering time and determine the proper allocations based on your environment's features.
When working with WebSlate in the Unity editor, the editor needs to be restarted when updating the WebSlate or Mesh toolkit packages through the Unity package manager.
The "Current URL" field of a WebSlate currently cannot be updated during Play mode.
If your WebSlate game object displays an "internal shader error", navigate to the Inspector view of your WebSlate and ensure that the selected shader is set to "UnlitWebSlate".
Visual scripting has WebSlate support. If your visual scripting graph shows references to the legacy “WebView” type, manually update this reference to “WebSlate”.
When interacting with a WebSlate, Mesh may capture keyboard input causing unintended interactions with the Mesh app.
Cloud Scripting known limitations
Azure Login Expired
Some users are experiencing an error during deploy and publish that shows the a similar log output to the following: The client 'YOUR_USER_EMAIL' with object id 'YOUR_AAD_ID' does not have authorization to perform action 'Microsoft.Resources/deployments/write' over scope ...
This occurs when the locally cached login as expired. The expiration can be checked by running az account get-access-token --query "expiresOn" --output tsv
in command line. As a workaround, manually run az login
from the command line.
The performance of deployed apps with high frequency messages is sub optimal
Currently, animating the transforms of more than a couple of objects by setting them from the cloud-based Mesh Cloud Scripting can lead to slowdowns when deployed. (Note that these slowdowns are not evident when running the Mesh Cloud Scripting Service locally). We recommend that you make use of the Animator component, which animates properties on the client, as much as possible.
Unity can freeze for a period when previewing a scene with a running Mesh Cloud Scripting Service
If you switch the focus from Unity to another app while Unity is playing, the Mesh Cloud Scripting Service continues to run, submitting messages to the message queue. When you switch the focus back to Unity, it pauses until it completely drains the queue. If the Mesh Cloud Scripting Service is making lots of frequent state changes and/or you have switched focus away from Unity for a long time, Unity can freeze for some time while this happens.
If scene doesn't contain at least one collider on a gameObject set to the 'GroundCollision' layer, input in Mesh Browser might not work
Changing floor or any platform game object's layer to 'GroundCollision' is sufficient.
Adding multiple lights as children of the same transform will cause an error
Unity doesn't support adding multiple lights to the same game object, so adding two light nodes to the same transform node will cause a runtime error.
Renaming of Unity scenes is not supported
A Unity scene and a C# application are weakly linked by the scene name. When renaming a Unity scene, the user is required to manually rename the corresponding C# project folder to match the Unity scene.