01-17-2023 06:50 PM
Hello!
I've recently begun my first journey into Spatial Anchors on Unreal Engine but found myself with a bunch of questions that I thought someone out here might know since it's not really explicitly mentioned on these page:
- https://developer.oculus.com/documentation/unreal/unreal-spatial-anchors/
- https://developer.oculus.com/documentation/unreal/unreal-scene-overview/
Here are some of my questions:
- Is there a way to completely clear the headset's local storage of all Spatial Anchors without having to query and run an erase on each of them nor resetting the Guardian?
- It seems like Scene Actors are basically making use of SpatialAnchors as well (They are querying with a filter like RoomLayout, ScenePlane and SceneVolume). If there exists a method to wipe (from above question), would it also wipe out the Scene Model data that was set up by the user? Or is that actually a way to erase all other SpatialAnchors except for those in the Scene?
- Is the number limit of Spatial Anchors that can be persisted to the headset's local storage based on a fixed number or is the space shared with other things like the localization map? Is there a way in Unreal to know if that space is reaching the limit so we can prompt the user to free up some space?
Thanks.