10-31-2022 03:50 PM
I'm able to create and re-load spatial anchors, but when I reload the unbound anchors I'm unclear on where to get the OVRSpatialAnchor from.
The docs say to bind to an OVRSpatialAnchor after Localized. In the sample it looks like this:
var spatialAnchor = Instantiate(_anchorPrefab, unboundAnchor.Pose.position, unboundAnchor.Pose.rotation);
I'm unclear on where the _anchorPrefab is coming from though as that is also an OVRSpatialAnchor. Is there a way to do this that doesn't use a prefab? When I create my original game object and anchor I'm doing it this way:
var gameObject =
GameObject.Instantiate(Resources.Load<GameObject(gameObjectPath),
worldObjectPose.position,
worldObjectPose.orientation);
var ovrSpatialAnchor = gameObject.AddComponent<OVRSpatialAnchor>();
Solved! Go to Solution.
11-04-2022 09:21 AM
As a follow up, I found an answer. The game object must be Instatiate'd with a prefab, and that prefab must have an attached OVRSpatialAnchor.
There is an example of a prefab like this at /Assets/Oculus/SampleFramework/usage/SpatialAnchor/Prefabs/DemoAnchorPrefab.prefab
11-04-2022 09:21 AM
As a follow up, I found an answer. The game object must be Instatiate'd with a prefab, and that prefab must have an attached OVRSpatialAnchor.
There is an example of a prefab like this at /Assets/Oculus/SampleFramework/usage/SpatialAnchor/Prefabs/DemoAnchorPrefab.prefab