4 weeks ago
Hi,
I have an application which is a MR/VR application where I have a robot in my application.
I have the room setup in Unity and can get the AR planes from the AR plane manager and use these to relocate position of the robot to a fixed place in the room given the AR planes.
However, when I take off the headset and put it back on, or would to give it over to another, the origin of the application changes and all my GameObjects are somewhere else.
My work around so far have to be using the AR planes with a measured offset to place the robot, but doing this for all objects (menues, etc) feels like it's too much of a work for a developer.
From my understanding the application always sets the scene origin to the floor AR plane origin the first time the application is started.
When you take off and on the headset the application sets the scene origin to the origin of the headset(note that here all the AR planes are relocated and placed correctly in the scene).
Every time forward from this, the application scene origin will not change, so it ONLY happens the FIRST time you take off and on the headset.
Anyone knows a solution for this. I would hope not to pack the whole scene into a GameObject and use one of the AR planes as a parent TF.
4 weeks ago
Hello,
I have the exact same issue ....
In the end, I trashed the scene tracking and went back to Eye level tracking. Each time the game start I ask the user to place to points in space one for position, one for direction. (imagine you click on 2 corners of a table)
The resulting point is the true reference of my game.
Then I added One spatial anchor that only looks at this reference point each frame, when the tracking or Meta system fails, the anchor point detect the movement of the reference point and replace it back, taking the entire world game with it.......
It's not a pretty solution, but now I have a user defined reference point, the floor or the scene will never be messed up again.... I hope they fix this soon because right now the stage mode is not solid.