Unity-Technologies / arfoundation-samples

Example content for Unity projects based on AR Foundation
Other
3.08k stars 1.16k forks source link

[Bug] When ARKitSessionSubsystem currentWorldAlignment is GravityAndHeading, ARMeshManager will generate inconsistent meshes #808

Closed timothyt closed 3 years ago

timothyt commented 3 years ago

Unity bug report case number 1334331

Describe the bug In the NormalMeshes sample, if you set ARKitSessionSubsystem.requestedWorldAlignment to GravityAndHeading meshes will flicker as you pan back and forth around the environment

To Reproduce Steps to reproduce the behavior: Open the Meshing/NormalMeshes scene. Create an empty GameObject in the hierarchy Add the attached SetWorldAlignment component to the GameObject Set Scenes/Meshing/NormalMeshes as the only one set in the in the build settings scene list Switch to the iOS platform and build. Build and run the project from Xcode on a LiDAR equipped iOS device such as an 2020-2021 iPad Pro Stand/sit in place and slowly pan back in forth or in a 360 rotation in a room. Note that meshes will flicker in and out of existence To see the behavior without the WorldAlignment flag set, delete the object named SetAlignment in the scene hierarchy, rebuild and test again SetWorldAlignment.cs.zip

Expected behavior No flickering of meshes. If currentWorldAlignment is set to Gravity, there is no flicker

Actual behavior As you pan back and forth around the environment, meshes will disappear and re-appear. Sometimes you will be left with only 1 or 2 meshes where on a previous frame the entire environment has meshes representing it.

https://user-images.githubusercontent.com/755952/117348664-52d8d400-ae5f-11eb-9810-cbca1de7d5ee.mov

Smartphone (please complete the following information):

stale[bot] commented 3 years ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.