Closed Waffle1434 closed 2 years ago
This seems to be the cause of what I'm experiencing:
#if UNITY_EDITOR
if (anchorSettings.NullSubsystemInEditor)// WorldLockingManager.cs SelectAnchorManager line 521
{
DebugLogSetup($"Switching from {anchorSettings.anchorSubsystem} to AnchorSubsystem.Null because running in editor.");
anchorSettings.anchorSubsystem = AnchorSettings.AnchorSubsystem.Null;
}
#endif // UNITY_EDITOR
Changing #if UNITY_EDITOR
to #if false
fixed my issue and now its persisting perfectly.
It would seem its not checking if a HoloLens is tethered in editor, and assumes none is present.
I toggle certain aspects of my project if a HoloLens is detected, this is how I've reliably detected it in Editor and Standalone:
Microsoft.MixedReality.Toolkit.Utilities.DeviceUtility.IsPresent
SelectAnchorManager
might want to check this as well in editor.
Thanks, that's a great suggestion! Also, you can disable that behavior by unchecking the "Null Subsystem in Editor" checkbox in the Anchor Management settings.
Platform: Windows 10 Unity Editor 2019.4.35f1 Playmode HoloLens 2 (Holographic Remoting via Ethernet) WLT 1.5.8 MRTK 2.7.3
I updated to WLT 1.5.8, SpacePin persistence appears to be broken now. I can move SpacePins and they realign the world, but they are never saved nor loaded in future editor sessions. When running my own scenes or the example
SpacePin.unity
, theLocalLow\Company\Product\...
directory isn't being written to for SpacePin alignment persistence anymore.I attempted to debug: Apparently AnchorManager is some sort of null implementation, even though I am using the HoloLens 2 in editor via Holographic Remoting & tether. This results in save never being called as it believes persistence isn't supported.