Closed naostranMS closed 5 years ago
Agree. I've been looking for WorldAnchorManager in MRTK Version 2.0.0-RC1 with no luck and found no info about what happened to it.
@naostranMS have you tested WorldAnchorStore in MRTK Version 2.0.0-RC1? Either I'm doing something wrong or it doesn't work.
@sebastianpietraszek-wi I haven't used WorldAnchorStore directly as we're still using HTK's WorldAnchorManager at the moment, but that does use Unity's WorldAnchorStore under the hood - as far as I can tell it is working fine still (on unity 2018.3.1f1 if that helps).
partner reported same thing
@naostranMS are you working on MRTK Version 2.0.0-RC1?
@sebastianpietraszek-wi I'm working out of the mrtk_development branch on a commit from sometime last week iirc
They can still get the implementation copied from HTK, and it still works. However it is not available in MRTK v2 package. We can create a package to include this in MRTK v2 as a workaround for now.
Step 2 is to clean this up and understand the story with AR Foundation and XR SDK in 2019
Urgency soon is only for getting this into MRTK v2 package or updating porting guide
I've brought the class itself over, though with a few caveats:
Some things that were public/protected were made private. I wanted to go with the smaller API surface and then open things up as we got more information on what people needed, rather than blasting out with a larger surface without a good understanding of the needs.
So to this end, feel free to open other issues or PRs if we need to open up the visibility of some of the fields
Any updates on this?
Describe the bug
We are currently using the WorldAnchorManager provided in HoloToolkit, and it's not clear how to replace it as we transition to MRTK.
Expected behavior
Either MRTK contains a version of WorldAnchorManager, or the Porting Guide gives an explanation of how it can be replaced.
Target Platform
HoloLens HoloLens 2 WMR immersive
Additional context
Admittedly WorldAnchorManager does not provide a lot beyond Unity's WorldAnchor/AnchorStore, but I think it does add a bit of convenience - and I think we'd end up duplicating/re-implementing some of the same code otherwise so it's nice to have it in shared code.