Closed shukenmg closed 7 years ago
I'd like to know about it too.
My guess about how Young Conker game saves spatial map is it would probably save SurfaceId
s to the disk and load them later.
But how do you then judge whether this spatial map data is still relevant or not?
Actually there's an example: https://github.com/Microsoft/HoloToolkit-Unity/tree/master/Assets/HoloToolkit-Examples/SavingSpatialMeshes.
Yes but how does it work?
This happens automatically doesn't it? When querying the spatial mapping / scanning, the application seemingly looks at the OS level spatial map(space). So if this is already scanned it should almost instantly finish scanning the second time your try (given that you do not change wifi and/or delete the space from settings). At least that is how it works for us.
Well it works like that when you use the Spatial Mapping prefab, but when you use the Spatial Understanding prefab then it does a complete rescan every time.
And i found that many games require you to rescan every time too?
Also would it be possible to use Spatial Anchors to anchor the holograms in place then saving them with persistence API then just load the anchor according to the user selection?
Thx
@DanTDMMcpe I haven't used the Spatial Understanding prefab enough to comment on that, but your last point definitely sounds like the way you'd want to do it. If there's a way to only run the Spatial Understanding prefab on first boot/whenever the user wants to reset, then you can use that info immediately to place objects in the room either attached to multiple anchors or all relative to a single anchor in the room. Then, next time you load up the app, the anchors should lock in with the space, irrelevant of Spatial Understanding or Spatial Mapping running.
Going to close this. It's probably been archived by google by now.
Like in fragments.
So players don't need to scan their room every time they start my app?
thx