oculus-samples / Unity-Discover

Discover is a showcase of the Meta Quest Mixed Reality APIs. This project demonstrate how to use Passthrough, Spatial Anchors, Scene API, Colocation and Shared Anchors.
MIT License
248 stars 59 forks source link

Adjusting Scene Anchors Transform #13

Closed B14ckFox closed 9 months ago

B14ckFox commented 9 months ago

Hello,

I am developing a project in Unity designed for the Meta Quest 3. My query is regarding the process of adjusting the transform properties (position, rotation, scale) of a scene model and how it translates from Unity to the Meta Quest 3 environment.

Specific Questions:

Unity Adjustments: Is it possible to adjust the scene anchors (SceneVolume, ScenePlane) transform properties within Unity which can then be loaded by the Meta Quest 3 device or is the transform adjustments only achievable during the standalone scene setup process on the Meta Quest 3 device itself? In other words, I did a manual adjustment during the setup process and now I want to fine tune the room layout more accuratly in unity. Is this possible? If not any idea for a workaround?

Thank you for your assistance.

AlexThiv commented 9 months ago

Hi @B14ckFox, What I understand from your question is that you do the manual room layout from the headset and then your application loads the scene. And then you want to update these scene anchors from within your application? (Let me know if I am miss understanding)

Once the elements are loaded in Unity you can interact with them however your application decides. You can apply scale, offset and rotation to the children of the anchors. I think what you would want is to load a prefab for you planes and volumes that have children that can be modified. The root will have the SceneAnchor and will always follow the detected position in the physical room, but the you can fine tune the children to better match your room.

Let me know if that helps or if there is still some questions remaining.

B14ckFox commented 9 months ago

Thanks! Found my issue