Closed reedv closed 7 years ago
I think the holes may be due to bad lighting. The stuttering may be due to the fact that the room that I am testing the app in has a partial wall in hallway that may be being interpreted as a full wall, so every time i pass thru this archway, the hololens thinks I am walking thru a wall and causes the stuttering. I noticed this because when adding surfacetoplane processing, the hololens detected this archway as a wall and walking thru this wall seems to be what triggers the stuttering.
Should have user walk around intended gamespace before loading in starting game objects so that the ball can be thrown immediately when loaded w/out falling into floor. Would also be good to add surfacetoplane processing for floors, tables, and walls. This may free up computing power for adding more mesh triangles per area
user now scans room for 30s, then scanning stops. default holotoolkit spatial mesh shader gives good scanning animation. surface planes added. WARNING: in PlayspaceManager.cs added 'new' keyoword to OnDestory().
These issues may not be related, but I think both will involve either spatial mesh processing or preprocessing.