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World Anchors supposed to remember rotation?

I'm having an issue with World Anchors and rotation in Unity. I am able to save/restore the position in the world just fine. And I am wrapping the rotation function with destroy/save (same as with translation). However, when the app re-loads, although my objects are positioned correctly, they still have the same initial rotation. Isn't it supposed to remember rotation?

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  • yes they should. let me see if this still works for me.

    ===
    This post provided as-is with no warranties and confers no rights. Using information provided is done at own risk.

    (Daddy, what does 'now formatting drive C:' mean?)

  • Thanks but you seem to have dropped some code between the transform.rotation line and the next curly brace?

    I was destroying, was not deleting, trying again....

  • It's scoped funny because of cut and paste. There was an if condition that I deleted for the quick test.

    ===
    This post provided as-is with no warranties and confers no rights. Using information provided is done at own risk.

    (Daddy, what does 'now formatting drive C:' mean?)

  • @Patrick said:
    Self is a WorldAnchor.
    private void Anchor_OnTrackingChanged(WorldAnchor self, bool located) is a WorldAnchor.OnTrackingChangedDelegate.

    Yeah, sorry. Mono has a tendency to re-write my code as I type, even inserting new 'using' statements. It's maddening.

  • Thanks this helped a lot!

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