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What Is HoloLens's Spatial Mapping Lifecycle In Relation to Unity

Hello, everybody.

Glad to be here. My second day reading and playing around with some Unity examples of HoloLens.

My main question for now would be this: what are the different abstraction layers of the lifecycle of spatial mapping inside of HoloLens Unity application?

So far I managed to understand this:

  1. HoloLens itself provides persistence and improving of precision in case of finding itself in "the same" room between the application runs within the application installation. This process is somewhat hidden and whats given to the developers is the language of surfaces: did a surface appear, did it disappear and could you give me the mesh of the surface by id?

  2. On the Unity side, when using this API with conjunction PlaneFinding (from the HoloToolkit) you are speaking a higher level language: walls, floors, ceilings. It's up to you to interpret this data, serialise/deserialise it between application runs and what not.

I will highly appreciate for you, guys, to add to, remove from and modify this understanding. I also apologise that I don't have a specific question. I'm trying to understand where in the lifecycle of the spatial mapping I as a Unity developer stand, so that I can do my implementations accordingly. Reading the existing documentation leaves me slightly unsure of it.

Thanks!

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