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My continuing problem using WorldAnchorStore data

Gosh I feel I am very foolish not to get this issue solved when working on it for so long. To explain the situation, my US buddy has a HoloLens and I just have to use the HoloLens Emulator. So have to rely on both devices being reliably interchangeable in regards to what I am trying to achieve. In a nutshell , I am still finding it very difficult to use the WorldAnchorStore on the Emulator. I followed (perhaps incorrectly) the example suggested by the moderator Partick who, on the 26th April suggested a class called PersistoMatic which saves the WorldAnchor _variable only when the public boolean value _isLocated is true. A procedure is delegated to look at the tracking changes and then the isLocated variable is re-examined. Inspired by this piece of code I rejigged it to work in my environment.

    static public WorldAnchorStore anchorStore = null;
    void Start()
    {
        WorldAnchorStore.GetAsync(StoreLoad);
    }
    private void StoreLoad(WorldAnchorStore store)
    {
        anchorStore = store;
    }

Now I have a series of static procedures which are called inside a MonBehaviour Class. One of these is to create a sphere:-

    static public GameObject create_sphere(Vector3 pos)
    {
        var m = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        if (pos!=Vector3.zero)m.transform.position = pos;
        comment = "";
        WorldAnchor anchor = null;
        m.AddComponent<MeshFilter>();
        m.AddComponent<BoxCollider>();
        m.AddComponent<MeshRenderer>();
        m.transform.localScale = Vector3.one * 0.04f;
        if (anchor_now)
        {
            anchor_now = false;
            anchor = m.AddComponent<WorldAnchor>();
            anchor.transform.localScale = m.transform.localScale;
            if (anchor != null)
            {
//we always seem to get to this point
                save_anchor_point(anchor);
                if (anchor.isLocated)
                {
                    //currently this never gets called!
                    comment = "world anchor is located";
                    posmarker.logmessage(comment);
                }
            }
            else
            {
                comment = "not added worldanchor";
            }
        }
        else comment = "Click";
        return m;
    }
    static public bool save_anchor_point(WorldAnchor wa)
    {
        var sa= new saveanka(wa, anchorStore);
        return sa.saved;
    }

The class which deals with storing the WorldAnchor is below

public class saveanka
{
    WorldAnchor wa;
    WorldAnchorStore was;
    bool issaved = false;
    public saveanka(WorldAnchor wa,WorldAnchorStore was)
    {
        this.wa = wa;
        this.was = was;
        if (wa.isLocated)
        {
            wa.tag = System.DateTime.Now.TimeOfDay.TotalMilliseconds.ToString();
            posmarker.comment = "added world anchor id: " + wa.tag;
            posmarker.logmessage(posmarker.comment);
            issaved = was.Save(wa.tag, wa);
            tellitsok = true;
        }
        else
        {
            wa.OnTrackingChanged += wa_OnTrackingChanged;
        }

    }
    private void wa_OnTrackingChanged(WorldAnchor wa, bool located)
    {
        if (wa.isLocated)
        {

            //Debug.Log("Saving persisted position in callback");
            wa.tag = System.DateTime.Now.TimeOfDay.TotalMilliseconds.ToString();
            posmarker.comment = "added and located world anchor id: " + wa.tag;
            issaved = was.Save(wa.tag, wa);
            if (issaved) tellitsok = true;
            //Debug.Log("saved: " + saved);
            wa.OnTrackingChanged -= wa_OnTrackingChanged;
        }
    }
    bool tellitsok
    {
        set
        {
            addcomment.comment = "anchor saved ok at: " + wa.transform.position.ToString();
            value = true; 
        }

    }
    public bool saved
    {
        get
        {
            return issaved;
        }
    }
    public bool located
    {
        get
        {
            return wa.isLocated;
        }
    }
}

A sample set of anchor points looks like this on the Emulator:-

So in summary my question is:- _Does the WorldAnchor ever get the isLocated boolen set to true when using the Emulator or do I have to use the real HoloLens?
_

Many thanks in advance.

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