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Unity gravity and spatial mapping "progress"/completion

I have created a very simple app that uses the spatial mapping collider to generate my collider-mesh.. I then also have placed a simple cube in the scene.
The cube has a rigidbody and a box-collider and has useGravity = true.
Now to the problem...
Once I load the game in my Hololens.. the cube keeps falling "through" the floor, and my guess is that this is due to the fact that the spatial mapper has not been able to map my room in time, and therefore there is no mesh for the box to collide with.
I solved this temporarily by simply raycasting "downwards" from my box and if the raycast hits something.. then I enable the gravity for the rigidbody.. however.. I find that to be quite an "ugly" solution..
Is there anyway that I could get a status from the spatial mapper (for instance some sort of "progress" of how much has been "scanned".. or like a "complete"-event or something?


  • Honestly, your solution seems okay. If you dig into the scripts in the HoloToolkit for spatial mapping, you'll see that one piece of information you get is the bounding volume contained by any particular mesh. In theory you could enable the cube's gravity when a mesh is imported that would contain the cube, but that might not be sufficient. First, the cube might be in an empty area without a mesh at all. Second, the floor might not be contained in the volume and the cube would still have nothing to fall onto.

    What I would do is let the human decide when the space has been sufficiently mapped scanned and give them a voice command or button to tap that would enable physics on my scene.

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  • Hi!

    Something important to always keep in mind is physics layers and "layer-based collision detection":

    Might not be a solution for your problem but is relevant.

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  • Hi guys,
    I have the same problem, in my case the gameobject (with rigidbody and collision collider on the layer default) fell trough the spatial mesh. The spatial mapping prefab is on layer 31 and I also assigned the layer to the spatial collision collider.
    Do you know how to fix this problem?

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