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And always feel free to hit us up on Twitter @MxdRealityDev.
The Mixed Reality Forums here are no longer being used or maintained.
There are a few other places we would like to direct you to for support, both from Microsoft and from the community.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.
If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.
And always feel free to hit us up on Twitter @MxdRealityDev.
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How to align a scanned mesh in Unity with real world when deployed in Hololens
JEC
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I am looking for a way to load the obj mesh of a hololens scanned area into Unity, and have it aligned with the real world geometry of the same scanned area when it's deployed in hololens. Is there a way to do this?
4
Answers
@JEC did you manage to do this? I am currently looking for the same result, but didn't find anything that could lead me there...
@JEC I too would be interested if you found a solution to this..
Spectator view does this with shared anchors, the HoloToolkit sharing service, and a RemoteSpatialMappingSource:
https://github.com/Microsoft/HoloLensCompanionKit/blob/b69ad254ea13bf55d7769c28d3ec331f7816a3fe/SpectatorView/Samples/SharedHolograms/Assets/Addons/HolographicCameraRig/Scripts/SV_RemotePlayerManager.cs
See the functions SendSpatialMappingData and OnSpatialMapping.
Note that this MonoBehaviour is on a GameObject which is a child of a shared anchor, so it shares the same space in the Unity Editor as the devices in the shared experience.