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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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Why do my models drift with the user's gaze while HoloAcademy models automatically lock to a point?
Whenever I drop a model of mine into the scene, it always drifts in the Hololens so that it follows the user's location rather than staying where it spawned. However, when I use a model provided by the Hololens Academy, it automatically stays even when I haven't added spatial mapping or cursor controls yet.
My model has a box collider, the transform is within the collider, and I have tested enveloping it within a GameObject.
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Answers
Hmm, I see two possible reasons for that:
It's not either.
It looks like Unity defaults to attached frame of reference for apps, and I don't know how to change it to static frame of reference.
Update: Made a new project and copied everything into it. Suddenly the app is using Static Frame of Reference again.
This is certainly not what is to be expected. It sounds you maybe somehow accidentally added your holograms as a child of the camera. Or, the GameObject where your holograms were getting added somehow got reparented as a child of the camera. Either way, glad it's solved.
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I work in Developer Experiences at Microsoft. My posts are based on my own experience and don't represent Microsoft or HoloLens.