Hello everyone.

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.

World anchors in hierarchies

edited May 2017 in Questions And Answers

I am curious about a few things about world anchors. When you are dealing with a hierarchy of objects, what are the best practices for assigning world anchors?

  1. If a place a world anchor on the parent object, does every other object in the hierarchy will be locked too?

  2. If the first question is not true, should I place world anchors on individual child objects in addition to the one on the parent?

  3. Am I able to transform any of the child objects freely because they don't have a world anchor directly assigned to them?

  4. I have an anchor on the parent object. What happens if I'm dealing with animations only on the child objects? Will the objects be unable to move?

  5. I know that in order to move an anchored object I need to remove the anchor first and place it again after it is in the new position. Is this true for the entire hierarchy as well?

Thanks in advance.


Best Answers


  • Both answers are pretty concise and definitely complement each other. Thanks guys!

Sign In or Register to comment.