Hello everyone.

We have decided to phase out the Mixed Reality Forums over the next few months in favor of other ways to connect with us.

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.

The plan between now and the beginning of May is to clean up old, unanswered questions that are no longer relevant. The forums will remain open and usable.

On May 1st we will be locking the forums to new posts and replies. They will remain available for another three months for the purposes of searching them, and then they will be closed altogether on August 1st.

So, where does that leave our awesome community to ask questions? Well, there are a few places we want to engage with you. 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. And always feel free to hit us up on Twitter @MxdRealityDev.

Creating a NavMesh on floor

I've been struggling to find a way to change the how the Hololens defines the height of the floor planes. Basically, with the new Unity updated you're allowed to bake navmeshes at runtime. So what I've done is baked the entire floor as a navmesh since my characters will have to walk around the floor and dodge furniture. However, there are some slight slopes that pop out from the floor and those slopes won't bake. What I want to do is raise the floor so that it covers those slight slopes. I'm using spacial processing to identify the floors. If anyone knows how to raise the floor please let me know! Thanks


  • What do you mean with "raise the floor"?
    If you mean "raise the floor plane detected by Spatial Processing", you can do it like this:
    1) get the floor planes

    List<GameObject> floors = SurfaceMeshesToPlanes.Instance.GetActivePlanes(PlaneTypes.Floor);

    2) lift every plane by a certain amount

    floorPlane.transform.position = new Vector3(floorPlane.transform.position.x, floorPlane.transform.position.y + heightOffset, floorPlane.transform.position.z);
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