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.
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How to implement Cached Spatial Mapping on the device with Unity?
I want to use the cached spatial mapping route instead of continuous ( https://developer.microsoft.com/en-us/windows/holographic/room_scan_ux#Cached_versus_Continuous_Spatial_Mapping ).
You see it in a game like Fragments -- first step is to sufficiently map a room. On subsequent loads, the same room is loaded. You can select from a previously mapped space.
I was trying to implement this with Unity, but it doesn't seem to be supported. I've downloaded Microsoft's HoloToolkit for Unity and sniffed around all of the Spatial classes. The FileSurfaceObserver is only used by the Unity Editor. The SpatialMappingObserver is used on the device, but does not support loading from a file.
I can save the mesh from Spatial Mapping Observer to disk using the MeshSaver class, but actually I noticed it is about to be deprecated along with some other related classes I was using ( https://github.com/Microsoft/HoloToolkit-Unity/issues/39 ).
How can I load a mesh from disk, and have the Hololens orient the user within that space (preferably with events telling me when it can't match the space)?