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Question about initial Orientation of stationary objects in HoloLens apps.
I've been working with the Hololens for almost a year now but one thing I often wondered about what how my app determined it's Orientation upon first launch. (Not position - I already know the position 0,0,0 is the where the hololens camera is when the app launches.) But regarding the rotation/orientation - I was reading through the spatial coordinate documentation ( https://developer.microsoft.com/en-us/windows/mixed-reality/coordinate_systems ) and under the "Stationary frame of reference" section it says"
"An app will typically create one stationary frame of reference on startup and use its coordinate system throughout the app's lifetime. As an app developer in Unity, you can just start placing content relative to the origin, which will be at the user's initial head position and orientation."
Well I finally tested this by starting my app with the Hololens turned upside down so all my stationary objects should have been upside down when I then put on the Hololens (right side up). But they were not. What I found was that the Orientation (rotation) of everything is actually determined by the orientation of the App launcher windows. The app launcher window tends to attach itself to a wall surface which pretty much keeps the X, Y, and Z rotation of all the stationary objects aligned with that wall. So now when I start my app, I'm deliberate in trying to place the app launcher in a position that aligns as smoothly with the wall as possible.
Anyhow, is there something I'm missing or does MS need to change the wording on that documentation to say that the orientation is based on the orientation of the app launcher while the position is based on the users head position when the app is launched.