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Spatial to plane processing

Jarrod1937Jarrod1937 ✭✭✭
edited May 2016 in Questions And Answers

I'm using the surfacePlane script, and it works fairly well. However, no matter what, the ceiling and floor planes are too high. Best I can tell with the floor, is that the floor seems to be along the same height as my table, which has a bottom portion along with the top. Anyone have any tips for getting better results?
I'm experimenting with world space triplanar shaders and the planes generated. This way you can "uv map" (sort of) a tiling texture for each surface type, thus an automatic texturing of the ceiling, floor, and walls. The texturing works, but you can only see the ceiling through holes in the mesh, and the floor plane is about 8 inches off the floor.

Answers

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    @Jarrod1937 it sounds suspicious if your surfaces are all consistently about 0.2 meters (8 inches) high in your Y axis.

    You don't happen to have nonzero numbers in your MainCamera's position (specifically the Y) by chance do you?

    If not the next place I would be looking is your Spatial Mapping Manager settings and if any modification you made to it or if you have done a custom shader any of the calculations inside the shader that might impact the Y position.

    Do you have Cast Shadows checked on your Spatial Mapping Manager component?

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    Jarrod1937Jarrod1937 ✭✭✭

    Thank you for the help. I checked everything, and it all seemed fine. I decided to delete the spatial data for my location and rescanned, now it seems correct, maybe there was a stray spatial plane throwing it off.

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    Next time take off your high heels before calibrating a room.

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    Jarrod, if you hit this again, please file feedback through the feedback app before deleting your spatial data. This will help us track down issues like this. Thanks!

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