Importing anchor Succeeds with 0 anchors?
I'm using Unity3D (tried both 2017.1.1 and 5.6.4) in conjunction with Mixed Reality Toolkit (previously HoloToolkit) in my project. Basically I'm just trying to share a world anchor between multiple devices. I only do this once to establish a common reference. There is no sharing holograms etc. So in essence:
Save a World Anchor with one "master" device.
Share this World Anchor using Unity3D WorldAnchorTransferBatch. I do this by sending the data (byte array) to an intermediate device, an Android phone that also acts as a controller for the whole experience. The Android device acts as a central server which then distributes the anchor data to all connected Hololenses.
Import the World Anchor after transfer from server
Enjoy a common and shared World Anchor in order to reference everything else in the scene.
Now my issue is that transfer works fine but using the WorldAnchorTransferBatch.ImportAsync method it returns a SerializationCompletionReason.Succeeded but contains 0 Anchors. So something doesn't seem quite right here. I already did a bug report to Unity but they are notoriously slow at handling bugs, that being said I guess Unity is basically just wrapping Microsoft code anyway. Does anyone have a slight idea what can be wrong? As of right now the whole project has stalled.