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.
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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.