Hello everyone.

The Mixed Reality Forums here are no longer being used or maintained.

There are a few other places we would like to direct you to for support, both from Microsoft and from the community.

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.

For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.

If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.

And always feel free to hit us up on Twitter @MxdRealityDev.

Load spatial mesh to your real world

edited November 2017 in Questions And Answers

Hello. I'm working with spatial mesh in Unity.

After capturing my bedroom's 3D spatial mesh I have placed in it, using Unity, two squares.
How can I load this scenario in Hololens, and make the squares appear in their corresponding spatial points, and see the squares in the real sites?

Thanks a lot!

Best Answer


  • @stepan_stulov said:
    Hey, @gomes

    You have placed the squares relative to the spatial mapping mesh which is a derivative information that world anchors are not based on. What you need to do in order for your squares to also appear correctly relative to the actual world is to align your spatial mesh and your real world. That is conventionally done by asking the human user to do that.

    Alternatively you can place your squares in some kind of "authoring mode" right on HoloLens and then happily rely on the actual world anchors that are stabilised using visual clues. You can save those anchors either in the per-app store or as a transfer batch.

    It's one of the most common misconceptions that the anchors are based on the spatial mapping. This misconception stems from the fact that you conventionally first find the raycast hit of the gaze with the spatial mapping mesh to agree on the position and then apply a world anchor to your object at that point. But from that moment one the world anchor actually doesn't care about the spatial mapping mesh.

    Hope this helps.

    Thank you for answer.
    Excuse my little experience with the anchors, but I don't understand the alternative you propose (second paragraph), can you explain it more deeply.

    Thank you

Sign In or Register to comment.