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.
Spatial mapping updates
So I'm noticing something interesting related to the spatial mesh/collider updates. If I leave my spatial observer (or unity built in equivalent) on after some "play" time, the position of the room mesh constantly update, which is normal as more data about the room comes in. My question to this, how should you handle those updates when talking about objects placed in that space before the update. As an example, I place footprints (2d plane with texture) where I'm first detecting a ray hit from camera to the floor mesh. As I walk through my room, the spatial mapping gets better and my next footprint is now placed in a more accurate location related to the floor. As I look back I can see that my previous foot prints are essentially floating while the latest ones are on the floor.
One thought I had was to just do a periodic update of my items and check if they are at the same Y plane as the "current" floor and then lerp the position to sneak it into position smoothly and hopefully the player won't notice that they adjusted. Any ideas on how to deal with this?
Developer | Check out my new project blog