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I'm using WorldAnchorTransferBatch to share WorldAnchors across devices, but I'm seeing some unexpected errors during the import process. The import/export process is more or less the same as outlined here. We export the anchors, load them up to an Azure webservice, download on the alternate device, and attempt to import.
The import only works about 25% of the time. Even when exporting and importing to the same device, and skipping the web service. To be sure, I've tried deleting any anchors with the same name, clearing the world anchor store, renaming the anchor every time I export, and reacquiring a world anchor store in between imports, and tested with checksums of the export data on either end. Renaming the anchors seemed to improve things a bit, but that may be subjective. I've noticed the imports fail with one of two conditions: the import complete delegate is called with SerializationCompletionReason.UnknownError, or the delegate is called with SerializationCompletionReason.Success, but the array of anchor IDs retrieved from deserializedTransferBatch.GetAllIDs() is empty. Are these known issues? If not, is there anything I might be doing that is causing this behaviour? Perhaps there is a race condition I'm creating due to the async nature of the import/export processes?
I've also noticed that sometimes the anchors do import correctly but the position can be up to a foot or so off. I would guess this is because of a poor quality spatial map on the exporting device. Is there any sort of metric that we can use to determine the quality of the spatial map, particularly for shared experiences