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Separate thread for PlaneFinding PlaceOnPlane HoloToolKit

Can someone explain how to use ThreadPool.QueueUserWorkitem or how to call PlaneFinding on a separate thread not in Update

    // Now call FindPlanes().  NOTE: In a real application, this MUST be executed on a
    // background thread (i.e.: via ThreadPool.QueueUserWorkItem) so that it doesn't stall the
    // rendering thread while running plane finding.  Maintaining a solid 60fps is crucial
    // to a good user experience.
    planes = (VisualizeSubPlanes) ?
Tagged:

Answers

  • Options

    In our Spatial Mapping course, we use a combination of Task.Run and Unity's Coroutine to run PlaneFinding in the background. Here is the code snippet from SurfaceMeshesToPlanes that calls it:

    #if !UNITY_EDITOR 
    // When not in the unity editor we can use a cool background task to help manage FindPlanes(). 
    Task<BoundedPlane[]> planeTask = Task.Run(() => PlaneFinding.FindPlanes(meshData, snapToGravityThreshold, MinArea)); 
    
    while (planeTask.IsCompleted == false) 
    { 
        yield return null; 
    }
    BoundedPlane[] planes = planeTask.Result; 
    #else 
    // In the unity editor, the task class isn't available, but perf is usually good, so we'll just wait for FindPlanes to complete. 
    BoundedPlane[] planes = PlaneFinding.FindPlanes(meshData, snapToGravityThreshold, MinArea); 
    #endif 
    
  • Options

    is that the same as

    ThreadPool.QueueUserWorkItem

    ?

    or are there other recommended ways to do multithread

    @ahillier said:
    In our Spatial Mapping course, we use a combination of Task.Run and Unity's Coroutine to run PlaneFinding in the background. Here is the code snippet from SurfaceMeshesToPlanes that calls it:

    #if !UNITY_EDITOR 
    // When not in the unity editor we can use a cool background task to help manage FindPlanes(). 
    Task<BoundedPlane[]> planeTask = Task.Run(() => PlaneFinding.FindPlanes(meshData, snapToGravityThreshold, MinArea)); 
                  
    while (planeTask.IsCompleted == false) 
    { 
        yield return null; 
    }
    BoundedPlane[] planes = planeTask.Result; 
    #else 
    // In the unity editor, the task class isn't available, but perf is usually good, so we'll just wait for FindPlanes to complete. 
    BoundedPlane[] planes = PlaneFinding.FindPlanes(meshData, snapToGravityThreshold, MinArea); 
    #endif 
    
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