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并非通过世界设置工具的物体的移动?
原标题:Movement of objects not persisting through world locking tools?

2022.3.20f1 2. 我正在使用MRTK 3,以及世界锁定工具的顶点,这些工具经过更新后与MRTK 3合作,因为官方版本互不相容(https://github.com/duckblaster/MixedReality-WorldLockingTools-Unity= relnofollow noreerfera>)。 在游戏中,有人在参与者玩弄游戏之前,为适应真实环境创造了条件,因此,我要求世界锁定工具,以记住这些物体被置于这一既定阶段,之后这些物体将变成参与者的不动产。

如果我结束申请,世界锁定的工具在闭会期间始终如一地发挥作用。 如果在背景中不结束申请,在我向另一个地点提出反对时,也将坚持下去。 但问题是,如果我提出反对,然后完全停止申请或撤销对LóoLens的申请,那么该物体将回到我提出反对的地点。

我试图将工具管理人锁定在我的等级中,为世界锁定固定物体而努力。 我还试图拆卸汽车,在用户放下物体但无改动后,将汽车停电。

我的世界监察员:here

测试稿I用于人工节省地点:here

没有人会知道我在这里做错了什么?

问题回答

世界洛克比团结工具提供了一个稳定和可靠的世界锁定的协调系统,使虚拟/天主教世界对物理世界具有约束力。 其目的不是要节省游戏物体的位置信息。 http://learn.microsoft.com/en-us/mixed-reality/world-locking-tools/documentation/concepts/advanced/persistence#what-is-saved”rel=“nofollow noreferer” 缩略语 猎物不是其中的一部分。

  • Spatial Anchors: The underlying network of spatial anchors created and maintained internally by World Locking Tools Anchor Manager supplies the requisite binding to the real world. Those anchors are persisted via the platform s underlying storage mechanism.
  • Engine State: Engine state is persisted to allow the engine to resume its current mapping. Restoring this state removes such indeterminacies as the initial pose of the head in the previous session(s).
  • Space Pinning: If the application has applied any further Space Pins to force alignment of modeling coordinates to the real world at a discrete set of points, that mapping is also persisted.
  • Coordinate Space: World Locking Tools persists the coordinate space relative to the physical world by saving an internal graph of local spatial anchors.

在电离层电离层电离层电离层电离层系统形成稳定和可靠的世界锁定协调系统,使虚拟/地理世界与物理世界相联之后,你只需要挽救游戏物体的坐标和国家变化信息,并在你打开游戏时装上相应的坐标和国家。 WLT将与物理世界同步。 如同正常游戏协调制度一样,它受游戏世界模式的约束,而你只需要记录项目坐标的变化,然后把项目位置上载。





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