The Spatial MappingThe process of mapping real-world surfaces into the virtual world. More info
See in Glossary Renderer and ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary components allow you to use the features of Spatial Mapping easily without worrying about the finer details of the system. If you want to have finer control over the Spatial Mapping in your application then use the low level API that Unity provides for Spatial Mapping.
The API provides a number of data structures and object types for accessing the Spatial Mapping information that the HoloLensAn XR headset for using apps made for the Windows Mixed Reality platform. More info
See in Glossary gathers.
You can access Spatial Mapping data using a SurfaceObserver . A SurfaceObserver
is an API class which monitors a volume of real-world space for which the application requires Spatial Mapping data. The SurfaceObserver
describes a physical area in the real-world and reports on the set of spatial Surfaces it intersects with that have been added, changed, or removed by the Spatial Mapping system.
Use of SurfaceObservers
is only necessary if you wish to interact with Spatial Mapping directly through the Unity scripting API.
Unity provides its own Spatial Mapping Renderer and Collider components, built on the SurfaceObserver
API to allow easy access to Spatial Mapping functionality. See documentation on Spatial Mapping components for more details on these.
Using SurfaceObserver
, applications can asynchronously request MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary data with or without physics collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info
See in Glossary data. When the request is complete, another callback informs the application that the data is ready to use.
SurfaceObserver
provides the following functionality to your application:
Issues callbacks upon request for Surface changes such as additions, removals, and updates.
Provides an interface for requesting Mesh data corresponding to a known Surface.
Issues callbacks when the Mesh data it requests is ready for use.
Provides ways of defining the location and volume of the SurfaceObserver
.
SurfaceData is a class which contains all the information required by the Spatial Mapping system to build and report on a Surface’s Mesh data.
You must pass a populated SurfaceData
object to the Spatial Mapping system using the RequestMeshAsync method. When you initially call the RequestMeshAsync method, you need to pass it a SurfaceDataReadyDelegate
. When the Mesh data is ready the SurfaceDataReadyDelegate
reports a matching SurfaceData
object.
This allows the application to determine precisely which Surface the data corresponds to.
You should populate the SurfaceData
GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary using the information your application requires. This includes the following components and data:
A WorldAnchor component
A MeshFilter component
A MeshCollider component (if physics data is required in your application)
The triangles per cubic meter of the generated Mesh that you want
The Surface ID
The system throws argument exceptions when you call the RequestMeshAsync method with an incorrectly configured SurfaceData object. Even if a RequestMeshAsync
method call does not throw argument exceptions, there is no other way to check whether Spatial Mapping is creating and returning Mesh data successfully. We recommend that you keep track of the Mesh data you create manually through script.
The sample script below shows basic examples of using the important parts of the API.
using UnityEngine;
using UnityEngine.__XR__An umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. [More info](XR.html)<span class="tooltipGlossaryLink">See in [Glossary](Glossary.html#XR)</span>;
using UnityEngine.XR.WSA;
using UnityEngine.__Rendering__The process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. [More info](GraphicsOverview.html)<span class="tooltipGlossaryLink">See in [Glossary](Glossary.html#Rendering)</span>;
using UnityEngine.Assertions;
using System;
using System.Collections;
using System.Collections.Generic;
public enum BakedState
{
NeverBaked = 0,
Baked = 1,
UpdatePostBake = 2
}
// This class holds data that is kept by the system to prioritize Surface baking.
class SurfaceEntry
{
public GameObject m_Surface; // the GameObject corresponding to this Surface
public int m_Id; // ID for this Surface
public DateTime m_UpdateTime; // update time as reported by the system
public BakedState m_BakedState;
public const float c_Extents = 5.0f;
}
public class SMSample : MonoBehaviour
{
// This observer is the window into the Spatial Mapping world.
SurfaceObserver m_Observer;
// This dictionary contains the set of known Spatial Mapping Surfaces.
// Surfaces are updated, added, and removed by the system on a regular basis.
Dictionary<int, SurfaceEntry> m_Surfaces;
// This is the material with which the system draws baked Surfaces.
public Material m_drawMat;
// This flag is used by the Spatial Mapping system to postpone requests if a bake is in progress.
// Baking mesh data can take multiple frames. This sample prioritizes baking request
// order based on Surface data Surfaces and only issues a new request
// if there are currently no requests being processed by the system.
bool m_WaitingForBake;
// This is the last time the SurfaceObserver was updated by the system. It updates no
// more than every two seconds
float m_lastUpdateTime;
void Start ()
{
m_Observer = new SurfaceObserver ();
m_Observer.SetVolumeAsAxisAlignedBox (new Vector3(0.0f, 0.0f, 0.0f),
new Vector3 (SurfaceEntry.c_Extents, SurfaceEntry.c_Extents, SurfaceEntry.c_Extents));
m_Surfaces = new Dictionary<int, SurfaceEntry> ();
m_WaitingForBake = false;
m_lastUpdateTime = 0.0f;
}
void Update ()
{
// Avoid calling Update on a SurfaceObserver too frequently.
if (m_lastUpdateTime + 2.0f < Time.realtimeSinceStartup)
{
// This block makes the observation volume follow the __camera__A component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. [More info](CamerasOverview.html)<span class="tooltipGlossaryLink">See in [Glossary](Glossary.html#Camera)</span>.
Vector3 extents;
extents.x = SurfaceEntry.c_Extents;
extents.y = SurfaceEntry.c_Extents;
extents.z = SurfaceEntry.c_Extents;
m_Observer.SetVolumeAsAxisAlignedBox (Camera.main.transform.position, extents);
try
{
m_Observer.Update (SurfaceChangedHandler);
}
catch
{
// Update can throw an exception if the specified callback is bad.
Debug.Log ("Observer update failed unexpectedly!");
}
m_lastUpdateTime = Time.realtimeSinceStartup;
}
if (!m_WaitingForBake)
{
// Prioritize older adds over other adds over updates.
SurfaceEntry bestSurface = null;
foreach (KeyValuePair<int, SurfaceEntry> surface in m_Surfaces)
{
if (surface.Value.m_BakedState != BakedState.Baked)
{
if (bestSurface == null)
{
bestSurface = surface.Value;
}
else
{
if (surface.Value.m_BakedState < bestSurface.m_BakedState)
{
bestSurface = surface.Value;
}
else if (surface.Value.m_UpdateTime < bestSurface.m_UpdateTime)
{
bestSurface = surface.Value;
}
}
}
}
if (bestSurface != null)
{
// Fill out and dispatch the request.
SurfaceData sd;
sd.id.handle = bestSurface.m_Id;
sd.outputMesh = bestSurface.m_Surface.GetComponent<MeshFilter> ();
sd.outputAnchor = bestSurface.m_Surface.GetComponent<WorldAnchor> ();
sd.outputCollider = bestSurface.m_Surface.GetComponent<MeshCollider> ();
sd.trianglesPerCubicMeter = 300.0f;
sd.bakeCollider = true;
try
{
if (m_Observer.RequestMeshAsync(sd, SurfaceDataReadyHandler))
{
m_WaitingForBake = true;
}
else
{
// A return value of false when requesting meshes
// typically indicates that the specified
// Surface ID is invalid.
Debug.Log(System.String.Format ("Bake request for {0} failed. Is {0} a valid Surface ID?", bestSurface.m_Id));
}
}
catch
{
// Requests can fail you do not fill out the data struct properly
Debug.Log (System.String.Format("Bake for id {0} failed unexpectedly!", bestSurface.m_Id));
}
}
}
}
// This handler receives events when surfaces change, and propagates those events
// using the SurfaceObserver’s Update method
void SurfaceChangedHandler (SurfaceId id, SurfaceChange changeType, Bounds bounds, DateTime updateTime)
{
SurfaceEntry entry;
switch (changeType)
{
case SurfaceChange.Added:
case SurfaceChange.Updated:
if (m_Surfaces.TryGetValue(id.handle, out entry))
{
// If the system as already baked this Surface, mark it as needing to be baked
// in addition to the update time so the "next Surface to bake"
// logic orders it correctly.
if (entry.m_BakedState == BakedState.Baked)
{
entry.m_BakedState = BakedState.UpdatePostBake;
entry.m_UpdateTime = updateTime;
}
}
else
{
// This is a brand new Surface so create an entry for it.
entry = new SurfaceEntry ();
entry.m_BakedState = BakedState.NeverBaked;
entry.m_UpdateTime = updateTime;
entry.m_Id = id.handle;
entry.m_Surface = new GameObject (System.String.Format("Surface-{0}", id.handle));
entry.m_Surface.AddComponent<MeshFilter> ();
entry.m_Surface.AddComponent<MeshCollider> ();
MeshRenderer mr = entry.m_Surface.AddComponent<MeshRenderer> ();
mr.shadowCastingMode = ShadowCastingMode.Off;
mr.receiveShadows = false;
entry.m_Surface.AddComponent<WorldAnchor> ();
entry.m_Surface.GetComponent<MeshRenderer> ().sharedMaterial = m_drawMat;
m_Surfaces[id.handle] = entry;
}
break;
case SurfaceChange.Removed:
if (m_Surfaces.TryGetValue(id.handle, out entry))
{
m_Surfaces.Remove (id.handle);
Mesh mesh = entry.m_Surface.GetComponent<MeshFilter> ().mesh;
if (mesh)
{
Destroy (mesh);
}
Destroy (entry.m_Surface);
}
break;
}
}
void SurfaceDataReadyHandler(SurfaceData sd, bool outputWritten, float elapsedBakeTimeSeconds)
{
m_WaitingForBake = false;
SurfaceEntry entry;
if (m_Surfaces.TryGetValue(sd.id.handle, out entry))
{
// These two asserts check that the returned filter and WorldAnchor
// are the same as those used by the system to request the data. This should always
// be true unless you have changed code to replace or destroy them.
Assert.IsTrue (sd.outputMesh == entry.m_Surface.GetComponent<MeshFilter>());
Assert.IsTrue (sd.outputAnchor == entry.m_Surface.GetComponent<WorldAnchor>());
entry.m_BakedState = BakedState.Baked;
}
else
{
Debug.Log (System.String.Format("Paranoia: Couldn't find surface {0} after a bake!", sd.id.handle));
Assert.IsTrue (false);
}
}
}
Note: Calling the SurfaceObserver’s Update method can be resource-intensive, so you should try not to do it more than an application requires. Calling this method once every three seconds should be enough for most applications.
2018–05–01 Page published
Spatial Mapping for Hololens documentation updated in 2017.3