Project Summary
Creating a multiplayer HoloLens app that allows players to spawn and move objects around the local space they share.
Problem
I am able to connect to the other HoloLens and see the other player in the correct location but, for some reason the objects that I spawn I offset. I determined that the offset was based off of where the application started off. When developing in HoloLens the device always starts at (0,0,0). However, once the client has connected to the host and imported their world anchor the client's coordinate system is never updated event though the anchor is in the same physical location. This creates a problem because if the client is offset by 180 degrees everything that the host does is offset by the same amount when moving an object if that makes sense.
Moving toward a solution
After doing a lot of research I found this pertaining to sharing and HoloLens:
"After a GameObject is locked via the LockObject call, it will have a WorldAnchor which will keep it in the same physical position in the world, but it may be at a different location in the Unity coordinate space than other users."
I found this on Microsoft's website here
https://developer.microsoft.com/en-us/windows/mixed-reality/shared_experiences_in_unity
Question
So obviously my question is basically, is there a way to update the x,y,z coordinates of (0,0,0) during runtime?
TrackingSpaceType
, used for configuring the coordinate system in Unity. \$\endgroup\$ – MichaelHouse♦ Sep 25 '17 at 21:16