I am trying to use the Meshing Example from the Project Tango Unity3d-Demos to detect collision with real world objects in my application. However, there are a lot of small errors in the mesh.
These floating "bubbles" are counter productive to what I am trying to accomplish, but I could not find a way to change this in the Meshing script.
How do I have to modify the script to find and remove vertices that are to close together and not connected to the main mesh?
We just released a brand new meshing pipeline in Unity. The bubble is an artifact of the pointcloud. In the new Unity Tango SDK (Izar release), there's a space clearing
checkbox on Tango Manager
under Enable 3D reconstruction
. Turning on that will actively remove these artifacts as the meshing is running.