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unity-game-engineaugmented-realityhololensmrtk

MRTK V2 - Visualization of Spatial Awareness Mesh is not working properly


In my project I'm using a button that enables and disables spatial mapping/awareness. It works quite good, in 7 times out of 10. The following behaviour can be observed in the other 3 times. By disabling the spatial-map-mesh (polygones), they disappear to 90%. But 10% stays where it is. Repeated pressing of my button (dis/enable spatial mapping) does not help, the 10% just stays. Any suggestions what the reason for that behaivour could be?

Code Observer:

public void ToggleObservers()
{
    if (SpatialAwarenessSystem == null) return;

    // If running → stop "running"
    if (_isObserverRunning)
    {
        SetVisualizationOfSpatialMapping(SpatialAwarenessMeshDisplayOptions.None);
        SpatialAwarenessSystem.SuspendObservers();
        _isObserverRunning = false;

        // Disabling the whole system boosts performance ~+5fps
        if (ShouldSpatialSystemBeDisabled)
            SpatialAwarenessSystem.Disable();

    }// Else start spatial mapping
    else
    {
        SpatialAwarenessSystem.Enable();
        SetVisualizationOfSpatialMapping(SpatialAwarenessMeshDisplayOptions.Visible);
        SpatialAwarenessSystem.ResumeObservers();
        _isObserverRunning = true;
    }
}

Code Set Visualtization of Spatial Mapping:

public void SetVisualizationOfSpatialMapping(SpatialAwarenessMeshDisplayOptions option)
{
    if (CoreServices.SpatialAwarenessSystem is IMixedRealityDataProviderAccess provider)
    {
        foreach (var observer in provider.GetDataProviders())
        {
            if (observer is IMixedRealitySpatialAwarenessMeshObserver meshObs)
            {
                meshObs.DisplayOption = option;
            }
        }
    }
}

Edit: Bug Report on Github.


Solution

  • I also hit this issue. Until this is fixed in MRTK, you can patch this.

    Edit this file:

    MixedRealityToolkit.Providers\WindowsMixedReality\WindowsMixedRealitySpatialMeshObserver.cs

    Find the suspend function, and add the code between // Begin Patch and // End Patch:

    public override void Suspend()
    {
        #if UNITY_WSA
        if (!IsRunning)
        {
            Debug.LogWarning("The Windows Mixed Reality spatial observer is currently stopped.");
            return;
        }
    
        // UpdateObserver keys off of this value to stop observing.
        IsRunning = false;
    
        // Clear any pending work.
        meshWorkQueue.Clear();
    
        // Begin Patch
        if (outstandingMeshObject != null)
        {
            ReclaimMeshObject(outstandingMeshObject);
            outstandingMeshObject = null;
        }
        // End Patch
        #endif // UNITY_WSA
    }