arcore-unity-extensions
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Geospatial Creator Anchors use Prefab location properties instead of scene overrides
Reproduction:
Make a Prefab with a Geospatial Creator Origin and Geospatial Creator Anchor. Move the anchor to position A.
Insert the Prefab into a scene and change the position of the Geospatial Creator Origin and Anchor to position B.
Result:
The Anchor is set to the Prefab position A and not as expected position B.
What is expected:
The Anchor should be set to the scene override values at position B.
Hi @BR14Nx, are you changing the position in the Unity Editor or via the Geospatial Creator C# API? If scripting, are you changing the lat/lon/alt or the Unity x/y/z coordinates?
If you are scripting, when the Unity coordinates are modified, the lat/lon/alt will not be immediately to match. This happens in the next Update() call, though I'm not sure if that is what you're describing or not.
Hi @BR14Nx, are you changing the position in the Unity Editor or via the Geospatial Creator C# API? If scripting, are you changing the lat/lon/alt or the Unity x/y/z coordinates?
If you are scripting, when the Unity coordinates are modified, the lat/lon/alt will not be immediately to match. This happens in the next
Update()call, though I'm not sure if that is what you're describing or not.
I am using the Geospatial Creator Anchor and Origin components. I am not changing anything via own scripts. I only set the lat/lon/height of the origin component, not the gameobject. Though I do change the Anchor GameObject directly with the Transform, not the lat/lon/height, since this is the intended way. And I also noticed that the lat/lon/height of the Anchor components is not always correctly updated either, when I change the Origins coordinates in the Editor. Sometimes it shows the updated Anchor coordinates, sometimes it doesn't. But when I launch the application, it always uses the Prefabs coordinates, not the scene overrides. And it stays like that, even after the first Update() is called.