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This repository has been archived by the owner on Mar 2, 2018. It is now read-only.
Hi!
I tried examples for Unity: ExperimentalMeshBuilderWithColor and ExperimentalMeshBuilderWithPhysics and both of these are working well for the static environment but when something moves from A to B, the generated mesh will exist even if in front of the camera is nothing anymore.
So, I tried this with C example: cpp_mesh_builder_example, here the mesh updates as objects moves.
Why dynamic mesh behaves differently in Unity?
The text was updated successfully, but these errors were encountered:
In the Tango Manager object which should be somewhere in your scene, on the TangoApplication script, there is a toggle called "Space Clearing". I have not tried it, but it sounds like maybe that might help?
I realized that it is not clearing the mesh always.
A colleague of mine walked through my scene while I was mashing and I had him in my mesh in several places (he walked through). When I was testing this before I tested it with some staff (like mobile phone, cup, hand wawing...) moving in front of my camera on hand distance and it worked fine.
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Hi!
I tried examples for Unity: ExperimentalMeshBuilderWithColor and ExperimentalMeshBuilderWithPhysics and both of these are working well for the static environment but when something moves from A to B, the generated mesh will exist even if in front of the camera is nothing anymore.
So, I tried this with C example: cpp_mesh_builder_example, here the mesh updates as objects moves.
Why dynamic mesh behaves differently in Unity?
The text was updated successfully, but these errors were encountered: