Is there a way to get the position in the Unity coordinate system of the generated mesh using the Scanning feature?

I am currently trying out the Scanning function.

I would like to overlay the generated mesh from the scan with the real environment.
Can I get the origin position of the generated mesh in the Unity coordinate system?



The event ScanProcessed will allow you to access the origin of a scan. You can check out step 4 of our documentation on scanning framework for more information. There are just a few changes to the event that are currently not reflected in the documentation that you should take note of:

  • The function that subscribed to the ScanProcessed event, ScanResultHandler, only takes in one argument and should read private void ScanResultHandler(IScanner.ScanProcessedArgs args)
  • The TexturedMesh you see being used in step 4 can be accessed via args.TexturedMesh
  • The centerPosition, which is the origin you’re referring to, can be accessed via and is no longer being passed in as a separate argument like the documentation currently indicates
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I just confirmed that my app works correctly using args.Center.

Thank you for your reply.

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You’re welcome! Glad to hear you got it up and running.