Plane Detection - table extended across the whole room

  • Issue category: Plane detection
  • Device type & OS version: iPhone XS on iOS 15.4
  • Host machine & OS version: Mac on Monterey
  • Issue Environment : Unity Remote / Unity Mock / On Device / Dev Portal
  • Xcode version: 13.3.1
  • ARDK version: 1.3.1
  • Unity version: 2020.3.33

When I scan the floor in my room and then turn towards the table, it finds a new plane at the height of the table. So far so good. But then I turn away from the table towards the rest of the room and the table plane seems to extend across the whole room, which causes the plane hit tests to register in mid-air. In fact, even without the table, sometimes the features seem to be floating in mid air. The hit test returns “ExistingPlane” as the hit type.

On Android things seem to be much more stable and I don’t see such issues, even though the Android device is quite old (Pixel 3).

I am using the default ARPlaneManager (vertical and horizontal planes) and hit testing against everything. I tried hit testing against FeaturePoints only and it’s better but still features are sometimes floating in space.

Some screenshots attached. Any ideas what’s going on?

Hi Julian,

First I need to verify what the problem is. From my point of view there could be 2 separate things happening here, one is the rendering of the planes and the other is the “hit detection” of the planes… like does it bother you that the lines are being drawn farther than the table (kind of unclear in the screenshots if they get corrected) or that the objects are appearing(detecting a hit) mid air, or both?

Then the other thing is: When you say “hit testing against everything,” is it correct to assume you are using the “ARHitTester” script to do so? And if you’re not, or if you changed anything in its code, could you show me how you are testing for these hits? I need to see the HitTest settings and values you are putting there, basically.