To clarify, by “world in unity” are you referring to the AR session that’s running in the app you built using Unity or are you referring to like the Unity editor when you’re building out your project?
I’m going to have to double check but I believe the center of the scan should just be its center relative to itself not necessarily the scanned world or the Unity since it can technically be exported to a different file format that the user desires
is “relative to itself” mean property center is the center position of the mesh we scanned? But when i use TexturedMesh.mesh.bounds.center and see there 2 are not the same.
OK, so I got an answer for this. I apologize for the confusion I was originally mistaken. So the Center is the center of the scan relative to where the AR Session started and it’s only valid in the scene where the scanning is taking place. If the scan is moved to another scene, that center wouldn’t really help with anything since it’s specifically relative to the scene where the scan took place
What I mean by that is that the Center of the scan is only valid in the Unity scene where the scanning is taking place because the center is relative to that scene. If you were to use this scan in a different Unity scene, that Center would not be accurate