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The SemanticClassification component categorizes the anchor into a number of classifications. See below for the complete list of possible classifications.
Both Storable and Shareable components only apply to Spatial Anchors.
Common Scene Anchors
As the system manages Scene Anchors, the supported components are predetermined.
Space Setup and Scene Model
The Scene Anchor for the room will have: a RoomLayout component to refer to the ceiling, walls and floor; an AnchorContainer component which holds all the Scene Anchors of the room.
Scene Anchors for 2D elements (such as walls, ceilings, floors, windows and wall art) have: a Locatable component to get the position of the anchor; a Semantic Classification component for the labels; and a Boundary2D component for the bounding box dimensions.
Scene Anchors that are 3D-only (such as shelves, screens, plants, and other) are similar to 2D Scene Anchors, but have a Bounded3D component instead of a Bounded2D.
Some Scene Anchors are both 2D and 3D (such as tables and couches), where the 3D component refers to the bounding volume, and the 2D component corresponds to an area of interest. These anchors are similar to 2D anchors, but also contain a Bounded3D component.
Scene Mesh
The Scene Mesh is triangle mesh which covers the entire space with a single static artifact. It is snapped to the surface near the room layout elements (such as walls, ceiling and floor), and it approximately describes the boundaries of all other objects in the space. It is represented as a common Scene Anchor, however, there is only a single instance of this object per space.
The Scene Anchor for a Scene Mesh will have: a Locatable component to get the position of the anchor; a Semantic Classification component for the label GLOBAL_MESH; and a TriangleMesh component to provide the geometry.
Scene Anchor coordinate space
Scene Anchors are defined in a Cartesian right-handed coordinate system to match the default OpenXR coordinate system, while Unity uses a left-handed coordinate system. This results in both design-time considerations for spawning objects that need to match the orientation and dimensions of Scene Anchors, and a runtime conversion of each 3D position (mostly hidden to the developer).
Scene semantic classifications
Semantic classifications categorize Scene Anchors into a predetermined and system-managed list of object types. Semantic classes separate objects beyond their basic geometric description to provide an app developer with the possibility of applying classification-specific game logic.
Supported Semantic Labels
Semantic Label
Description
Room Structure
CEILING
A ceiling
2D
DOOR_FRAME
A door frame - must exist within a wall face
2D
FLOOR
A floor
2D
INVISIBLE_WALL_FACE
A wall face added by Space Setup to enclose an open room
2D
WALL_ART
A piece of wall art- must exist within a wall face
2D
WALL_FACE
A wall face
2D
WINDOW_FRAME
A window frame - must exist within a wall face
2D
Room Contents
COUCH
A couch
2D (the seat) and 3D (the volume)
TABLE
A table
2D (the tabletop) and 3D (the volume)
BED
A bed
3D
LAMP
A lamp
3D
PLANT
A plant
3D
SCREEN
A screen
3D
STORAGE
A storage container
3D
Mesh Objects
GLOBAL_MESH
A triangle mesh of a user’s space captured during Space Setup
Unclassified Objects
OTHER
A general volume
3D
Note
This list of labels is evolving, as we periodically add support for more 2D and 3D objects. Because of this, you should consider the OTHER type as a fallback. It may not be a type in the future, or an object you label as OTHER today may need to be changed in the future.