Scene Understanding Observer #10970
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HarrisonBT
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Scene Understanding in Unity
When using the MRTK provider WindowsSceneUnderstandingObserver.cs or Windows Scene Understanding Observer, there is a gradual memory increase until eventually reaching the maximum limit and exceeding.
When digging through the observer I find that the ID's between scenes are always unique (even when persistent objects is enabled).
-> The scene understanding runtime does not provide me with any previous id's, only new ones. (when providing the previous scene).
SceneObserver.ComputeAsync(sceneQuerySettings, QueryRadius, previousScene);
This equates to creating, and then destroying GameObjects for the whole scene! every update! instead of just updating existing objects and creating only newly observed objects.
I even notice this when in the example scene for scene understanding where all the walls / floor / ceilings / etc. that are created, are constantly all being created and then removed.
-> During the update all the objects are removed and re created, this causes all objects to 'disappear' for a second.
-> Due to the amount of objects in some cases, this is huge performance hit.
I am currently working on a method to improve memory usage and performance drain. (new observer)
Has anyone else created a solution for this.
Thanks
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