Comments (5)
do I only have access to the anchor of the plane in the code or is there some way to access the whole plane if you know what I mean.
You can access the 2D boundary points with ARPlane.boundary.
If you want to know if an arbitrary point is inside the plane, you can use a point-in-polygon algorithm, see https://en.wikipedia.org/wiki/Point_in_polygon
AR Foundation supports raycasting against planes, which might also be useful to you: https://docs.unity3d.com/Packages/[email protected]/manual/features/raycasts.html
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Yep. You get center, extents, and a list of boundary points. https://docs.unity3d.com/Packages/[email protected]/api/UnityEngine.XR.ARFoundation.ARPlane.html#properties
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Thank you @tdmowrer and @andyb-unity I really appreciate it! Happy new year!
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This is a math question. I recommend that you seek other resources on the internet to help you solve it. This question is unrelated to the AR Foundation API or the samples in this repo, so I'm going to close this issue.
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Hey @andyb-unity, I think there is a little bit of misunderstanding. For the plane detection, do I only have access to the anchor of the plane in the code or is there some way to access the whole plane if you know what I mean.
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Related Issues (20)
- Would this be too computationally intensive? HOT 1
- How to localize within an AR world?
- How to obtain the label of the plane classification? HOT 1
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- Web AR HOT 1
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- AddRaycast() always returns null HOT 1
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- Build Failed while running Xcode HOT 19
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- 为什么我发布成安卓程序,菜单都是灰色,用不了呢a HOT 2
- Support of MultiPeer for the visionOS platform HOT 2
- ARFoundation how to serializes ARWorldMap information for the specified region ? HOT 1
- Persist ARAnchors in Unity for Hololens 2 application HOT 1
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