Mapping the Real World

Check out the description for more information about this course project from Unreal Online Learning.

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Description

Check out the associated course “Mapping the Real World” on the Epic Dev Community.

Designing for HoloLens is different from other 3D environments because of the way you can capture and manipulate real-world spatial data. This course will explain how to use spatial mapping and room scan visualization to capture and render a 3D representation of the world around you that you can access directly in your applications. It will also explain the difference between using the stage frame of reference for smaller-scale experiences, and capturing and using spatial anchors to build larger world-scale experiences. This course will focus on locally-stored world anchors, intentionally naming them and locking specific actors to the anchors unique coordinate system to persist in the same location over sessions or across multiple spaces. A bonus advanced course at the end of the learning path will also introduce synchronizing your device’s understanding of the world with other devices for multi-user experiences using Azure Spatial Anchors.

Technical Details

UE-Only Content – Licensed for Use Only with Unreal Engine-based Products

Compatibility: Unreal Engine 4.26

Documentation: Unreal Engine – Microsoft HoloLens Development

Documentation: Microsoft – Microsoft HoloLens

Supported Engine Versions

4.26