Hey, I’m new to both Unity and Cesium, and I’m making an AR game where I can move around using an AR camera and find objects in the real world. However, I’m facing problems while trying to place objects in the real world using Cesium georeference. I did follow the documentation for quick start and origin shifting, but in my case, I keep on facing issues with objects not being anchored in the correct location. When I get close to the object in the real world by looking through my AR camera, it keeps moving away from me or just vanishes. Any help would be greatly appreciated. Thanks.
We really can’t guess without knowing more details of what you’ve set up. We also need more details of the problem you’re seeing, including perhaps a video? “Issues with objects not being anchored in the correct location” isn’t much for us to go on.
I apologize for the delayed response and for not including the example video, which could have provided more context for the issue. If you need any additional details, please feel free to ask.
Sample.rar (20.2 MB)
I am experiencing issues with anchoring objects in the real world. When I move towards them, they either move away from me or in random directions. Additionally, when I am standing still, the objects automatically start moving in a direction related to the camera. I’m not sure what I’m doing wrong, and I’m running short on time to deliver this project. I would greatly appreciate any help I can get. Here is an attached screenshot of my project hierarchy.
To anchor objects in the real world, you need to attach a
CesiumGlobeAnchor component to them. It looks like your “SM_chest” model has a globe anchor, but its parent object doesn’t. Is that the behavior you really want?
Thank you for your response. I tried the solution you suggested, and I’m sorry to say it didn’t work. Is there a way I can provide you with any further information or the project package? I really want to get it working on Cesium. Thanks.
If you have a CesiumGlobeAnchor on an object, and it’s still moving away from you, I think it means there must be some application logic doing it. Perhaps even the AR framework itself? It may be helpful to look at the transforms of the player and the objects to see how they are changing as the objects run away.