To deliver functionality that understands players’ space and creates virtual holes on physical walls with low processing cost, the team deployed a combination of Scene Anchors, Scene Mesh, Passthrough, and a custom DestructibleMesh system.
The use of Scene Anchors enabled primitives such as walls, floors, and ceilings to be labeled and represented as simple planes. Querying these primitives provides the system with a basic breakdown of players’ space. Leveraging Scene Mesh expanded this breakdown with an even better approximation of physical space by providing scanned triangle meshes of a player’s room.