Environment Meshing


we are currently testing environment meshing on the ML2 and have noticed that, while the meshing quality is great in general, the environment mesh does not match the physical world regarding perspective, e.g. the distance of objects seems to be off. When e.g. looking at a wall at the opposite side of a room, the wall’s mesh seems to be much closer to the user than the wall itself. When getting closer to the wall, the distance offset seems to decrease, until it's gone when being close to it.

This seems to be a calibration issue between the depth camera/environment meshing and the rendering camera. Could there be something wrong with the settings in our Unity project?

Unity Editor version: 2022.2.21f1
ML2 OS version: Release 2023 July
MLSDK version: 1.3.0
Host OS: (Windows/MacOS) Windows

Hi @crucial-sailor,

Thank you for reaching out regarding this issue. We have shared this information with our voice of customer team. If you're able to, could you please share a screenshot or video that demonstrates this issue? Also would like to note that there are a few limitations with the meshing. Surfaces that are reflective or have little texture may not be detected properly.



Hi @etucker ,

this issue seems to be quite hard to reproduce, and even harder to capture in a recording. It may be related to lighting conditions or tracking initialization.
We don't have any good material to provide for now, but if that changes in the future, we will make another post.

Thank you very much for your response!

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Hi @crucial-sailor,

We would like to ask a few clarifying questions regarding this issue.

  • What is the environment in which the device has been used -

  • Temperature, Humidity etc. you may know this based on their location or HVAC stats, for example.

  • Did the device drop?

  • How long ago was the device factory calibrated?

  • Are you able to reproduce this issue in the current version of the OS/SDK?