The Frozen World engine relies on a network of spatial anchors surrounding the user from which the ideal world-locked space is calculated.

The IAnchorManager maintains that network, and supplies it to the engine for processing each frame.

There are currently a number of implementations of IAnchorManager, all of which derive from the base class AnchorManager in Assets/WorldLocking.Core/Scripts/AnchorManager.cs. AnchorManager manipulates abstract SpongyAnchors, performing common anchor graph maintenance operations. Specializations interact with platform specific APIs--for example, class AnchorManagerXR manages SpongyAnchors built atop XRAnchors. The Frozen World engine itself is agnostic to the type of anchors used.

As the user moves around the environment, AnchorManager grows the graph of anchors according to the following simple but effective algorithm:

  • If the nearest existing anchor is more than X meters from the user then:
    • Add a new anchor.
    • Add edges from the new anchor to all existing anchors less than Y meters from the new anchor.

The values of 'X' and 'Y' above are constants in the AnchorManager, as MinAnchorDistance and MaxAnchorDistance respectively. These could be converted to properties, giving more flexibility at the cost of complexity in the WorldLockingContext API surface. However, the current values of 1 meter and 1.2 meters, respectively, have been satisfactory to date.

The above algorithm grows the graph of anchors in the space traversed by the user during the initial exploration, eventually settling into a static network.

The anchor manager may also persist the anchor graph across multiple sessions.

AnchorManager has options to automatically save its anchor graph during the session, load the previously saved graph at startup, or save and load on demand. Persistence availability is dependent on platform support.

See also

And in API reference: