座標系統Coordinate systems

在其核心中,混合現實應用程式 會在您的世界中放置 全像真實物件的全像音效。At their core, mixed reality apps place holograms in your world that look like and sound real objects. 這牽涉到在世界各地有意義的地方精確定位及定位這些全像全球,無論是世界的實體室或是您所建立的虛擬領域。This involves precisely positioning and orienting those holograms at meaningful places in the world, whether the world is their physical room or a virtual realm you've created. Windows 提供各種真實全局座標系統來表示幾何,也就是所謂的 空間座標系統Windows provides various real-world coordinate systems for expressing geometry, which is known as spatial coordinate systems. 您可以使用空間座標系統來因應全息圖位置、方向、 注視 光線或 手位置的原因。You can use spatial coordinate systems to reason about hologram position, orientation, gaze ray, or hand positions.


裝置支援Device support

功能Feature HoloLens (第 1 代)HoloLens (1st gen) HoloLens 2HoloLens 2 沉浸式頭戴裝置Immersive headsets
固定的參考框架Stationary frame of reference ✔️✔️ ✔️✔️ ✔️✔️
附加的參考框架Attached frame of reference ✔️✔️ ✔️✔️ ✔️✔️
參考的階段框架Stage frame of reference 尚不支援Not supported yet 尚不支援Not supported yet ✔️✔️
空間錨點Spatial anchors ✔️✔️ ✔️✔️ ✔️✔️
空間對應Spatial mapping ✔️✔️ ✔️✔️
場景理解Scene understanding ✔️✔️

混合現實體驗規模調整Mixed reality experience scales

您可以針對各種使用者體驗設計混合現實應用程式,從使用耳機方向的360度影片檢視器,到使用空間對應和空間錨點的全世界規模應用程式和遊戲:You can design Mixed reality apps for a broad range of user experiences, from 360-degree video viewers using headset orientation to full world-scale apps and games using spatial mapping and spatial anchors:


體驗規模Experience scale 規格需求Requirements 範例體驗Example experience
僅限方向Orientation-only 耳機方向 (引力對齊的) Headset orientation (gravity-aligned) 360°影片檢視器360° video viewer
固定規模Seated-scale 上方加上以零位置為依據的 耳機位置Above plus headset position based on zero position 賽車遊戲或空間模擬器Racing game or space simulator
長期調整Standing-scale 上方加上 階段樓層來源Above plus stage floor origin 您已備妥和淡出的行動遊戲Action game where you duck and dodge in place
會議室規模Room-scale 上方加上 階段界限多邊形Above plus stage bounds polygon 您逐步解說謎題的拼圖遊戲Puzzle game where you walk around the puzzle
全球規模World-scale 空間錨點 (,通常是 空間對應) Spatial anchors (and typically spatial mapping) 敵人來自您真實牆的遊戲,例如 RoboRaidGame with enemies coming from your real walls, such as RoboRaid

上述經驗調整會遵循「嵌套玩偶」模型。The experience scales above follow a "nesting dolls" model. Windows Mixed Reality 的主要設計原則是指定的耳機,支援針對目標體驗規模和所有較小規模的應用程式所建立的應用程式:The key design principle for Windows Mixed Reality is a given headset supports apps built for a target experience scale and all lesser scales:


6DOF 追蹤6DOF tracking 已定義樓層Floor defined 360°追蹤360° tracking 已定義界限Bounds defined 空間錨點Spatial anchors 最大體驗Max experience
No - - - - 僅限方向Orientation-only
Yes No - - - Seated
Yes Yes No - - 長期向前Standing - Forward
Yes Yes Yes No - 長期-360 °Standing - 360°
Yes Yes Yes Yes No 會議室Room
Yes Yes Yes Yes Yes WorldWorld

HoloLens 尚未支援參考的階段框架。The Stage frame of reference isn't yet supported on HoloLens. HoloLens 上的房間規模應用程式目前需要使用 空間對應場景理解 ,以找出使用者的樓層和牆。A room-scale app on HoloLens currently needs to use spatial mapping or scene understanding to find the user's floor and walls.

空間座標系統Spatial coordinate systems

所有3D 圖形應用程式都會使用 笛卡兒座標系統 來表示虛擬物件的位置和方向。All 3D graphics applications use Cartesian coordinate systems to reason about the positions and orientations of virtual objects. 這些座標系統會建立3個垂直軸,以放置物件: X、Y 和 Z 軸。These coordinate systems establish 3 perpendicular axes along which to position objects: an X, Y, and Z axis.

混合的現實情況下,您的應用程式會有虛擬和實體座標系統的原因。In mixed reality, your apps reason about virtual and physical coordinate systems. Windows 呼叫的座標系統在實體世界中具有真正意義的 空間座標系統Windows calls a coordinate system that has real meaning in the physical world a spatial coordinate system.

空間座標系統表示其座標值(以量值為單位)。Spatial coordinate systems express their coordinate values in meters. 這表示,在混合現實中轉譯時,物件會在 X、Y 或 Z 軸之間分開顯示2個計量。This means that objects placed two units apart in either the X, Y, or Z axis will appear 2 meters apart from one another when rendered in mixed reality. 知道這一點,您可以輕鬆地以真實世界的規模呈現物件和環境。Knowing this, you can easily render objects and environments at real-world scale.

一般來說,笛卡兒座標系統可以是右手或左手。In general, Cartesian coordinate systems can be either right-handed or left-handed. Windows 上的空間座標系統一律是右手的,這表示正 X 軸朝右,右 Y 軸會向上 (對齊引力) ,而正 Z 軸會指向您。Spatial coordinate systems on Windows are always right-handed, which means that the positive X-axis points right, the positive Y-axis points up (aligned to gravity) and the positive Z-axis points towards you.

在這兩種座標系統中,正 X 軸指向右邊,Y 軸則會向上點。In both kinds of coordinate systems, the positive X-axis points to the right and the positive Y-axis points up. 不同之處在于正面 Z 軸是否朝向您的距離。The difference is whether the positive Z-axis points towards or away from you. 請記住,正 Z 軸指向的方向是指向正 X 方向的手指,然後將它們 curling 為正 Y 方向。Remember which direction the positive Z-axis points by pointing the fingers of either your left or right hand in the positive X direction and curling them to the positive Y direction. 您的拇指點方向(朝向或遠離您的方向)是該座標系統的正 Z 軸點方向。The direction your thumb points, either toward or away from you, is the direction that the positive Z-axis points for that coordinate system.

打造僅限方向或內部規模的體驗Building an orientation-only or seated-scale experience

「全像」轉譯的 關鍵是在 使用者四處移動時,變更應用程式的每個畫面格的影像,以符合其預測的 head 動作。The key to holographic rendering is changing your app's view of its holograms each frame as the user moves around, to match their predicted head motion. 您可以使用 固定的參考框架,建立符合使用者頭部定位和前端方向變更的內部 規模體驗You can build seated-scale experiences that respect changes to the user's head position and head orientation using a stationary frame of reference.

有些內容必須忽略標頭位置的更新,並在選擇的標題上保持固定,並一律與使用者的距離保持固定。Some content must ignore head position updates, staying fixed at a chosen heading and distance from the user always. 主要範例是360度的影片:由於影片是從單一固定的觀點來捕捉的,因此會損毀讓視圖位置根據內容移動的假像,即使在使用者尋找時,視圖方向也隨之改變。The primary example is 360-degree video: because the video is captured from a single fixed perspective, it would ruin the illusion for the view position to move based on the content, even though the view orientation changes as the user looks around. 您可以使用 附加的參考框架 來建立 僅限方向的體驗You can build such orientation-only experiences using an attached frame of reference.

固定的參考框架Stationary frame of reference

靜止的參考框架所提供的座標系統,會根據世界的情況,盡可能將物件的位置保持在更穩定的位置,同時遵守使用者的標頭位置的變更。The coordinate system provided by a stationary frame of reference works to keep the positions of objects near the user as stable as possible based on the world, while respecting changes in the user's head position.

若為遊戲引擎(例如 Unity)中的內部規模體驗,固定的參考框架會定義引擎的「世界原點」。For seated-scale experiences in a game engine such as Unity, a stationary frame of reference is what defines the engine's "world origin." 放在特定全局座標的物件會使用參考的靜止框架,在真實世界中使用這些相同的座標來定義其位置。Objects that are placed at a specific world coordinate use the stationary frame of reference to define their position in the real-world using those same coordinates. 即使在使用者四處解說的情況下,仍在世界各地的內容,也稱為 全球鎖定 的內容。Content that stays put in the world, even as the user walks around, is known as world-locked content.

應用程式通常會在啟動時建立一個靜止的參考框架,並在整個應用程式的存留期內使用其座標系統。An app will typically create one stationary frame of reference on startup and use its coordinate system throughout the app's lifetime. 作為 Unity 中的應用程式開發人員,您可以直接根據原點開始放置內容,這會是使用者的初始前端位置和方向。As an app developer in Unity, you can just start placing content based on the origin, which will be at the user's initial head position and orientation. 如果使用者移至新的位置,並想要繼續其內部規模的體驗,您可以在該位置 recenter 世界原點。If the user moves to a new place and wants to continue their seated-scale experience, you can recenter the world origin at that location.

經過一段時間之後,當系統深入瞭解使用者的環境時,它可能會判斷真實世界中不同點之間的距離,比系統先前所認為的還要短或更長。Over time, as the system learns more about the user's environment, it may determine that distances between various points in the real-world are shorter or longer than the system previously believed. 如果您在 HoloLens 上轉譯應用程式的靜止框架,而使用者穿梭超過5計量範圍的範圍,則您的應用程式可能會在觀察到的全像全像地區之間觀察到漂移。If you render holograms in a stationary frame of reference for an app on HoloLens where users wander beyond an area about 5 meters wide, your app may observe drift in the observed location of those holograms. 如果您的體驗讓使用者 wandering 超過5個計量,您就會建立 全球規模的體驗,這將需要其他技術來維持全像下圖的穩定性。If your experience has users wandering beyond 5 meters, you're building a world-scale experience, which will require other techniques to keep holograms stable, as described below.

附加的參考框架Attached frame of reference

當應用程式第一次建立框架時,連結的參考框架會隨著使用者四處移動,並提供固定的標題。An attached frame of reference moves with the user as they walk around, with a fixed heading defined when the app first creates the frame. 這可讓使用者輕鬆地查看位於該參考框架內的內容。This lets the user comfortably look around at content placed within that frame of reference. 以這種使用者相關的方式轉譯的內容稱為「 主體鎖定 內容」。Content rendered in this user-relative way is called body-locked content.

當耳機無法找出世界中的位置時,連結的參考框架會提供唯一的座標系統,可用來轉譯全像。When the headset can't figure out where it is in the world, an attached frame of reference provides the only coordinate system, which can be used to render holograms. 這非常適合顯示回溯 UI,讓使用者知道他們的裝置無法在世界中找到它們。This makes it ideal for displaying fallback UI to tell the user that their device can't find them in the world. 已上延展或更高的應用程式應該包含僅限方向的回復,以協助使用者再次開始使用與 混合現實首頁中所顯示的 UI 類似的 UI。Apps that are seated-scale or higher should include an orientation-only fallback to help the user get going again, with UI similar to that shown in the Mixed Reality home.

打造大規模或房間規模的體驗Building a standing-scale or room-scale experience

若要超越在沉浸式耳機上的放大規模並打造 大規模的體驗,您可以使用階段式 的參考框架To go beyond seated-scale on an immersive headset and build a standing-scale experience, you can use the stage frame of reference.

若要提供 會議室規模的體驗,讓使用者在其預先定義的5計量界限內四處討論,您也可以檢查 階段界限To provide a room-scale experience, letting users walk around within the 5-meter boundary they pre-defined, you can check for stage bounds as well.

參考的階段框架Stage frame of reference

當您第一次設定沉浸式耳機時,使用者會定義一個 階段,代表他們將遇到混合現實的空間。When first setting up an immersive headset, the user defines a stage, which represents the room in which they'll experience mixed reality. 階段會以最少的方式定義 階段原點,這是一個空間座標系統,在使用者選擇的樓層位置,以及要使用裝置的前進方向。The stage minimally defines a stage origin, a spatial coordinate system centered at the user's chosen floor position and forward orientation where they intend to use the device. 藉由將內容放在 Y = 0 樓層平面的這個階段座標系統中,您可以確保您的全像是在使用者的地面上輕鬆地出現,並為使用者提供 大規模的體驗By placing content in this stage coordinate system at the Y=0 floor plane, you can ensure your holograms appear comfortably on the floor when the user is standing, providing users with a standing-scale experience.

階段界限Stage bounds

使用者也可以選擇性地定義 階段界限,也就是他們在空間內清除以在混合現實中四處移動的區域。The user may also optionally define stage bounds, an area within the room that they've cleared out to move around in mixed reality. 如果是,應用程式可以使用這些界限來建立 房間規模的體驗,以確保所有的全像影像都一律放在使用者可以觸及的位置。If so, the app can build a room-scale experience, using these bounds to ensure that holograms are always placed where the user can reach them.

由於參考的階段框架提供單一固定座標系統,以放置樓層相關內容,因此是移植針對虛擬實境耳機開發之大規模和會議室規模應用程式的最簡單途徑。Because the stage frame of reference provides a single fixed coordinate system within which to place floor-relative content, it's the easiest path for porting standing-scale and room-scale applications developed for virtual reality headsets. 不過,就像這些 VR 平臺一樣,單一座標系統只能在大約5個度量 (16 英尺) 直徑的最穩定內容,然後拉杆 arm 效果會導致在系統調整的情況下,將內容從中心移到最顯著的方向。However, as with those VR platforms, a single coordinate system can only stabilize content in about a 5 meters (16 foot) diameter, before lever-arm effects cause content far from the center to shift noticeably as the system adjusts. 若要超越5個計量,則需要空間錨點。To go beyond 5 meters, spatial anchors are needed.

打造全球規模的體驗Building a world-scale experience

HoloLens 可提供真正的 全球規模體驗 ,讓使用者穿梭超過5個計量。HoloLens allows for true world-scale experiences that let users wander beyond 5 meters. 若要打造全球規模的應用程式,您需要新的技術,而不是用於房間規模的體驗。To build a world-scale app, you'll need new techniques beyond those used for room-scale experiences.

為何單一固定座標系統無法使用超過5個計量Why a single rigid coordinate system cannot be used beyond 5 meters

現在,在撰寫遊戲、資料視覺效果應用程式或虛擬實境應用程式時,一般的方法是建立一個絕對全局座標系統,讓所有其他座標都能可靠地對應回。Today, when writing games, data visualization apps, or virtual reality apps, the typical approach is to establish one absolute world coordinate system that all other coordinates can reliably map back to. 在該環境中,您一律可以尋找穩定的轉換,以定義該世界中任何兩個物件之間的關聯性。In that environment, you can always find a stable transform that defines a relationship between any two objects in that world. 如果您未移動這些物件,其相對轉換一律會維持不變。If you didn't move those objects, their relative transforms would always remain the same. 這種全域座標系統在轉譯單純的虛擬世界(您事先知道所有幾何)時非常好用。This kind of global coordinate system works well when rendering a purely virtual world where you know all of the geometry in advance. 現今的房間規模的 VR 應用程式通常會建立這種絕對房間縮放座標系統及其原點。Room-scale VR apps today typically establish this kind of absolute room-scale coordinate system with its origin on the floor.

相反地,非網路共用的混合現實裝置(例如 HoloLens)對世界有動態的感應器驅動理解,會持續調整使用者周圍環境的知識,因為它們會在整個建築樓層中逐步進行許多計量。In contrast, an untethered mixed reality device such as HoloLens has a dynamic sensor-driven understanding of the world, continuously adjusting its knowledge over time of the user's surroundings as they walk many meters across an entire floor of a building. 在全球規模的體驗中,如果您將所有的全像放在單一固定座標系統中,則這些全像是以世界或彼此為基礎的全像時間,都必須漂移。In a world-scale experience, if you placed all your holograms in a single rigid coordinate system, those holograms would necessarily drift over time, either based on the world or to each other.

例如,耳機目前可能會認為世界上有兩個位置彼此之間有4個度量,然後在稍後調整該瞭解,並瞭解這些位置其實是3.9 計量。For example, the headset may currently believe two locations in the world to be 4 meters apart, and then later refine that understanding, learning that the locations are in fact 3.9 meters apart. 如果這些全息片一開始在單一固定座標系統中放置4個計量,則其中一個會從真實世界一直顯示0.1 計量。If those holograms had initially been placed 4 meters apart in a single rigid coordinate system, one of them would then always appear 0.1 meters off from the real world.

空間錨點Spatial anchors

Windows Mixed Reality 解決上一節所述的問題,可讓您建立 空間錨點 ,以標記使用者在世界上放置全像的重要點。Windows Mixed Reality solves the issue described in the previous section by letting you create spatial anchors to mark important points in the world where the user has placed holograms. 空間錨點代表系統在一段時間中應該於真實世界中追蹤的一個重要時間點。A spatial anchor represents an important point in the world that the system should keep track of over time.

當裝置學習到世界時,這些空間錨點可以視需要調整其位置,以確保每個錨點都能精確地根據真實世界放置位置。As the device learns about the world, these spatial anchors can adjust their position based on one another as needed to ensure each anchor stays precisely where it was placed based on the real-world. 藉由將空間錨點放在使用者放置全息圖,然後根據其空間錨點放置該全像影像的位置,您可以確保全像使用者在數十個計量上漫遊的時候,全像是可維持最佳的穩定性。By placing a spatial anchor at the location where the user places a hologram and then positioning that hologram based on its spatial anchor, you can ensure the hologram maintains optimal stability, even as the user roams across tens of meters.

這會持續調整以另一個為基礎的空間錨點,這是座標系統與空間錨點和固定框架參考之間的主要差異:This continuous adjustment of spatial anchors based on one another is the key difference between coordinate systems from spatial anchors and stationary frames of reference:

  • 放在參考的靜止框架中的全像投影,全都保持彼此的固定關聯性。Holograms placed in the stationary frame of reference all keep a rigid relationship to one another. 不過,當使用者逐步進行長距離時,該框架的座標系統可能會在世界上漂移,以確保使用者旁的全息型顯示穩定。However, as the user walks long distances, that frame's coordinate system may drift based on the world to ensure that holograms next to the user appear stable.

  • 放在參考階段框架中的全像投影,也會保留彼此的固定關聯性。Holograms placed in the stage frame of reference also keep a rigid relationship to one another. 相對於固定框架,階段框架一律會根據其定義的實體原點維持固定狀態。In contrast to the stationary frame, the stage frame always remains fixed in place based on its defined physical origin. 不過,在階段座標系統中轉譯的內容超過其5計量界限的內容,只會在使用者位於該界限內時,才會顯示穩定。However, content rendered in the stage's coordinate system beyond its 5-meter boundary will only appear stable while the user is standing within that boundary.

  • 使用一個空間錨點放置的全像影像可能會以使用另一個空間錨點的全像投影為依據。Holograms placed using one spatial anchor may drift based on holograms placed using another spatial anchor. 這可讓 Windows 改善對每個空間錨點位置的瞭解,即使某個錨點需要自行調整,而另一個錨點需要向右調整也是一樣。This allows Windows to improve its understanding of the position of each spatial anchor, even if, for example, one anchor needs to adjust itself left and another anchor needs to adjust right.

相對於固定的參考框架,其一律會針對接近使用者的穩定性進行優化,參考和空間錨點的階段框架可確保其來源的穩定性。In contrast to a stationary frame of reference, which always optimizes for stability near the user, the stage frame of reference and spatial anchors ensure stability near their origins. 這可協助這些全像一段時間的全像投影一樣,但這也表示從其座標系統的原點呈現的全像是太遠的空間,將會遇到越來越多的嚴重杠杆-arm 效果。This helps those holograms stay precisely in place over time, but it also means that holograms rendered too far away from their coordinate system's origin will experience increasingly severe lever-arm effects. 這是因為對於階段或錨點的位置和方向進行小調整,會隨著距離錨點的距離而放大。This is because small adjustments to the position and orientation of the stage or anchor are magnified proportional to the distance from that anchor.

理想的經驗法則是確保您根據距離空間錨點座標系統所轉譯的任何事物,都在其原點的3個計量範圍內。A good rule of thumb is to ensure that anything you render based on a distant spatial anchor's coordinate system is within about 3 meters of its origin. 針對附近的階段原點,轉譯遠距內容是正常的,因為任何增加的位置錯誤將只會影響不會在使用者觀點中移動的小型全像影像。For a nearby stage origin, rendering distant content is OK, as any increased positional error will affect only small holograms that won't shift much in the user's view.

空間錨點持續性Spatial anchor persistence

空間錨點也可讓您的應用程式在您的應用程式暫停或裝置關閉之後,記住重要的位置。Spatial anchors can also allow your app to remember an important location even after your app suspends or the device is shut down.

您可以將應用程式所建立的空間錨點儲存到磁片,然後稍後再將它們保存到應用程式的 空間錨點存放區,以便稍後再重新載入。You can save to disk the spatial anchors your app creates, and then load them back again later, by persisting them to your app's spatial anchor store. 儲存或載入錨點時,您會提供對應用程式有意義的字串金鑰,以便稍後識別錨點。When saving or loading an anchor, you provide a string key that is meaningful to your app, to identify the anchor later. 請將此金鑰視為錨點的檔案名。Think of this key as the filename for your anchor. 如果您想要將其他資料與該錨點產生關聯,例如使用者放在該位置的3D 模型,請將其儲存至您應用程式的本機儲存體,並將它與您選擇的金鑰建立關聯。If you want to associate other data with that anchor, such as a 3D model that the user placed at that location, save that to your app's local storage and associate it with the key you chose.

藉由將錨點保存到存放區,您的使用者可以將個別的全像是放置在一起,或放置一個工作區,讓應用程式用來放置其各種不同的全像影像,然後在您的應用程式的許多用途之後,于預期的位置找到By persisting anchors to the store, your users can place individual holograms or place a workspace around which an app will place its various holograms, and then find those holograms later where they expect them, over many uses of your app.

您也可以使用 Azure 空間錨點 ,在 HoloLens、IOS 和 Android 裝置上進行非同步全像保存。You can also use Azure Spatial Anchors for asynchronous hologram persistence across HoloLens, iOS, and Android devices. 藉由共用長期雲端空間錨點,即使這些裝置不會同時存在,多個裝置也可以觀察經過一段時間的相同保存全息圖。By sharing a durable cloud spatial anchor, multiple devices can observe the same persisted hologram over time, even if those devices aren't present together at the same time.

空間錨點共用Spatial anchor sharing

您的應用程式也可以與其他裝置即時共用空間錨點,以允許即時共用體驗。Your app can also share a spatial anchor in real time with other devices, allowing for real-time shared experiences.

藉由使用 Azure 空間錨點,您的應用程式可以跨多個 HoloLens、IOS 和 Android 裝置共用空間錨點。By using Azure Spatial Anchors, your app can share a spatial anchor across multiple HoloLens, iOS, and Android devices. 透過讓每個裝置使用同一個空間錨點轉譯全像投影,所有使用者將會看到全像投影出現在真實世界中的相同位置。By having each device render a hologram using the same spatial anchor, all users will see the hologram appear at the same place in the real world.

避免標頭鎖定的內容Avoid head-locked content

我們強烈建議您不要轉譯標頭鎖定的內容,這會在顯示 ((例如抬頭顯示器) )中維持固定位置。We strongly discourage rendering head-locked content, which stays at a fixed spot in the display (such as a HUD). 一般情況下,使用者不會覺得標頭鎖定的內容,也不像世界的自然部分。In general, head-locked content is uncomfortable for users and doesn't feel like a natural part of their world.

永遠鎖定的內容通常應取代為連接到使用者或放在世界本身的全像影像。Head-locked content should usually be replaced with holograms that are attached to the user or placed in the world itself. 例如,資料 指標 通常應該會推入至世界中,並自然地調整以反映物件在使用者的注視下的位置和距離。For example, cursors should generally be pushed out into the world, scaling naturally to reflect the position and distance of the object under the user's gaze.

處理追蹤錯誤Handling tracking errors

在某些環境中(例如深色走廊),耳機可能無法在世界中正確地找到它本身。In some environments such as dark hallways, it may not be possible for a headset using inside-out tracking to locate itself correctly in the world. 如果未正確處理,這可能會導致全像全像,不會顯示或顯示在不正確的位置。This can lead holograms to either not show up or appear at incorrect places if handled incorrectly. 我們現在會討論發生這種情況的情況、其對使用者體驗的影響,以及最能有效處理這種情況的秘訣。We now discuss the conditions in which this can happen, its impact on user experience, and tips to best handle this situation.

耳機無法追蹤感應器資料不足的原因Headset can't track due to insufficient sensor data

有時候,耳機的感應器無法找出耳機的位置。Sometimes, the headset's sensors aren't able to figure out where the headset is. 這會在符合下列情形時發生:This can happen if:

  • 房間很暗The room is dark
  • 如果感應器是由頭髮或手所涵蓋If the sensors are covered by hair or hands
  • 如果周圍的材質沒有足夠的材質。If the surroundings don't have enough texture.

發生這種情況時,耳機將無法以足夠的精確度來追蹤其位置,以呈現世界鎖定的全像。When this happens, the headset will be unable to track its position with enough accuracy to render world-locked holograms. 您無法找出空間錨點、固定框架或階段框架是否以裝置為基礎。You can't figure out where a spatial anchor, stationary frame, or stage frame is based on the device. 不過,您仍然可以在附加的參考框架中轉譯主體鎖定的內容。However, you can still render body-locked content in the attached frame of reference.

您的應用程式應該告訴使用者如何取得位置追蹤,以轉譯一些可描述某些秘訣的回溯主體鎖定內容,例如發現感應器並開啟更多燈光。Your app should tell the user how to get positional tracking back, rendering some fallback body-locked content that describes some tips, such as uncovering the sensors and turning on more lights.

由於環境中的動態變更,耳機追蹤不正確Headset tracks incorrectly due to dynamic changes in the environment

如果環境中有大量的動態變更,例如許多人在房間內四處流覽,則裝置無法正常追蹤。The device can't track properly if there are lots of dynamic changes in the environment, such as many people walking around in the room. 在此情況下,當裝置嘗試在此動態環境中追蹤自己時,全像移動可能會跳躍或漂移。In this case, the holograms may seem to jump or drift as the device tries to track itself in this dynamic environment. 如果您遇到這種情況,建議您在較不動態的環境中使用裝置。We recommend using the device in a less dynamic environment if you hit this scenario.

耳機軌不正確,因為環境在一段時間內大幅改變Headset tracks incorrectly because the environment has changed significantly over time

當您在家具、牆壁 hangings 等的環境中開始使用耳機時,有可能會從其原始位置中看到一些可能的移動。When you start using a headset in an environment where furniture, wall hangings, and so on, has been moved, it's possible that some holograms may appear shifted from their original locations. 當使用者在新的空間中移動時,較舊的全像投影也可能會跳到,因為系統對您空間的瞭解已不再成立。The earlier holograms may also jump around as the user moves in the new space because the system's understanding of your space is no longer true. 系統接著會嘗試重新對應環境,同時也嘗試協調房間的功能。The system then tries to remap the environment while also trying to reconcile the features of the room. 在此案例中,建議使用者在未于預期的情況下,取代在世界各地釘選的全像影像。In this scenario, it's advised to encourage users to replace holograms they pinned in the world if they aren't appearing where expected.

因為環境中的空間相同,所以耳機軌跡不正確Headset tracks incorrectly due to identical spaces in an environment

有時候,home 或其他空間可能有兩個相同的區域。Sometimes, a home or other space may have two identical areas. 例如,兩個相同的會議室、兩個相同的角落區域、兩個完全相同的海報,涵蓋裝置的視圖欄位。For example, two identical conference rooms, two identical corner areas, two large identical posters that cover the device's field of view. 在這種情況下,裝置可能會在相同元件之間取得混淆,並將它們標示為其內部標記法中的相同部分。In such scenarios, the device may, at times, get confused between the identical parts and mark them as the same in its internal representation. 這可能會導致某些區域的全像影像出現在其他位置。This may cause the holograms from some areas to appear in other locations. 裝置可能會開始因為環境的內部表示已損毀而無法經常發生追蹤。The device may start to lose tracking often since its internal representation of the environment has been corrupted. 在此情況下,建議您重設系統的環境理解。In this case, it's advised to reset the system's environmental understanding. 重設地圖會導致所有空間錨點放置遺失。Resetting the map leads to loss of all spatial anchor placements. 這會導致耳機在環境的唯一區域中妥善追蹤。This will cause the headset to track well in the unique areas of the environment. 但是,如果裝置再次在相同區域之間混淆,可能會發生此問題。However, the problem may reoccur if the device gets confused between the identical areas again.

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