Floor position in MR headsets is reported incorrectly or changes

Having some issues in te MR space whereby:

  • The floor is in an incorrect position at start then changes upto a minute later
  • The floor position changes if the headset is out of boundary
  • The floor position changes if there is no boundary

Unlike the HoloLens, where the floor is the headset, MR is supposed to give a position relative to the floor. However, testing in Unity, this seems to change radically based on the headset.

Is this a Unity thing or an issue with the MR integration? (any references to docs that might help?)

Do you hit any of these issues with the MRTP build of 2017.2 ( [Custom Build] 2017.2 RC MRTP (Windows Mixed Reality Technical Preview) )?

Yes, it’s with all the 2017.2 releases, including the MRTP builds.
Causes havok on the MRTK (mixed reality toolkit) project, whereby you can’t guarantee where you will start, based on your MR setup.
This has also been observed in several Unity projects on the store (GunSpinningVR for example) where the character will get re-positioned some time after starting.

A side note, is there is another bug whereby a scene/project can become currupted, where instead of forwards and backwards movement, the scene moves with the camera forward and backward. Although this can’t be easily replicated and a demo project wouldn’t help as it’s in the build. Clearing the Library folder and restarting Unity clears it.
This can be seen in the Mars Mission app on the Store atm.