The core concept of this approach is converting the observed surfaces returned by SurfaceObserver into a set of planes using the script SurfaceMeshesToPlanes. The process also includes tagging the type of plane using some basic heuristics; for example, vertical planes are considered walls. The lowest horizontally plane is tagged as being the floor and the highest horizontal plane tagged as being the ceiling, an so on.

Let's start by creating a new empty GameObject, naming it SpatialProcessing, where we will attach all our spatial processing components to. Do this via the menu GameObject | Create Empty, and give it the name SpatialProcessing. As mentioned earlier, we will be making use of some of the tools bundled in ...

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