Hi Jean,
I did some research on the documentation you linked to and tried to implement it. I can't get it to work properly.
I tried using MakeContentAppearAt() in Update with the AR camera as my content, and a world vector as 0,0,0. I get an error "screen position is out of camera frustum" and I can't see where my arena is placed. I believe it is because the AR camera is a child of the AR session origin gameObject.
I also tried placing the arena and then calling MakeContentAppearAt() with the arena as the content and world position as zero, but that just makes my arena move to world zero when I call that and I have to physically turn to find it. So that's not a good option.
I'm not sure what I am missing, but I don't think I am understanding what you said about moving the camera versus moving the marker. Doesn't the AR camera move regardless as the device moves?
My current setup is:
1. My scene loads and the AR camera is activated/tagged to main camera if my global AR variable is true) and the default camera is turned off/set to untagged because it is an AR scene.
2. I ArRaycast into the world and detect planes.
3. In Update, the arena I have is placed at the intersection of the detected planes and the Ray.
4. I can scale the Ar Session Origin dynamically so the arena fits the right size.
5. I confirm the placement at the position. Then find a game.
Will those placement steps work with the MakeContentAppearAt method? If so what am I missing in my logic?
Thanks for any info!