SceneNode \ XR Anchors

On mixed-reality headsets, an XR anchor pins a virtual object to a spot in the real room, so it stays put as the user walks around — and appears in the same place the next time the scene starts on that headset. These nodes anchor an object where it currently is, or release it again.

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Response_Node_Anchor.png Anchor Object

Pins a 3D object to the real-world spot where it is right now, so it stays put in mixed reality.

What it does

In mixed reality the headset shows your virtual objects on top of the real room. Anchoring an object ties it to the real-world spot it occupies at that moment. As the user walks around, the headset keeps tracking that spot and the object stays fixed on it — a virtual pump placed on a real workbench stays on that workbench instead of slowly drifting away.

The headset also saves the anchor, so the next time the scene runs on that headset the object goes back to its anchored spot by itself. Anchors work on Meta Quest, PICO and HTC VIVE headsets. On any other device the node does nothing and the object behaves as usual. Running the node doesn’t move or change the object; it only fixes where it is.

Inputs

Port Type What to connect
Execute Trigger Wire this from the previous node’s Execute output.
SceneNode Scene node The object to pin in place. It must be listed in the scene’s XR Anchors dialog (see the first tip); for any other object nothing happens. You can connect more than one object to anchor them all.

Outputs

Port Type What you get
Execute Trigger Fires right away. The headset finishes creating and saving the anchor a moment later, in the background.
SceneNode Scene node The same object passed straight through, so you can chain more nodes onto it.

Example

SceneNode input A virtual pump model the trainee has just placed on a real workbench
SceneNode output The same pump, now pinned to that spot on the workbench

Tips


Response_Node_Unanchor.png Unanchor Object

Releases an anchored object from its real-world spot, so it is no longer pinned there.

What it does

Removes the anchor that Anchor Object created. The object stays exactly where it is right now, but it is no longer tied to the real room, so you can move it again.

The headset also forgets the saved spot. The next time the scene runs, the object appears at its normal position from the scene instead of returning to the old real-world spot. If the object isn’t anchored, isn’t listed in the scene’s XR Anchors dialog, or the headset isn’t a Meta Quest, PICO or HTC VIVE, nothing happens.

Inputs

Port Type What to connect
Execute Trigger Wire this from the previous node’s Execute output.
SceneNode Scene node The anchored object to release. It must be listed in the scene’s XR Anchors dialog (VR workbench → Interact → XR Anchors). You can connect more than one object to release them all.

Outputs

Port Type What you get
Execute Trigger Fires right away. The headset finishes removing the saved anchor a moment later, in the background.
SceneNode Scene node The same object passed straight through, so you can chain more nodes onto it.

Example

SceneNode input The virtual pump model pinned to the real workbench
SceneNode output The same pump, still on the workbench but free to be moved to a new spot

Tips


Revision #1
Created 25 October 2026 08:22:24 by Rafat
Updated 25 October 2026 08:22:26 by Rafat