# Flat Surface Identifier

Use the **Flat Surface Identifier** editor tool to highlight potential areas to safely place fiducial markers for on-site AR content localization.

Ideally, markers should be placed on level surfaces so that the pose data remains accurate for faraway content.

Note: This tool assumes that the scan is accurate to reality.

## Usage

1. [Import a scan](https://docs.meshmap.com/unity-sdk/core/scans/editor) into your scene.

<figure><img src="https://1186324960-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FWEOieFcrCdoaTX1LuCOI%2Fuploads%2Fip5aKCoL1wkskssyFYxd%2FFlatSurfaceIdentifier1.png?alt=media&#x26;token=1a60cdc8-6504-4bba-a156-c4da6fbac61d" alt=""><figcaption><p>Example scan of the MoMA lobby loaded into the scene.</p></figcaption></figure>

2. Open the editor window via `MeshMap > Tools > Flat Surface Identifier`.
3. Drag and drop the `MeshRenderer` of your scan `GameObject` into the tool's "Mesh Renderer" field.
4. "Use Shared Material" is true by default. Set to false if you have multiple instances of this `Material` in your project and want to avoid potential global side-effects.
5. Click "Calculate".
6. Flat surfaces are highlighted in green.
7. The material's shader will be reset when you close the window.

<figure><img src="https://1186324960-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FWEOieFcrCdoaTX1LuCOI%2Fuploads%2F1CzZr9zsVTFwbc6LfY1V%2FFlatSurfaceIdentifier2.png?alt=media&#x26;token=caf30571-05c0-4d9d-87e6-a83d58b1fcbe" alt=""><figcaption><p>Example of the Flat Surface Identifier tool highlighting the flat surfaces of the MoMA lobby in green.</p></figcaption></figure>
