Does changing the transform of an ARAnchor's SCNNode break the AR?

When an ARAnchor is created, it is passed a transform with a real-world position and orientation where it should be located. Then that ARAnchor gets an SCNNode which uses that transform as an origin, and as the ARAnchor's connection to the real-world is adjusted, the SCNNode's location is also adjusted. What happens if the SCNNode's transform is set to a new value, something like SCNMatrix4(hitTestResult.worldTransform)? Is the connection to the ARAnchor lost and is the SCNNode just floating around in SceneKit space with no direct connection to the real world?

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Ok going by this line from the documentation, I think the answer is yes:

Adding an anchor to the session helps ARKit to optimize world-tracking accuracy in the area around that anchor, so that virtual objects appear to stay in place relative to the real world. If a virtual object moves, remove the corresponding anchor from the old position and add one at the new position.