Is it possible to determine whether or not something is being occluded using the occlusion manager? E.g. I'm trying to only show an object if it's being partially occluded by the environment, can I leverage the environmentDepthConfidenceTexture somehow to check it's occlusion status? *Edit* For now, I've decided to solve this by using meshing to map the environment, raycasting against the resulting mesh, and doing a series of overlap spheres at the raycast hit point to determine a possible placement.
If I don't have so many objects, I will use raycasting. If I have many objects, I will compare both the depth image from rendering and the depth texture from ARCore and determine if objects are occluded or not.