/// <summary>
        /// Coroutine that spreads the work of displaying scene objects across multiple frames.
        /// </summary>
        /// <returns>IEnumerator.</returns>
        private IEnumerator DisplayData()
        {
            StatusText.Clear();
            StatusText.Append("About to display the latest set of scene objects.");
            StatusText.Append(string.Format("Current Settings:-\n\tRenderSceneObjects: {0}; SceneObjectVisualizationMode: {1}; RenderInferredRegions: {2};\n\tRenderPlatform: {3}; RenderBackground: {4}; RenderUnknown: {5}; RenderCompletelyInferred: {6};\n\tRenderWorldMesh: {7}; WorldMeshLOD: {8};\n\tBoundingSphereRadiusInMeters: {9};",
                                            RenderSceneObjects, SceneObjectVisualizationMode.ToString(), SUDataProvider.RequestInferredRegions, RenderPlatformSceneObjects, RenderBackgroundSceneObjects, RenderUnknownSceneObjects, RenderCompletelyInferredSceneObjects, RenderWorldMesh, SUDataProvider.WorldMeshLOD.ToString(), SUDataProvider.BoundingSphereRadiusInMeters));

            // First, get the latest scene from the data provider.
            Tuple <Guid, byte[]> latestSceneData = SUDataProvider.GetLatestSerializedScene();

            byte[] serializedScene = latestSceneData.Item2;

            if (serializedScene != null)
            {
                // Then, deserialize the scene.
                SceneUnderstanding.Scene scene = SceneUnderstanding.Scene.Deserialize(serializedScene);
                if (scene != null)
                {
                    // This will destroy all game objects under root.
                    SUUtils.DestroyAllGameObjectsUnderParent(SceneRoot.transform);

                    // Return to account for the destruction of the game objects at the end of the frame.
                    yield return(null);

                    // Retrieve the Scene to Unity world transform.
                    System.Numerics.Matrix4x4?sceneToUnityTransform = TransformUtils.GetSceneToUnityTransform(scene.OriginSpatialGraphNodeId, SUDataProvider.RunOnDevice);
                    if (sceneToUnityTransform != null)
                    {
                        // This will place the root object that represents the scene in the right place.
                        TransformUtils.SetUnityTransformFromMatrix4x4(sceneToUnityTransform.Value, SceneRoot.transform);

                        // Retrieve all the scene objects, associated with this scene.
                        IEnumerable <SceneUnderstanding.SceneObject> sceneObjects = scene.SceneObjects;

                        int i = 0;
                        foreach (SceneUnderstanding.SceneObject sceneObject in sceneObjects)
                        {
                            if (DisplaySceneObject(sceneObject))
                            {
                                ++i;
                                if (i % 5 == 0)
                                {
                                    yield return(null);
                                }
                            }
                        }
                    }

                    // When running on PC, orient the main camera such that the floor is on the Unity world's X-Z plane.
                    if (SUDataProvider.RunOnDevice == false)
                    {
                        SUUtils.OrientSceneRootForPC(SceneRoot, scene);
                    }
                }
            }

            StatusText.Append("SceneUnderstandingDisplayManager.DisplayData: Display completed.");
            _displayInProgress      = false;
            _lastDisplayedSceneGuid = latestSceneData.Item1;
        }