/// <summary>
        /// Called when a remote anchor has been deserialized.
        /// </summary>
        /// <param name="status"></param>
        /// <param name="anchorBatch"></param>
        private void ImportComplete(SerializationCompletionReason status, WorldAnchorTransferBatch anchorBatch)
        {
            bool       successful     = status == SerializationCompletionReason.Succeeded;
            GameObject objectToAnchor = null;

            if (successful)
            {
                if (ShowDetailedLogs)
                {
                    Debug.LogFormat("[SharingWorldAnchorManager] Successfully imported \"{0}\" anchors.", anchorBatch.anchorCount.ToString());
                }

                if (AnchorDebugText != null)
                {
                    AnchorDebugText.text += string.Format("\nSuccessfully imported \"{0}\" anchors.", anchorBatch.anchorCount.ToString());
                }

                string[] anchorNames = anchorBatch.GetAllIds();

                for (var i = 0; i < anchorNames.Length; i++)
                {
                    if (AnchorGameObjectReferenceList.TryGetValue(anchorNames[i], out objectToAnchor))
                    {
                        AnchorStore.Save(anchorNames[i], anchorBatch.LockObject(anchorNames[i], objectToAnchor));
                    }
                    else
                    {
                        //TODO: Figure out how to get the GameObject reference from across the network.  For now it's best to use unique GameObject names.
                        Debug.LogWarning("[SharingWorldAnchorManager] Unable to import anchor!  We don't know which GameObject to anchor!");

                        if (AnchorDebugText != null)
                        {
                            AnchorDebugText.text += "\nUnable to import anchor!  We don\'t know which GameObject to anchor!";
                        }
                    }
                }
            }
            else
            {
                Debug.LogError("[SharingWorldAnchorManager] Import failed!");

                if (AnchorDebugText != null)
                {
                    AnchorDebugText.text += "\nImport failed!";
                }
            }

            if (AnchorDownloaded != null)
            {
                AnchorDownloaded(successful, objectToAnchor);
            }

            anchorBatch.Dispose();
            rawAnchorDownloadData = null;
            isImportingAnchors    = false;
        }
        /// <summary>
        /// Called when anchors are changed in the room.
        /// </summary>
        /// <param name="room">The room where the anchors were changed.</param>
        private void RoomManagerListener_AnchorsChanged(Room room)
        {
            if (SharingStage.Instance.CurrentRoom.GetID() == room.GetID())
            {
                if (AnchorDebugText != null)
                {
                    AnchorDebugText.text += "\nRoom Anchors Updated!  Clearing the local Anchor Store and attempting to download the update...";
                }

                // Clear our local anchor store, and download all our shared anchors again.
                // TODO: Only download the anchors that changed. Currently there's no way to know which anchor changed.
                AnchorStore.Clear();

                if (ShowDetailedLogs)
                {
                    Debug.LogFormat("[SharingWorldAnchorManager] Anchors updated for room \"{0}\".\nClearing the local Anchor Store and attempting to download the update...", room.GetName().GetString());
                }

                if (AnchorDebugText != null)
                {
                    AnchorDebugText.text += string.Format("\nAnchors updated for room \"{0}\".\nClearing the local Anchor Store and attempting to download the update...", room.GetName().GetString());
                }

                int roomAnchorCount = SharingStage.Instance.CurrentRoom.GetAnchorCount();

                for (int i = 0; i < roomAnchorCount; i++)
                {
                    GameObject anchoredObject;
                    string     roomAnchorId = SharingStage.Instance.CurrentRoom.GetAnchorName(i).GetString();

                    if (AnchorGameObjectReferenceList.TryGetValue(roomAnchorId, out anchoredObject))
                    {
                        if (ShowDetailedLogs)
                        {
                            Debug.LogFormat("[SharingWorldAnchorManager] Found cached GameObject reference for \"{0}\".", roomAnchorId);
                        }

                        if (AnchorDebugText != null)
                        {
                            AnchorDebugText.text += string.Format("\nFound cached GameObject reference for \"{0}\".", roomAnchorId);
                        }

                        AttachAnchor(anchoredObject, roomAnchorId);
                    }
                    else
                    {
                        anchoredObject = GameObject.Find(roomAnchorId);

                        if (anchoredObject != null)
                        {
                            if (ShowDetailedLogs)
                            {
                                Debug.LogFormat("[SharingWorldAnchorManager] Found a GameObject reference form scene for \"{0}\".", roomAnchorId);
                            }

                            if (AnchorDebugText != null)
                            {
                                AnchorDebugText.text += string.Format("\nFound a GameObject reference form scene for \"{0}\".", roomAnchorId);
                            }

                            AttachAnchor(anchoredObject, roomAnchorId);
                        }
                        else
                        {
                            Debug.LogWarning("[SharingWorldAnchorManager] Unable to find a matching GameObject for anchor!");
                            if (AnchorDebugText != null)
                            {
                                AnchorDebugText.text += "\nUnable to find a matching GameObject for anchor!";
                            }
                        }
                    }
                }
            }
        }