mrtk

How do you detect whether your Mixed Reality app is running on HoloLens 1, HoloLens 2 or an immersive headset?

和自甴很熟 提交于 2020-05-15 07:54:16
问题 Mixed Reality apps can soon run on three kinds of devices: HoloLens 1, Hololens 2 and Immersive (VR) headsets. Some behavior will likely be different depending on the type of device you run the app on. How can I ask the SDK what kind of device my app is running currently on? 回答1: If you are using MRTK (I noticed you might based on your tag), then the best way to do this is by using platform capabilities utility, since that will work as new devices come out, and across platforms. For example,

How can I simulate hand rays on HoloLens 1?

非 Y 不嫁゛ 提交于 2020-05-12 09:01:56
问题 I'm setting a new project which is intended to deploy to both HoloLens 1 and 2, and I'd like to use hand rays in both, or at least be able to simulate them on HoloLens 1 in preparation for HoloLens 2. As far as I have got is: Customizing the InputSimulationService to be gesture only (so I can test in editor) Adding the GGVHand Controller Type to DefaultControllerPointer Options in the MRTK/Pointers section. This gets it to show up and respond to clicks both in editor and device, but it does

Enable/Disable Spatial Mapping at runtime in MRTK2

a 夏天 提交于 2019-12-31 05:42:08
问题 With the new MRTK2 I'm looking to disable spatial mapping after we are done using it to place GameObjects. I'm stuck on what exactly to call in the namespace or on the service to do this at run time. I've tried: MixedRealityToolkit.SpatialAwarenessSystem.SuspendObservers(); This has no effect. I could disable the entire "Spatial Awareness System" GameObject, but this would be a hack. What I need is the proper call that would disable the system entirely so that resources are freed up when it

Facing Issue When I build the MixedRealityToolkit-Unity (V2) sample project

佐手、 提交于 2019-12-24 12:30:04
问题 I am facing issue when I build the MixedRealityToolkit-Unity(V2) sample project,I faced the following error : Assets\MixedRealityToolkit.Providers\WindowsMixedReality\WindowsMixedRealityArticulatedHand.cs(418,73): error CS0246: The type or namespace name 'HandJointKind' could not be found (are you missing a using directive or an assembly reference?) Assets\MixedRealityToolkit.Providers\WindowsMixedReality\WindowsMixedRealityArticulatedHand.cs(111,17): error CS0246: The type or namespace name

How to build and deploy a working unity app with MRTK v2 RC for HoloLens 1?

寵の児 提交于 2019-12-18 09:52:36
问题 The problem To sum up, both Unity and Visual Studio 2017 builds the project, deploys the project, but once opening the app, nothing appears, not even a Unity splash screen. However making the bloom gesture on HoloLens proved that the app is "open" and closable, but that's as far as it gets. What we tried Our deployment target is a HoloLens 1 running the latest OS for said device (10.0.17763.380). We went through the provided solution here: MRTK (V2) Need to update Hololens? As can be seen in

Using MRTK and Vuforia in Unity - What Camera to choose?

跟風遠走 提交于 2019-12-14 02:05:02
问题 Im new to AR and set up the last days MRTK and Vuforia on Unity. Both operated fine independently and now I want to use both in one project. But the problem is that both have a camera. MRTK has its own MixedRealityCamera and Vuforia the ARCamera. How to use one camera, using MRTK and Vuforia? I guess using two cameras in one scene is not good. I found this post: https://github.com/Microsoft/MixedRealityToolkit-Unity/issues/1461#issuecomment-373714387 So I tried to transfer the components from

MRTK V2 - Toggle-Dot moves outside of constraints

假装没事ソ 提交于 2019-12-13 03:35:09
问题 Description - I have a settings panel in my scene which appears if I click the settings button on my toolbar. By repeating this, I noticed one bug → The dot of all toggled toggles moves further and further . The dot of an untoggled toggle stays in the right position. Did someone fix that bug in the script interactable or did a workaround? Screenshot How to reproduce - I used the toggles that were given by the example package. Place one that is already toggled and one not toggled and start

How change expanding direction of VerticalLayoutGroup in Unity without rotating?

我的梦境 提交于 2019-12-12 13:31:00
问题 I need to change the expanding direction of the VerticalLayoutGroup. With the default behavior the group will expand downstairs. What i want is, that the group will expand upstairs. The expected behavior is described in this Video. (Link to the answer on stackoverflow https://stackoverflow.com/a/43192904/11236801) The solution on the link is, to rotate the LayoutGroup about 180°. Now this seems more like a workaround, because all childs have to be rotated as well. The solution suggested by

MRTK thumbstick input

混江龙づ霸主 提交于 2019-12-11 04:27:07
问题 I’ve been trying to figure how to access thumb-stick input from the controller in MRTK . I’m new to coding and the documentation was just a bit too confusing for me to figure out. I figured out a pointer click through the onPointerClick methods however I just can’t figure the other inputs. I’m sure it’s simple, I just need to see an example. Any help is appreciated. Thanks! 回答1: You can try a script like this: public class ThumbstickMover : InputSystemGlobalListener, IMixedRealityInputHandler

Cannot deploy to HoloLens (error 80004005)

狂风中的少年 提交于 2019-12-11 03:42:52
问题 I have freshly installed Unity 2018.3.10 with Visual Studio 2017 (15.9.10). I cannot deploy a bare-bones 3D unity application to HoloLens due to an error in Visual Studio ("DEP0100: Please ensure that target device has developer mode enabled. Could not obtain a developer license on 127.0.0.1 due to error 80004005"). Here are the steps to reproduce: Create new 3D scene in Unity. Set camera position to 0,0,0 and camera clear color to solid black. Create a red cube in front of the camera with