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Textures not rendered when model is scaled down

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I'm having some trouble with dynamically loaded models with textures.

Let me explain a bit about what my application does. It's a model viewer and is able to parse model data (hierarchy, transforms, meshes, textures, etc) out of files. It then dynamically loads the model using Unity's dynamic mesh generation feature.

This is also a HoloLens application, although this problem is not HoloLens specific. It's important to note that it's a HoloLens application because I have to be able to...

Textures not rendered when model is scaled down

AR Foundation on Hololens (Without MRTK?)

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My perception from Unity's demos of AR Foundation, is that it is a single codebase that can handle basic AR across almost any platform. They demo AR Foundation on hololens, but have no tutorials that I can find on how to recreate it. Do you still need MRTK to use AR Foundation with hololens, if so how can I use that same project to build for iOS/Android without build errors when switching platforms?

If I don't need MRTK how do I handle the hololens cursor and gestures?

Il2CppExceptionWrapper App throws an error when run on Hololens (but not via remoting)

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I have an app where I load obj files from a, http source via Unitywebrequest. The app works well in the editor and via remoting, but when trying to load content on the Hololens (or UWP local machine app), it throws the following error, which unfortunately doesn't tell me much:
Code (CSharp):
  1. Exception thrown at 0x76772E12 in Adenoma.exe: Microsoft C++ exception: Il2CppExceptionWrapper at memory location 0x028FF3F8.
The output when debugging is the following. Any help for what the...

Il2CppExceptionWrapper App throws an error when run on Hololens (but not via remoting)

Exporting World Anchors returns access denied

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I am developing a VR UWP application on Windows 10 for the new HP Reverb which has inside out tracking.

WorldAnchors are working perfectly in editor and with deployed apps, trying to export them however gives me the following error.

Using WorldAnchorTransferBatch.ExportAsync() returns

SpatialAnchorTransferManager denied access to WorldAnchor serialization UnityEngine.XR.WSA.Sharing.WorldAnchorTransferBatch:ExportAsync_Internal(WorldAnchorTransferBatch,...

Exporting World Anchors returns access denied

UWP command line arguments

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Hello,

I am wondering if there is a way to modify the generated project when building a UWP app to:
-call it easily through command line
-pass custom arguments that can be used in the default loaded scene (i.e. set the text of a UI element to be the first argument)

I 've managed to call my app through the CMD with an Alias, but I cannot parse any extra arguments after that and pass then to Unity. I 'm using Environment.GetCommandLineArgs(); in my scene, but I don't think that is the...

UWP command line arguments

Vuforia HoloLens Sample crash on HoloLens but not in Unity

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Hello,

I'm using Unity 2018.4.10.f1 and i download the Vuforia HoloLens Sample from the Store and imported it into an empy project.
When i test it in Unity by using my Mac webcam (i'm running windows 10 with Bootcamp) everything work fine: the models like the Astronaut or the Drone are built into the sample images when i show it to my webcam.

The problems come when i build the project on VisualStudio 2019 and running it on my HoloLens.
The app opens but i can't see the models when i look...

Vuforia HoloLens Sample crash on HoloLens but not in Unity

Trying to get reliable tracking status for wmri device on Standalone mode (SteamVR)

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Hello there,

I try to get a reliable status for hmd tracking.

I tried that :

Code (CSharp):
  1. InputTracking.trackingAcquired += InputTracking_trackingAcquired;
  2. InputTracking.trackingLost += InputTracking_trackingLost;
  3.  
  4.  
  5.     private void InputTracking_trackingLost(XRNodeState obj)
  6.     {
  7.      
  8.         Debug.Log(obj.tracked + " InputTracking_trackingLost");
  9.     }
  10.  
  11.     private void InputTracking_trackingAcquired(XRNodeState obj)
  12.     {
  13.         Debug.Log(obj.tracked + "...
Trying to get reliable tracking status for wmri device on Standalone mode (SteamVR)

What version of Unity is best for Hololens development at this time?

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Jan 3, 2018
I'm developing with Hololens on Unity 2017.3.0.0f3 and have found that holograms built and running on the HL are incredibly unstable (color separation, judder, swim and a few others) while walking around them.
The exact same scene/project built with 2017.2.0f3 produces the desired effect; very stable holograms.
I'm reaching out to find out if there is an ideal Unity version or even an ideal combination of Unity version, SDK version, VS version, etc to develop with at this...

What version of Unity is best for Hololens development at this time?

Webcam not showing in headset

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Hi

I am trying to stream the video from my telescope to my Mixed Reality headset. I am only picking up the signal of the integrated Webcam on the laptop. The second Webcam is a Microsoft HD cam which displays video in the Camera app in windows 10 if I toggle the camera input from the integrated to external. For some reason Unity doesn't detect the external Webcam. I've tried changing the device index from 0 to 1. The lower index is for the integrated Webcam. wctexture = new...

Webcam not showing in headset

Data Fetching from SQL DB to Hololens app is very slow

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Hello All,

I am loading some data from SQL DB from Azure to my Hololens, at app runtime.

Then I will spawn some prefabs according to the retrieved data.

But the time taken to retrieve the data (string data's and their ID's) from SQL DB to Hololens app takes more time.

Ex : Around 10 Seconds to retrieve only 6 string data's (maximum 255 characters per string) and their ID's.

During this time the Hololens app also freezes and does not render anything.

Is there any way to speed up the...

Data Fetching from SQL DB to Hololens app is very slow

Display only the visible edges of a solid body

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Hello everyone,

Currently I am working on a project to extend an app for the Microsoft Hololens. A function is to be inserted, with which one can represent solid bodies only as a wire model.

Now my question...

Is there already any possibility (shader) to display only the visible edges of a solid with Microsoft Hololens, like the wireframe model in a CAD program?

I am currently working with Unity 2017.4.2f1 and MRTK 1, but a change to a newer Unity version and MRTK 2 is no problem.

I am...

Display only the visible edges of a solid body

PhotoCapture.CreateAsync Not running on Hololens 2

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When building my project to the Hololens 2 I found the PhotoCapture.CreateAsync is not calling the method I used for the parameter "onCreatedCallback" which sets a reference to the PhotoCapture object, but it is never run. However, when debugging this I found the method I used as the parameter for "onCreatedCallback" is called on the Hololens 1 but not on the Hololens 2.

Has anyone else had this problem, and found a fix for it?

Unity Version 2018.4.11f1

Is Standalone (.exe) WMR possible?

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I remember some time back it had been announced that there would be possibility for WMR without the need for building for UWP. I do not want to have to give instructions to people who will receive my demo on how to install the app. Nor do I want them to create a Windows Store account, or Steam account etc.

Is this possible?

HoloLens TCP Socket No Connection

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i have been trying for some days now to create a TCP connection from a HoloLens to my local machine. I know that there are many solutions out there, but i have no clue why i cannot connect to the device. Maybe anyone could help me or advise me what i am doing wrong.

Here is my Code so far:
Code (CSharp):
  1. using UnityEngine;
  2. #if WINDOWS_UWP
  3. using System;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. using System.IO;
  7. using System.Threading.Tasks;
  8. using Windows.Networking;
  9. using...
HoloLens TCP Socket No Connection

Issue connecting to the Internet from UWP

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Hi. I'm a developer making Virtual Reality programs with Unity. I've been having some issues connecting to an online database when building for UWP so it can work with Windows Mixed Reality. Basically, what I'm trying to do is pull questions from an online JSON database which will the user will answer. However, with UWP we have issues pulling questions from the server. No other format, be it Oculus or OpenVR (which is compatible with WMR) has this issue. Does UWP have a certain issue with...

Issue connecting to the Internet from UWP

Immersive headset (Samsung Odyssey+) - app "installs" but launches as 2D view

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The details:
  • Unity 2019.2.9
  • MixedRealityToolkit 2.1.0
  • Yes, Virtual Reality Supported is checked in PlayerSettings
  • Yes, Windows Mixed Reality SDK is added (MRTK ensures correct settings at startup)
  • Unity build process runs fine (generates UWP solution)
  • I can open the generated solution in VS2017 or VS2019 and build and deploy
  • The game appears successfully installed as it shows up in my Start Menu
However when launching the game that I...

Immersive headset (Samsung Odyssey+) - app "installs" but launches as 2D view

Camera starts at floor level 2019.2 + MRTK v2.0.0

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For some reason everytime I load the scene on my Hololens 1 the camera starts at floor level and the scene content doesn't appear to anchor to the floor in the real world..

Using the MRTK demo project files I've created a scene and added in the MRTK packages, configured spatial perception in the player settings, turned on the spatial awareness settings, set to room scale, added observers (checked they're working), added the spatial collider and renderer to an empty game object, and...

Camera starts at floor level 2019.2 + MRTK v2.0.0

Holographic/Remote rendering with Unity

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Hello, has anyone been able to get a remote rendering player successfully working with Unity? Our HoloLens app is all Unity/C# and we would love to integrate remote rendering if we can.

I have been able to get Microsoft's remote rendering examples working although they are all DirectX/C++. I have also been able to get a Unity/C# standalone host app (PC) working with the Holographic remoting app (HoloLens) from the windows store but it seems like its not possible to get a custom player app...

Holographic/Remote rendering with Unity

Enabling Internet (Client & Servers) causes UnityPlayer_UAP_x86_debug_il2cpp.pdb not included error

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I am developing a UWP 360 video player which fetches media from web.
The app is working great within Unity editor. As soon as I try to deploy it to Hololens emulator with Internet (Client & Servers) capability it causes UnityPlayer_UAP_x86_debug_il2cpp.pdb not included error (Symbol loading for UnityPlayer.dll was skipped because it is not specified in the included modules list)

I have tried loading symbols from Microsoft servers as well as...

Enabling Internet (Client & Servers) causes UnityPlayer_UAP_x86_debug_il2cpp.pdb not included error

Unable to build UWP HoloLens project with DOTS

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I am unable to build an empty scene as soon as the Burst package is in my project with the following error using both Unity 2019.2.9f1 and 2019.3.0b5:
Code (CSharp):
  1. Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Windows.Networking.NetworkOperators.NetworkOperatorsTetheringContract, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
  2.    at Mono.Cecil.BaseAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
  3.    at...

Unable to build UWP HoloLens project with DOTS
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