hololens

MRTK - Maximum number of 64 colliders found in PokePointer overlap query

早过忘川 提交于 2021-01-29 18:18:37
问题 I am trying to build a color selection list in my personal project, with 48 * PressableButtonHoloLens2 + GridObjectCollection . When I run and hover with the simulated fingertip, the editor gives me these warning messages. Q1 : Is this because too many buttons are too close to each other? Or just the number of the buttons with collider is over 64? The message says 'Consider increasing the query buffer size in the pointer profile' Q2 : Where can I increase the buffer size? I don't see any

TCPListener and StreamSocket

本秂侑毒 提交于 2021-01-29 10:32:53
问题 I have an odd problem. I'm trying to get a TCP connection going from my local PC to a remote hololens. On PC, I use the standard C# APIs (TCPClient, TCPListener) and on the Hololens I'm forced to use the UWP stuff (StreamSocket, StreamSocketListener). I have tested the following configurations: StreamSocket (local PC) <-> StreamSocketListener (Hololens): Working StreamSocketListener (local PC) <-> StreamSocket (Hololens): Working TCPClient (local PC) <-> StreamSocketListener (Hololens):

Using OneDrive filePicker to access data

北城余情 提交于 2021-01-29 10:24:12
问题 I'm trying to develop a Unity application on Hololens which needs to instantiate some 3D models at runtime. I was thinking of using OneDrive to store unity AssetBundle and load when I need, simply using the local path. The problem that I'm facing is that Hololens has a different file system structure and UWP application can access only certain directories. I've read Trouble with FilePickers in Unity Hololens development, Filepicker for Hololens: List available filepickers? and App to app

How to keep Hololens holograms anchored in physical environment?

末鹿安然 提交于 2021-01-29 08:27:42
问题 As noted here, the documentation on this topic seems very limited. I know that I need a "World Anchor". I am having problems finding any documentation on how to use such an anchor. This is the closest documentation I can find from Microsoft, but leaves out a lot of details and doesn't have any working examples. The documentation from Unity isn't much better, although it addresses WorldAnchor specifically. I started by simply adding a component to the GameObject via the Unity editor, via "Add

How do I use the Microsoft Scene Understanding SDK and hololens2 to align the Unity Scene to the player's physical room? [closed]

一曲冷凌霜 提交于 2020-12-12 12:30:21
问题 Closed. This question needs debugging details. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 17 days ago . Improve this question When the player loads into a unity scene in the Hololens2, the Unity Floor plane does not match the physical floor. With the hololens2 and MRTK, the Unity scene origin is locked to the players head being 0,0,0. I am trying to use the Microsoft Scene Understanding SDK to set the

HOW do Unity World Anchors work on the HoloLens?

我与影子孤独终老i 提交于 2020-12-06 07:28:11
问题 I'm currently building a HoloLens application and have a feature in-mind that requires holograms to be dynamically created, placed, and to persist between sessions. Those holograms don't need to be shared between devices. I've had a nightmare trying to find (working) implementations and documentation for Unity WorldAnchors, with Azure Spatial Anchors seeming to stomp out most traces of it. Thankfully I've gotten past that and have managed to implement WorldAnchors by using the older

HOW do Unity World Anchors work on the HoloLens?

試著忘記壹切 提交于 2020-12-06 07:28:11
问题 I'm currently building a HoloLens application and have a feature in-mind that requires holograms to be dynamically created, placed, and to persist between sessions. Those holograms don't need to be shared between devices. I've had a nightmare trying to find (working) implementations and documentation for Unity WorldAnchors, with Azure Spatial Anchors seeming to stomp out most traces of it. Thankfully I've gotten past that and have managed to implement WorldAnchors by using the older

On a HoloLens 1, when creating TcpClient object with default constructor “ArgumentException: Value does not fall within the expected range” is thrown

柔情痞子 提交于 2020-08-05 11:16:57
问题 I had an application working fine until about 2 days ago where a HoloLens 1 connected via TCP to another PC on a local network. Recently, every call to TcpClient() default constructor throws the error above. No values are being passed into it (since it is default), therefore I have no idea what value it is erroring on. I have tried the following solution, linked to me by someone on the HoloLens slack: https://github.com/Azure/azure-remote-rendering/issues/6 That solution entails updating to

HoloLens Emulator (1st edition) failed to install. Needs Universal Windows Platform tool extension optional feature for Unity

醉酒当歌 提交于 2020-07-10 09:23:53
问题 I have been trying to install the HoloLens emulator with no success. I have installed and uninstalled the windows SDK, Installed and enabled visual studios as the external editor and installed the UWP tools when I installed VS 2019. I have Windows 10 Pro installed and Unity 2018.4 . I have installed the Windows 10 SDK (10.0.17763.0) through the VS Installer. When I run the HoloLens Installer I get these log errors. ValidateVisualStudioVersion: Visual Studio 2017 meets the minimum version