mrtk

How to get hand mesh data from Hololens2 without turning on Hand Mesh Visualization option

柔情痞子 提交于 2021-02-08 09:10:07
问题 I have tried to get hand mesh data from Hololens2 using MRTK V2 and Unity C#. Now, I can get hand mesh data with turning on Hand Mesh Visualization option and referring MRTK HandTracking guide. Unfortunately, the visualization(drawing hand CG) is heavy workload. So, I would like to get hand mesh without turning on Hand Mesh Visualization option but OnHandMeshUpdated function is not called due to turning off Hand Mesh Visualization option. Does anyone know how to get hand mesh data from

How to get hand mesh data from Hololens2 without turning on Hand Mesh Visualization option

守給你的承諾、 提交于 2021-02-08 09:06:42
问题 I have tried to get hand mesh data from Hololens2 using MRTK V2 and Unity C#. Now, I can get hand mesh data with turning on Hand Mesh Visualization option and referring MRTK HandTracking guide. Unfortunately, the visualization(drawing hand CG) is heavy workload. So, I would like to get hand mesh without turning on Hand Mesh Visualization option but OnHandMeshUpdated function is not called due to turning off Hand Mesh Visualization option. Does anyone know how to get hand mesh data from

Setting up Hololens MRTK 2.0 with Vuforia in Unity 2019.1

馋奶兔 提交于 2021-02-08 05:42:53
问题 I'm developing a Unity app for the Hololens 1 that uses Vuforia. Unfortunately, I cannot get the camera to work with Vuforia, it remains frozen in place and does not follow head movement. When I disable Vuforia, the camera tracks fine. My setup is as follows: * Windows 10 * Unity 2019.1.4f1 * MRTK v2.0.0 RC2 * Vuforia 8.1.11 I tried following the steps outlined here: https://github.com/Microsoft/MixedRealityToolkit-Unity/issues/1461#issuecomment-373714387 To no avail. I also tried having both

How do I properly reload a Unity Scene that uses MRTK for the Hololens2?

心已入冬 提交于 2021-01-29 21:54:39
问题 This is my first project using the Hololens and MRTK for Unity. I want to make a button that restarts the experience for the player when pushed. I connected a button to a new script with the following code: SceneManager.LoadScene(SceneManager.GetActiveScene().name); When the button is pushed the scene seems to reload, but all MRTK/Hololens functionality stops. The hand and eye-tracking are unresponsive, and I am unable to interact with holograms. I know I can manually make a reset method that

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

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