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Best Of
Re: Deployment Error. Suggestions Needed.
Is it possible you disabled developer mode when you reset it? Make sure it is still in developer mode.
Also try using the portal (type ip into a web browser) and make sure that it can connect. You can also note if there is an issue listed on the main page.
Re: Newbie Question About Creating Holograms
@sween in addition to what @Jesse_McCulloch suggested, ensure you are creating a 3D project in Unity when you start.
You can also use the HoloToolkit-Unity configuration menu to set these options for you:
https://github.com/Microsoft/HoloToolkit-Unity/blob/master/GettingStarted.md
After you have the HoloToolkit in your project, click HoloToolkit menu > Apply HoloLens Project Settings
Re: 3D or 4D CT Scanning with HoloLense Emulator
Hi Yousri
As I understand a CT scan is volumetric data, right? What I mean by this is that it has some data for every point in the volume, not just for a surface?
Modern graphics is heavily geared towards rendering surfaces vs volumes, but there is work being done on that field. If you can get your data rendering in Unity, it should also render in Hololens - but keep in mind that performance will quite likely be an issue!
There are some projects out there that show volumetric rendering in unity - this thread is as good a place to start as any.
http://forum.unity3d.com/threads/3d-volume-rendering-using-raymarching-demo.120780/
3D or 4D CT Scanning with HoloLense Emulator
Folks,
I hope this mail finds you well.
I would like to build an App on HoloLens Emulator for converting a 3D or 4D CT Scanning to run on HoloLense emulator. or converting any X-Ray files to run on hololens. how can i do that? appreciating your support to provide any links to start with, as I didn;t deal with Unity before,
World Anchor persistence across application updates
It appears to me the the WorldAnchorStore is getting reset every time I redeploy my application. Are there any strategies for keeping these from version to version?
Re: Project - 480nm HoloViewer
Thx for the feedback! First, few comments regarding the crashes/hangs that have been spotted. I think I might have finally understood the issue and will address it properly soon. The FBX's SDK is not known for its speed and the average scene on a decent PC can easily take few seconds or more to load. On the HL device that is much longer and it is not unexpected to reach half a minute or so. That of course would appear as a hang. I have seen that in our testing but working with FBX for years by now I got used to it and didn't think much of (my fault). I will add some loading animation in to make sure something always shows in the viewer.
The toolbox can be hidden and shown with the air-tap (pinch) gesture with the gaze outside the toolbox so it could "accidentally" get lost that way. Doing the air-tap anywhere will bring it back at that location.
Some apps like to have the tools (toolbox) to "follow" the user and his/her gaze... I personally don't like it but with a bit of UI it could be done both ways so the user can choose the behavior.
Rotation. Indeed, might need some improvements. A good way to provide more control is with additional UI/tools in the hologram/object space, so the "Holograms" app approach should work well.
The Store. Yes, it seems it is somewhat stuck, but as outside devs not sure we can do much about it. Probably in a week or two I will be less happy about that, but for now I will take advantage of that to fix some of the issues before other people see them.
Re: How to Scale Object With Hold gesture?
The hold gesture alone might be insufficient for scaling. Will you scale up or down? Take a look, instead, at the Navigation gesture. You can lock your navigation axis to X, Y, or Z (or some combination); Z probably works most intuitively for a zoom-type gesture. Adjust your GameObject's scale based on the values that come out of the NavigationUpdated event.
Re: World Anchor persistence across application updates
I think this might be some new 'update 3' behavior. If you scroll down from the page that has the 'uninstall and re-install' my package there's a checkbox I haven't see before that says 'keep all files on device - even those that are no longer a part of your layout'. Check that box, and I think you'll be good.
Re: How to remove white screen when starting app
I found the problem.
While testing things I actually add a white figure right in front of the camera and then forgot about it.
Removed it, and now all is good.
Thanks.
Re: DirectX: rendering via two RenderTargetViews
Fixed. Found how to render to the right eye:
D3D11_RENDER_TARGET_VIEW_DESC desc; memset(&desc, 0, sizeof desc); desc.Format = DXGI_FORMAT_UNKNOWN;// textureDesc.Format; desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; desc.Texture2DArray.ArraySize = 1; desc.Texture2DArray.FirstArraySlice = 1;