Hello everyone.

The Mixed Reality Forums here are no longer being used or maintained.

There are a few other places we would like to direct you to for support, both from Microsoft and from the community.

The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.

For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.

If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.

And always feel free to hit us up on Twitter @MxdRealityDev.

Spectator View Compositor - Loading video from HoloLens on using SharedWithUNET objects

After struggling a lot with the most up-to-date version of the Spectator View documentation and asking multiple questions, I am trying out the objects that are used in a sample scene from the SharingWithUNET folder of the Mixed Reality Toolkit (HoloToolkit).

While I learn how the Available Sessions works, and experiment, how can I configure this prefab object called Spectator View Manager that was mentioned in the Spectator View documentation? With the Compositor Tab open, when I run the Unity Editor, the feed for the holograms needs to be captured from the HoloLens that's attached to the Spectator View rig rather than this prefab in the scene called HoloLensCamera. The real world video feed will come later, where I would probably disable the webcam that's on my laptop, and attach a DSLR camera to it using USB.

A dirty trick to this would be to simply use Mixed Reality Capture (in the Windows Device Portal) on the HoloLens that's attached to the Spectator View rig, but with that, I would probably be missing some features that the Spectator View setup has where Mixed Reality Capture does not. For instance, if I'm not mistaken, Spectator View allows an audience to see augmented reality from multiple perspectives, where they can see what the rig sees and what the clients see at the same time.

Sign In or Register to comment.