Hello everyone.

We have decided to phase out the Mixed Reality Forums over the next few months in favor of other ways to connect with us.

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.

The plan between now and the beginning of May is to clean up old, unanswered questions that are no longer relevant. The forums will remain open and usable.

On May 1st we will be locking the forums to new posts and replies. They will remain available for another three months for the purposes of searching them, and then they will be closed altogether on August 1st.

So, where does that leave our awesome community to ask questions? Well, there are a few places we want to engage with you. 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. And always feel free to hit us up on Twitter @MxdRealityDev.

Disabled State on Buttons using Mixed Reality Toolkit

I'm developing an app for the hololens, and would like to have a button be in a disabled state until certain criteria are met. That is, I would like the button to not be interactable, and to have a greyed-out appearance to show that it is not interactable.

The MRTK Compound Button Mesh script has a color setting for Disabled, but I haven't been able to figure out how to access it. I can make the button noninteractive using button.enabled = false, but that doesn't affect its color. How can I make its appearance use the disabled colors from the Compound Button Mesh script? (The button was created from the HolographicButton prefab in the Holotoolkit>UX folder.)



  • Bump. Can anyone help me out with this or point me towards some relevant resources please? Thanks in advance.

  • mBaxmBax
    edited February 2019

    ButtonState disabled is set on CompoundButtonMesh when CompoundButtonMesh is disabled.
    e.g. I used

    gameObject.GetComponent().enabled = false;
    gameObject.GetComponent().enabled = false;


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