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.

Why is shared Hologram locking when more than one user connects to the Sharing Session

I am working working on a project where we are trying to set up a tap to place demo where more than one user can tap to place a hologram, with each user seeing the shared location of the hologram in real time. The current problem we're having is that when two or more users join the Shared session, the hologram locks into place, and nobody can move it. In addition, each person sees separate the hologram in separate location. The hologram can be moved normally when only one person joins.

We are using Unity with the HoloTookit as our base. We are using the base Sharing prefab, along with the InputManager, and DefaultCursor prefabs. We are taking the TaptoPlace script, and expanding it with listeners that hook in thru an event manager to a version of the CustomMessages script that sends position data, similar in approach to the HologramPlacement script in the Hololens 240 tutorial. We think that maybe the spatial anchors for the hologram aren't getting passed correctly, but we have yet to be able to confirm that. Both Hololens are joining the Sharing Session correctly.

Does the situation above ring a bell for anybody? Thanks in advance for the help!

Best Answer


  • Options


    There is in fact a world anchor attached to the object. What appears to be happening is that we weren't waiting long enough for the anchor to download. We have started using the anchor debug prefab, which has given a lot better insight. We're now having a new problem, which I'll detail in a separate post, since I think it's a

Sign In or Register to comment.