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211 Tutorial
I made some change to the original astronaut program:
I delete "astroman" and "astroman_expanded". Then I import a brain asset into my workspace and hope I can move it as I did before to astronaut. I change corresponding codes in each script.
The project is built and deployed successfully. But I could not interact with my brain. "HandDetectedFeedback" and "PathingFeedback" do not show either.
I keep all scripts and set the brain in "Interactible" layer. I could not find out what else I should change. Any idea?
Best Answers
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Optionstimg mod
Hi @RosieLiu ,
Can you double check that you have colliders on the elements in the brain with which you would like to interact. Additionally, each of those elements should have Interactible added to those components as well (either programmatically or manually via Unity's inspector panel).5 -
OptionsRosieLiu ✭
Just fix it! Not every element in the brain should be set in "Interactible" layer. Set some in "Default".
5 -
Optionsneerajwadhwa mod
@RosieLiu for the Cursor feedback assets, please make sure you have the CursorFeedback.cs is attached to the Cursor object. Also ensure you have the right assets wired up. For getting the hands state make sure HandsManager.cs is attached as well.
For interacting with your holograms, attach the Interactible.cs script to the pieces you would like to interact with and write custom code for the actions. Technically, you don't need layers, default should work fine. Hope this helps!
5
Answers
Hi @RosieLiu ,
Can you double check that you have colliders on the elements in the brain with which you would like to interact. Additionally, each of those elements should have Interactible added to those components as well (either programmatically or manually via Unity's inspector panel).
@timg I add attached a mesh collider to my brain. Any other reasons?
Just fix it! Not every element in the brain should be set in "Interactible" layer. Set some in "Default".
@RosieLiu for the Cursor feedback assets, please make sure you have the CursorFeedback.cs is attached to the Cursor object. Also ensure you have the right assets wired up. For getting the hands state make sure HandsManager.cs is attached as well.
For interacting with your holograms, attach the Interactible.cs script to the pieces you would like to interact with and write custom code for the actions. Technically, you don't need layers, default should work fine. Hope this helps!
@neerajwadhwa Yes, that is what I did. But when I use the cursor to control my brain, the cursor is partly hidden behind the brain. Is there nothing with the layer settings?
@RosieLiu,
In CursorManager.cs, the public property 'DistanceFromCollision' determines how far the cursor should hover above another hologram.
If you find that your cursor is partially hidden by the hologram that it intersects with, either adjust the collider on that object (brain) so that it is slight larger than the rendered object, or increase the 'DistanceFromCollision' value, so the cursor will hover a bit higher and won't disappear behind the hologram.
Hey guys! Thanks for an awesome tutorial. I'm coming to these late, I know! I have been able to progress up to the point where I cannot get cursor feedback that my hand has been detected. I know my hand is being detected because I can hit a breakpoint that I set in HandsManager.cs >> private void InteractionManager_SourceDetected... and I know that HandDetected is being set to "true". But I am not getting the cursor to change.
I think I've followed all the instructions correctly. I tracked the problem to where we call the GameObject.Instantiate(inputPrefab) method. When I step into that function I get an error message that states "UnityEngineObject.cs" not found so I cannot debug any deeper. Any idea what might be going on?