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VR Support

So, like many developing for VR, I read the announcement from Microsoft that the SDK is being opened up to other device manufacturers, including VR devices. I realize that beyond this announcement there is very little information currently available. However, I have live project running at work for the next 5 months developing an engineering application for VR using Unity. There are certain requirements and request from users coming in that are not well supported by Unity (including 3rd party assets), but which may be much better supported by the HoloLens Unity integration and by extension a future SDK that supports VR. I'd be really keen to understand more about what this integration looks like and when it may be available to use.

Are there any devs or members on the MS team that could share more?

Max

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Answers

  • ContextVRContextVR ✭✭✭
    edited June 2016

    I am not a member of the Microsoft team, but I want to share a couple of data points on using the HoloLens SDK in VR or using VR SDKs on HoloLens.

    1) We ported a Cardboard app to HoloLens with some minimal refactoring of the Cardboard SDK.

    2) We used generic parts of HoloToolkit, e.g. Cursor and GazeManager, on HTC Vive, and you can also change GestureManager to rely on a button press instead of the air tap.

    Unity has done a very good job of creating a generic input system that can be configured to work with a wide variety of input modalities.

  • That's really interesting that you can use part of the Unity HoloToolKit with the Vive. Where would you recommend looking for more information about this - i.e. which bits may be compatible with the Vive?

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