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.

Is it possible to place very large Holograms?

Hi!

I'm currently developing on the Hololens using Unity. By following MR Basics 100 and 250, I was managed to place a cube at a fixed position, that when I look around the cube is always positioned at the same place. However, when I make the cube much larger, such as 2 meters in length, with position (0,0,2) and near plane 0.85m, the cube cannot be registered at the same position and it moves when I look around. Is there a way to place large objects?

Thank you very much.!

Answers

  • Hi there, you could look into using WorldAnchors to keep the models where they are based on the world around them. Simple usage:

    hologram.AddComponent<WorldAnchor>();// Adds the world anchor to the GameObject
    Destroy(hologram.GetComponent<WorldAnchor>());// Removes the world anchor so you can freely move the hologram

    Also make sure you aren't moving the hologram in your update method.

Sign In or Register to comment.