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.

Place Canvas in Mesh

Hello everybody,

I am currently building a HoloLens project where I need to place a Canvas at a fixed static position. I already read some similar posts, but none of them helped me succeed.
My approach would be to save the mesh of the room via the Device Portal, upload the .obj file into unity and then try to position my canvas according to this later on with a worldanchor. Then i would add some finetuning to place my canvas accordingly.
Unfortunately it did not work until now.
So my question is, is this even possible with my approach?
Basically my application would need some kind of calibration, but I prefer not to use Vuforia and I cannot get the PosterCalibrationSample running.

Or are there any other possibilities you would suggest?

Greets Pat


  • I think PosterCalibrationSample is your best bet. What issue are you having running it?


  • Sorry, Microsoft mixed up my accounts.
    Anyway, I've been trying to get this working for a while now. The problem is, during the align process, the Plugin.dll file is not found.
    So when calling the alignment methods, i only get the Exception that the dlls are missing. During compilation, no error is showing up. Also adding the dll's manually did not work. And compiling for x64 neither.

    I have been trying this with the 2018 fork project [https://github.com/jbienzms/MixedRealityCompanionKit/tree/PosterUnity2018/PosterCalibrationSample] with unity 2018.3

    So you mean, my first approach is not practicable?

  • Make sure the plugin.dll is set to any platform:

    Also make sure you are building for x86.

    It could be an issue with IL2CPP. I am not sure if the plugin is compatible with that or not. You could try an older version of Unity and set it to .net and see if that does the trick.

    I don't know much about your first approach as I haven't tried to save spaces and reload them. It sound feasible, I just don't have experience there. I do have experience with Vuforia and the poster tracker. Currently we are using a mix of the poster code and zxing which is a barcode reader. That works well for us.


  • These settings were predefined, so that is not the problem.
    Maybe you can explain me your workflow of building the project?
    Like unity settings and what else you are doing to get it to work?
    Do you build for IL2CPP? I use .NET....
    I am currently stuck and there are more or less no workarounds..

  • I don't follow what you mean by the settings were predefined.

    You say: "The problem is, during the align process, the Plugin.dll file is not found."

    The only reason I can think of that the Plugin.dll could not be found is because of the following settings:
    Build target: x86 for Universal Windows Platform
    Ensure plugin.dll is targeting WSAPlayer

    Also, be sure you are testing on the device.

    If it doesn't work, try both .net and IL2CPP


Sign In or Register to comment.