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Unity Asset Store submission including HoloLens Toolkit

I'm publishing a HoloLens plugin to the Unity Asset Store. The sample project that demonstrates the use of my plugin makes use of the HoloLens Toolkit for gaze input. Is it best practice to include or exclude the HoloLens Toolkit (22Mb) with the other content in my Assets folder when submitting my plugin to the Asset Store?

The plugin doesn't require the HoloLens toolkit, but the sample that uses the plugin does require the HoloLens Toolkit. I have not updated the sample to use the new HoloLens Toolkit input style yet. I do plan to update the sample to use the newest HoloLens Toolkit and submit an updated package to the Unity Asset Store, but I may not continue to keep the sample updated in the future and future versions of the HoloLens Toolkit may be incompatible with the sample. It may be a good idea to bundle everything that's needed to make the sample work, even though that bloats the package size. Users already experienced with HoloLens development and using a different HoloLens Toolkit version will be able to exclude the HoloLens Toolkit when importing the plugin.

Answers

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    @EMebane,

    My understanding is that you can add your plugin to the store without the Hololens Toolkit package, but keep your references and document that this dependency exists so users know they need to have it.

    James Ashley
    VS 2017 v5.3.3, Unity 2017.3.0f3, MRTK 2017.1.2, W10 17063
    Microsoft MVP, Freelance HoloLens/MR Developer
    www.imaginativeuniversal.com

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