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HolotoolKit MR Branch vs the HolotoolKit in MR250 project

Currently using Unity 2017 Beta 2b3, and I am looking into the holotoolkit code base (the one that comes with the MR250 project) deeply as afaik there is no other version of holotoolkit that works with the beta release of Unity and supports both immersive & HoloLens.

The MR branch of holotoolkit requires tons of changes before it can be made to work with Unity beta - It's not as simple as VR -> XR namespace changes. I gave up fixing on it.

The interesting thing is that there is quite a number of differences between the 2 code bases. The question is which one is more up to date ? Which one will be the one officially released as holotoolkit which supports both immersive and HoloLens headsets ? From what I can tell from the codes, the holotoolkit in MR250 project is more up to date, but I would like to hear the expert voice on this.

Best Answer

  • Accepted Answer

    @ahalim - I don't have an official answer for you on this, however I have made the corrections to the HTK MR Build and can email you the Asset Package that I created for you to pull into your project if you like. Just send me a PM.

    I know the version in the MR250 project is stripped down, and does not include many of the components that are in the full HTK, such as the Build Window, the Settings toolbars, etc.

Answers

  • Accepted Answer

    @ahalim - I don't have an official answer for you on this, however I have made the corrections to the HTK MR Build and can email you the Asset Package that I created for you to pull into your project if you like. Just send me a PM.

    I know the version in the MR250 project is stripped down, and does not include many of the components that are in the full HTK, such as the Build Window, the Settings toolbars, etc.

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