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.
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.