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MR headset support for Non-UWP Plugins? Works in Editor only

We are having trouble building out to our Acer MR headsets since we use non-UWP unity plugins critical to our app. We use Embedded Browser that Embeds Chromium). We can run our code on the headsets from Editor since it lets us use standard x86_64 architecture but we can't build out to the device since it will builds to UWP which won't let us use our plugin.

Any ideas how to move forward here? Seems like since our app can run and the UWP restriction is something that could be removed?

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Answers

  • but we can't build out to the device since it will builds to UWP which won't let us use our plugin

    @anandx I checked the compile exception and it is clear that this Unity plugin is not fully supported on Windows Universal Platform:

    So you need to contact with the author and request the update for our platform, otherwise, your project can't be converted to UWP app normally.

    There is a way to create holographic apps using JavaScript and WebGL, but not for immersive apps, just a reference: https://github.com/Microsoft/HoloJS

  • We have contacted the author and unfortunately this is not really feasible since it would involve porting the Chromium browser to UWP which isn't really feasible since it is a massive project.

    Is Microsoft considering allowing MR headsets to support non-UWP apps since they work in Unity Editor for example?

  • Is Microsoft considering allowing MR headsets to support non-UWP apps since they work in Unity Editor for example?

    Currently, only UWP app is allowed for MR headset. I can forward your voice with our colleagues.

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