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Run Unity 2017.1 UWP MR app on Acer/HP HMD without building?

Hi All,

Is there a way to run a Unity UWP MR app on a MR HMD without having to build and deploy it through the MR Portal?

I'm running 2017.1. Suppose I can checkout the beta to see if it's possible there.

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Answers

  • edited August 2017

    So, Unity 2017.2.0b5 appears to run on the HMD, but as soon as its running on the HMD, the Windows Mixed Reality Portal launches and takes over the HMD displays (while Unity runs and responds to the HMD movement in Game no problem).

    Any ideas how to prevent the MR Portal from taking over?

  • edited August 2017

    Hey @simpleshadow - Are you talking about when you hit play in Unity? If so, it will do what you are wanting it to. First, load up Mixed Reality Portal so you are in the cliff house, and then switch over to Unity. When you hit play in Unity, give it a bit, but the HMD should go from the cliff house into your app. It might look like it switches into your app, and back to the cliff house, but keep waiting and it will drop back into your app.

    One thing to note, that the application that is considered to be in "focus" will be the mixed reality portal, so unity won't be receiving the input from your controller, whatever that may be (motion, xbox, keyboard).

    To get around this, you can press Win + Y to be able to use your computer, click to unity to give it focus, and then press Win + Y again to drop back to the mixed reality mode.

    Hope this answers your question.

  • edited August 2017

    First, install beta version of Unity 2017.2.0b5 (64-bit)
    Then, go to PlayerSettings -> XR settings and check "Virtual Reality Supported". After that, you can play current project in Acer/HP headsets (at least, it worked for me).
    No "cliff house" but selected project only will be displayed in VR headset ;)

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