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.
HandsManager bug? (Academy Holograms 211)
In Holograms 211 MSFT uses a script, HandsManager.cs, to detect when the user's hand is being tracked. If a users hand is being tracked a boolean, HandDetected, is flipped.
HandsDetected determines if the hand is currently detected or not by tracking the hand detected state and returns true if a users hands is detected.
HandsDetected is also set to true upon the HoloLens clickers first input. After this initial input it appears to not have any effect on the HandsDetected boolean.
Is this the intended behavior? Is it possible to prevent the clicker from interacting with HandsDetected when its first input is sent?
Asking this because I have a system in place that makes a custom GUI visible when the users hand is present, and invisible when their hand is not. In addition to this GUI, I'm using the clicker for different behaviors when the users hand is not detected. Unfortunately as mentioned prior, when the clicker sends its first input it flips HandsDetected and causes undesired behavior.
This isn't a huge issue but it hampers the programmatic ability to make a holographic app dummy proof.