Hello everyone.

The Mixed Reality Forums here are no longer being used or maintained.

There are a few other places we would like to direct you to for support, both from Microsoft and from the community.

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.

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, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.

And always feel free to hit us up on Twitter @MxdRealityDev.

Physics issue with Unity scaling

Hey, so I'm trying to get my already existing project onto the HoloLens. For this I'm using the HoloToolkit Unity package. My problem is that the existing things are heavily physics based. And when I export it to Hololens as-is, then they are by far too big. However if I scale everything down by a factor of 10, the physics engine is completely messed up, freezing up my pc so I get below 1 fps.

So my question is, is there a way to increase the generated room scale, so I can keep my objects at the same size?

Answers

  • Maybe you could scale your model down to the size you want in something like Blender and then reimport it into Unity at a smaller size but with a scale of 1,1,1 or whatever scale you need?

    AR Developer

  • I tried doing that now, but that didn't fix anything sadly. I would rather scale the camera up in some way, so the objects appear smaller. But for that I would also need to scale up the mapped room, and I'm not sure how to do that.

  • There is an article on the Unity blog that discusses solutions to this issue: https://blogs.unity3d.com/2017/11/16/dealing-with-scale-in-ar/

  • @gene this is good stuff. I haven't seen anything that talks about this issue before. Definitely would have saved me some time if I would have saw this.

    AR Developer

Sign In or Register to comment.