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.
Incorrect lighting in Windows Mixed Reality headset when using linear color space in Unity 2017.3.1f
Unity 2017.3 seems to require Gamma Color Space when building for Windows Mixed Reality headsets, our project is coming from Unity 2017.2.x and we have been using Linear Color Space. When we use what we have done with Linear Color Space the scene is very dark.
Is there a way or trick to using Linear Color Space using 2017.3 and building for Windows Mixed Reality??