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CursorManager removed from holotoolkit
I'm attempting to use the Holograms 210 course as a how-to for adding gestures to my app. I'm on the step of adding a CursorManager, but I do not see this script under HoloToolKit > Input > Scripts > Cursor. I'm brand new to HoloLens development, so I may be looking in the wrong place. I did see some commits to the git repo about removing this, however, so I'm hoping there is an updated tutorial somewhere. If anyone has any advice or resources, I'd appreciate your help.
I was given the holotoolkit asset from someone else who built it from source. I'm unable to find any version number, but it was built within the last month.
Best Answer
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Optionstimg mod
If you are following the tutorial, you need to edit the scripts that are provided in the starting project or create your own scripts by pasting the content of those scripts that is provided in the tutorial itself. For example, in chapter two, look for the gray box that says "CursorManager.cs". There is a "show" link next to it. Click the "show" link and it will expand a pane with the code you need to copy and paste into your project.
Regarding CursorManager.cs being removed from HoloToolkit, yes, in the current version it has been removed as the input model has evolved. You can still find it under the v1.5.4.0 tag.
This is why the namespace in our academy courses is now Academy.HoloToolkit.Unity to highlight the fact that the code there doesn't necessarily keep pace with the full HoloToolkit. Rather, that code is provided to highlight key learning points of how areas of the HoloToolkit are/were/might be created.
5
Answers
@jennifersheppard ,
I just pulled latest and the script is there. There is also an InputManager prefab at HoloToolkit > Input > Prefabs.
James Ashley
VS 2017 v5.3.3, Unity 2017.3.0f3, MRTK 2017.1.2, W10 17063
Microsoft MVP, Freelance HoloLens/MR Developer
www.imaginativeuniversal.com
@james_ashley Thank you for the quick response! I must be missing something basic here. When I look at the repo directory you posted (https://github.com/Microsoft/HoloToolkit-Unity/tree/master/Assets/HoloToolkit/Input/Scripts) I do not see a CursorManager.cs file. I've done a search on the entire repo as well for the file and class name.
I'm on Chapter 2 of this tutorial, and it seems very clear that there should be a CursorManager class. https://developer.microsoft.com/en-us/windows/holographic/holograms_210 . Maybe I'm supposed to make my own script? I thought it would be like the GazeManager that I could simply add the component from Input > Scripts > Gaze > GazeManager.cs.
Where am I going wrong? Thank you again
@james_ashley Thank you for the quick response! I must be missing something basic here. When I look at the repo directory you posted (https://github.com/Microsoft/HoloToolkit-Unity/tree/master/Assets/HoloToolkit/Input/Scripts) I do not see a CursorManager.cs file. I've done a search on the entire repo as well for the file and class name.
I'm on Chapter 2 of this tutorial, and it seems very clear that there should be a CursorManager class. https://developer.microsoft.com/en-us/windows/holographic/holograms_210 . Maybe I'm supposed to make my own script? I thought it would be like the GazeManager that I could simply add the component from Input > Scripts > Gaze > GazeManager.cs.
Where am I going wrong? Thank you again
If you are following the tutorial, you need to edit the scripts that are provided in the starting project or create your own scripts by pasting the content of those scripts that is provided in the tutorial itself. For example, in chapter two, look for the gray box that says "CursorManager.cs". There is a "show" link next to it. Click the "show" link and it will expand a pane with the code you need to copy and paste into your project.
Regarding CursorManager.cs being removed from HoloToolkit, yes, in the current version it has been removed as the input model has evolved. You can still find it under the v1.5.4.0 tag.
This is why the namespace in our academy courses is now Academy.HoloToolkit.Unity to highlight the fact that the code there doesn't necessarily keep pace with the full HoloToolkit. Rather, that code is provided to highlight key learning points of how areas of the HoloToolkit are/were/might be created.