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And always feel free to hit us up on Twitter @MxdRealityDev.
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.
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Holographic Emulation Unity 5.5.2f1 - Holograms shaking
In need to run heavier 3D blocks on Hololens, I've started testing Holographic Emulation on Unity.
However, when I Remote to Device, it's almost like the Gaze Stabilizer stops working and everything starts to shake.
I've tried a couple of different routers, however I've only noticed a change in image quality, but nothing related to my issue.
Everything else works just fine, from gestures to voice commands.
Does it only happen to me, or it's impossible to have a flawless experience using Holographic Emulation? Any ideas on how to address this issue?
Thanks a lot
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Answers
Holographic emulation on Unity Editor presents this issue.
I think its because there are two main applications running at the same time.
https://developer.microsoft.com/en-us/windows/mixed-reality/add_holographic_remoting
Thanks for the answer @victorocha11 . Does native Holographic Remoting present a better solution or the same glitch happens?
Any other suggestions on how to run heavy 3D block's on Hololens?
No, I don't know. Unfortunately I can not help you.
As an update Focus point is being used but with very little results, the images keeps glitching
https://developer.microsoft.com/en-us/windows/mixed-reality/focus_point_in_unity
We're having the same problem here, the shaking is very bad...
It's a bummer, since it prevents us from using it for an important demo where a lot of data needs to be rendered (way more than the HL itself could handle).
Does anyone have any clue why this is happening in Unity and how to fix it?
According to a reply earlier this morning the fix is coming!
https://forum.unity3d.com/threads/latency-jitter-issue-with-holographic-remoting.466745/