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.
Native C# SDK for custom engine?
Hello everyone,
Do you know if it's possible to make games for immersive headsets without Unity? I've a custom engine powered by MonoGame which already supports VR. However I don't find any SDK for C#, all seems to be for Unity.
French XR/MR developer / Indie Game Developer
Best Answer
-
OptionsPatrick mod
You can use the Windows UWP Apis to implement VR support in C#.
https://developer.microsoft.com/en-us/windows/mixed-reality/directx_development_overview
(note that the Visual Studio templates aren't quite published yet)
I'm curious how challenging this is to implement in your game engine. I'm guessing rendering is where you want to start, and that starts with getting a HolographicSpace:
https://developer.microsoft.com/en-us/windows/mixed-reality/getting_a_holographicspace
===
This post provided as-is with no warranties and confers no rights. Using information provided is done at own risk.(Daddy, what does 'now formatting drive C:' mean?)
5
Answers
You can use the Windows UWP Apis to implement VR support in C#.
https://developer.microsoft.com/en-us/windows/mixed-reality/directx_development_overview
(note that the Visual Studio templates aren't quite published yet)
I'm curious how challenging this is to implement in your game engine. I'm guessing rendering is where you want to start, and that starts with getting a HolographicSpace:
https://developer.microsoft.com/en-us/windows/mixed-reality/getting_a_holographicspace
===
This post provided as-is with no warranties and confers no rights. Using information provided is done at own risk.
(Daddy, what does 'now formatting drive C:' mean?)
Well, it's not so hard if the API is well made. Basically we've to create two render targets (one per eye). In the rendering process, we first draw the left eye and the right eye. To draw eyes we use data sent by the headset. So the minimum required to implement VR in my engine is:
And for controllers I can use the InputManager API.
French XR/MR developer / Indie Game Developer