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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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Hologram stabilization
Hi,
We're developing a Hololens application, but our object shows a large amount of jitter when moving closer to/further from the object.
I know the stabilization plane has to be set for that, but I don't know the ideal setup for the stabilization plane.
What would be the ideal solution for stabilizing the holograms, given that it has to work with both a big hologram (about 10x4x4m) and a small hologram?
Thanks in advance.
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Answers
Which version of Unity are you using? I am running into tracking issues on 2017.3 and 2017.2.1f1. No issue on 2017.1.2.
I think this might have to do with the hologram complexity - if your holograms have a high polygon count they'll exhibit jitter.
Unfortunately I can't help you there. We're using Unity 5.6.3f1.
High poly count meshes do have a framerate impact, but we've already done a pass to reduce the poly count and get an acceptable framerate. Additionally, the jitter I'm experiencing is when I move towards/away from the object in question. The earlier version just used a fixed distance stabilization plane, and there the effect was a bit noticeable. If I set it to the object's position, it's perfectly stable when looking at it from a distance, but standing inside the object causes it to massively when looking in the wrong angle.
Oh, standing 'inside' the object can be an issue. I think at that point you are standing on top of the stablization plane. This article states 'Don't let the stabilization plane cut through the user' which may be the case. Try setting the plane to something further away.
https://developer.microsoft.com/en-us/windows/mixed-reality/hologram_stability
Taqtile