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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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Is there a preferred way to do a HUD in Unity for Hololens?
in Discussion
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Thanks for these answers, good points. I really was looking for this: http://forum.unity3d.com/threads/unity-ui-on-the-hololens.394629
which is now obsolete as of 4/22/16's build.
But in my case I have 2 needs:
1. A 'debug output' window just for me
2. A more classic 'AR' style display of UI bits on the horizon4
Answers
I think the preference for HoloLens is to avoid the classic HUD if possible due to user comfort issues and rendering proximity.
You may want to take a look at the recommendations for Hologram Positioning and note the part about display locked vs body locked. You may even want to consider if HUD choices can sometimes be better served in HoloLens apps with positioning the UI elements in relation to the Holograms and objects in your world instead of in direct relation to the user.
That said, you have a lot of options and flexibility in Unity when it comes to creating UI elements. Unity UI is one option with a set of controls, you can also create your ui out of simple 3d objects with colliders. You might find that 3D is expensive from a performance perspective, but that could be an option too where or when appropriate.
Windows Holographic User Group Redmond
WinHUGR.org - - - - - - - - - - - - - - - - - - @WinHUGR
WinHUGR YouTube Channel -- live streamed meetings
While I agree with the general recommendations they give, some scenarios don't fit them. In my case (industrial/warehouse management/order fulfillment). In which case, the user needs very specific information accessible to them at all times, even if they have moved a lot. They don't necessarily need it in their view all the time, but it has to be easy for them to get to it.
For this, I am experimenting with the 'tagalong' class they make available in the HoloToolKit for Unity. However, since my users will be looking down and back up a lot, the default behavior of having the tagalong follow you vertically is a bit of a pain and occludes their work. So I've been working on using the tagalong class but extending the base class with the option of a fixed height placement. That way the HUD moves with the user left and right, but not fixed, allowing them to interact with it. I am still experimenting myself, though I won't be able to judge the comfort of such a design until I get a physical device.
Ideally though, you should do away with a HUD unless absolutely needed. You can temporarily bring up information if the user asks for it via voice commands, or gestures...etc. I'm not sure how well the voice works with varying accents (some users here have very heavy accents), as well as environmental noise that may get picked up by the mic. Likewise, if the environment isn't that noisy, you can maybe even just have the Hololens tell the user such information ("What is ammo?", reply, "36"...etc).
Would a TagAlong object help here? Much like the Skype window and concept taught in the Holograms 210 Gaze academy.
Thanks for these answers, good points. I really was looking for this: http://forum.unity3d.com/threads/unity-ui-on-the-hololens.394629
which is now obsolete as of 4/22/16's build.
But in my case I have 2 needs:
1. A 'debug output' window just for me
2. A more classic 'AR' style display of UI bits on the horizon
@WearableAR just to be clear the Unity UI (which I referred to above) is not obsolete, as the latest release notes mention
The HoloLens module is no longer a loose script.
Windows Holographic User Group Redmond
WinHUGR.org - - - - - - - - - - - - - - - - - - @WinHUGR
WinHUGR YouTube Channel -- live streamed meetings
Right I should have said, the loose script is obsolete.