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Seamless hologram sharing without Holotoolkit

DanglingNeuronDanglingNeuron ✭✭✭
edited August 2016 in Discussion

So I finally achieved hologram sharing without HoloToolkit.

Motivation:

HoloToolkit sharing service is good option but lacks certain features I require for publishing a multiplayer game on the store with shared holographic experience.

I required a hologram sharing with traditional multiplayer framework, that can be packaged for the store, works peer to peer over WiFi/LAN, has broadcasting/join capability, seamless for users so they dont have to install a sharing service/application on a 3rd PC to communicate via.

So all this has been accomplished... its still raw but its possible :) Here is a 3 minute video.

https://www.youtube.com/watch?v=P1XkEeWA4u8

@ahillier @Patrick @neerajwadhwa

I do have to think about how to do a video that showcases hologram sharing properly.

Healthcare IT professional by day - Indie GameDev for UWP and mobile platforms by night

Comments

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    @DanglingNeuron awesome! I would love it if you would consider putting your UNet example in the HoloToolkit-Examples folder :)

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    Idea:
    open your app on HL1 and HL2, place HL2 anywhere still pointing at your game.
    Put on HL1.
    Start Edge on HL1 point to http://HL2 and open the live stream.
    Arrange on HL1 edge streaming HL2 and your model.

    If you now manipulate your model on HL1, it should also be reflected HL2 and thus in the stream showing HL2's view in the edge (running on HL1)
    (although latecy may be noticable in the video) Your capture of HL1 would be a good "proof" of the sharing concept I think. unless I'm missing somehtiung.

    I'd love to test your concept here :smile:

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    Very interesting, this is pretty much what I am trying to achieve, using a host device and a number of clients.

    Is this using the UNET framework completely? Are you using Network Transforms?

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    yes using UNET.. It doesnt matter if you use NetworkTransform or your own custom script.

    Healthcare IT professional by day - Indie GameDev for UWP and mobile platforms by night

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    @DanglingNeuron
    I am able to share the holograms using UNET using two hololenses that shares animation etc. But they are two different instances and shown at two different locations. How to make both instances share the same transformations? Any guidance / suggestions are highly appreciated.

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    Well, you have to share world anchors to achieve a shared holographic experience.. otherwise its just a networked mobile experience.

    Healthcare IT professional by day - Indie GameDev for UWP and mobile platforms by night

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    Thanks @DanglingNeuron
    I did try the world anchor method following customized ImportExportAnchorManager but still struggling to get that working correctly Is that possible to provide some consulting on this as it will be a great help in our current project?,

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    @DanglingNeuron said:
    Well, you have to share world anchors to achieve a shared holographic experience.. otherwise its just a networked mobile experience.

    How do you share world anchor? I'm facing some problems with it now: http://stackoverflow.com/questions/40421109/unity-3d-unet-send-large-byte-array

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    Bump I am also having a hard time transferring a common world anchor over custom message.CS.

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    @AkhmetovTA @Davon92 yes its a headache but possible.. tweak message size, fragment size etc

    Healthcare IT professional by day - Indie GameDev for UWP and mobile platforms by night

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    I'm trying to use UNET on HoloLens as well. But the client seems cannot connect to the server device. After I tap on the button which will trigger the NetworkManager.singleton.StartClient() , the output in VS shows message saying "Clientdisconnected error due to: timeout". Any guidance may be appreciated.

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    edited January 2017

    @DanglingNeuron The idea was to start a server on one HL(ip:192.168.1.103 started by NetworkManager.singleton.StartHost()). And the other running the same app will connect to it as a client. (by tapping on a button which calls NetworkManager.singleton.StartClient();)But a timeout error occurs.
    Are you using the Network Manager which Unity provides and start the host as I did?

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    Yes, that should work. Make sure they are connected to the same WIFI, that the app has NetworkServerClient capability.

    Healthcare IT professional by day - Indie GameDev for UWP and mobile platforms by night

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    @DanglingNeuron Could you tell please, how much time took a developing of p2p sharing hologram on UNET? Thanks!

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    about 4 weeks...

    Healthcare IT professional by day - Indie GameDev for UWP and mobile platforms by night

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