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Roadmap for browser support in Unity

I was wondering if anyone knows what the roadmap looks like for browser support in Unity for the Hololens? Currently, no APIs are available that allow developers to expose this feature on the UWP. The only solution out there is to switch between the 3D and 2D views, which can have a negative effect on user experience (depending on the requirements of your application). I think this is a very important feature that is currently missing from the core SDK.

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    SimonSimon
    Answer ✓

    See my reply to your comment in the post I made. This might not answer your question, but I don't think it's strictly true to say there are no solutions without switching out of 3D.

    If you're already able to switch between 3D and your own XAML window, you should be able to call CapturePreviewToStreamAsync(...) while in 3D using the XAML window's dispatcher and put the result into a texture using Texture2D.LoadRawTextureData.

    With a little bit of maths (which Unity probably makes easier), you should also be able to find the intersection between the gaze ray and the quad you display the texture on. You can then normalise that into mouse cursor coordinates and pass Javascript to the WebView to fire mouse clicks when gestures are triggered. With a little bit more JS and CSS, you can also send back the state of the cursor to have the proper pointer icon for links, etc.

    I hope that helps.

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    Have you tried any of the Unity Asset Store offerings?

    Stephen Hodgson
    Microsoft HoloLens Agency Readiness Program
    Virtual Solutions Developer at Saab
    HoloToolkit-Unity Moderator

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    SimonSimon
    Answer ✓

    See my reply to your comment in the post I made. This might not answer your question, but I don't think it's strictly true to say there are no solutions without switching out of 3D.

    If you're already able to switch between 3D and your own XAML window, you should be able to call CapturePreviewToStreamAsync(...) while in 3D using the XAML window's dispatcher and put the result into a texture using Texture2D.LoadRawTextureData.

    With a little bit of maths (which Unity probably makes easier), you should also be able to find the intersection between the gaze ray and the quad you display the texture on. You can then normalise that into mouse cursor coordinates and pass Javascript to the WebView to fire mouse clicks when gestures are triggered. With a little bit more JS and CSS, you can also send back the state of the cursor to have the proper pointer icon for links, etc.

    I hope that helps.

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    I'll continue the conversation in the other thread. Thanks.

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