Hello everyone.

We have decided to phase out the Mixed Reality Forums over the next few months in favor of other ways to connect with us.

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.

The plan between now and the beginning of May is to clean up old, unanswered questions that are no longer relevant. The forums will remain open and usable.

On May 1st we will be locking the forums to new posts and replies. They will remain available for another three months for the purposes of searching them, and then they will be closed altogether on August 1st.

So, where does that leave our awesome community to ask questions? Well, there are a few places we want to engage with you. 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. And always feel free to hit us up on Twitter @MxdRealityDev.

Kurtis mod

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Comments

  • Hey @eline01, We had an issue with downloading and launching apps from the store at some point last month. It should be resolved now with an OS / Store app update, so I wonder if this issue is related to what you reported above: https://docs.micros…
  • @Wolfo said: Where do you get the Mixed Reality Toolkit from? Latest supported Unity version on GitHub seems to be 2017.4.0, am I doing something wrong or should I just go on and convert the project with the latest Unity build? Recent ver…
  • Hmm, have you tried GetComponentsInChildren(), if you want the parent and its children to stop rendering? If the script is on the top level, you don't want its parent's component (since it doesn't have a parent itself, if I understand your scenario)…
  • @holonut Ahhh I see now! For some reason, the post formatter removes that part; weird... A couple other things to check: 1. Do you have the Microphone capability set in your project? 2. Do you have your SpeechInputSource set to autostart?
  • Hrm, this still errors for me. Changing it to GetComponent() will compile for me though. Does that do anything different?
  • Can you try adding Debug.Log statements in your speech handler code to see if any of those print? Also, can you describe/show me your set-up again? You should have a SpeechInputSource somewhere (perhaps a managers object), and then a SpeechInputHand…
  • At which point are you running into an issue? 1. Are your speech commands not firing the proper events? 2. Is your code above not doing what you expect? Is it the same code from your previous working implementation? The Toolkit contains a Speec…
  • @sensboston said: ...VR (not a "MR" or other marketing BS, just a bad implementation of the "good old" VR!) headset... MR is more than a marketing term and has been around since 1994
  • @jonathanhuang13, if you never managed to work through this, I just ran into the same thing. The Unity version of Json.Net describes a workaround here: https://github.com/SaladLab/Json.Net.Unity3D/blob/master/docs/UwpWorkaround.md, using a specific …
  • Did you set that method in the Inspector? How are you registering the keyword?
  • Can you post a screenshot of your Inspector panel for the object these scripts will be on? Assuming GoToBoosterAccess() is the method you want called for the keyword, you should just be able to set that in the Inspector.
  • One way to do it would be to keep track of the AudioSource yourself and call Stop() on it. Another way would be what you mentioned with tts.Stop(). I added that to the script and submitted a pull request here, so it should be in Master soon! Until …
  • Hmm, the issue seems to be around deploying as Debug. I just tried on my end and was able to repro the crash. Deploying as Release, which is our recommendation, doesn't crash. Can you try that please and let me know if it's better?
  • Looks like the dictation recognizer now depends on the Internet Client capability being checked! I can't see this change called out in the Unity beta release notes, but it must have happened recently. This didn't use to be needed, but makes sense th…
  • @boruil The latest drop of Unity's HoloLens Technical Preview (5.4.0b16) contains a fix for this! You can find the download here: http://unity3d.com/pages/windows/hololens Please let us know if you're still seeing the issue after updating.
  • If I'm understanding your post correctly, it sounds like you're doing everything right. I've posted an example below, where my Managers object has an AppManager script on it. The KeywordHeard function will be called when the "Test Keyword" keyword i…