Hello everyone.
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.
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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Re: Updating UI Text from MQTT Message Received
That did it! Thanks! As a note, still have to wrap the method in the preprocessor directive because of the UWP "uPLibrary". For anyone curious, here it is in the Unity docs: https://docs.unity3d.com/Manual/windowsstore-appcallbacks.html #if !UNITY_EDITOR private void Client_MqttMsgPublishReceived(object sender,… -
Re: Detect source of a click event (AirTap and Clicker)
I'm doing it this way: ... public void OnInputDown(InputEventData eventData) { #if !UNITY_EDITOR Vector3 ps = Vector3.zero; bool ret = eventData.InputSource.TryGetPosition(eventData.SourceId, out ps); if(ret) return; // if we can get a position its' hand - else it's a clicker ! (clicker has no position) #endif… -
Problems to receive messages from server on HoloLens
Hi guys, I am developing an app which needs to connect to server in order to receive messages. I am using TCP/IP protocol because I need to establish a previous connection. Becuase of the problem with the System.Net.Sockets library I am using Windows.Networking.Socket library. The code to use the aforementioned protocol is… -
Re: iBeacon, Beacons, Hololens
@MattFedoCSG nevermind =) I managed to handroll some native WSA bits that are working for me. * HoloLens has native access to BLE broadcasting via Windows.Devices.Bluetooth.Advertisement * Leverage UnityEngine.WSA.Application.InvokeOnAppThread to handle the received data and pass to Unity to handle the data, otherwise… -
Re: Currently active Space and WorldAnchor store
I think you want something like this: #if WINDOWS_UWP IReadOnlyList<ConnectionProfile> cps = Windows.Networking.Connectivity.NetworkInformation.GetConnectionProfiles(); if (cps == null) { Debug.Log("no cps"); } else { foreach (ConnectionProfile cp in cps) { if (cp.WlanConnectionProfileDetails != null) { // Presumably… -
Re: Is there a possibility to use Unity Engine without Unity Editor
I know there are a lot of instances where you'd want your code to run only when actually running on the device, but you want to maintain debug-ability in the Unity Editor. For that, you can use conditional compilation statements #if in your code to make it run in Unity Editor as well - #if !UNITY_EDITOR //code will not run… -
Re: code in language other than C#?
@HoloSheep I tried surrounding the code in #if UNITY_METRO && !UNITY_EDITOR and #endif, but I'm still getting the same error in Unity when I try to build-- "error CS0246: The type or namespace name 'the_dll_name' could not be found (are you missing a using directive or an assembly reference?)" I no longer get any errors in… -
Re: Is possible to have/import/generate some dll for communicating from a 4.5 framework
They do it, as I do, in 2 stages first using Unity just for modelling. Adding scripts with conditional compiled instrunctions( just compile for windows or for unity) Then they can use the code inside this #if #endif when running the app in windows 10. My problem was to find the dlls for framework 4.5 and I found itin the… -
Re: How to use Windows.Data.Json
Here is a quick and dirty sample I used to pass Json over to an internally hosted WebAPI from the HoloLens: You need to add the following using statements to the top of your class with the WINDOWS_UWP declaration to prevent compilation errors in unity (ref: http://docs.unity3d.com/Manual/windowsstore-scripts.html). #if… -
Re: Windows namespace in Unity editor
@Fireman if you use any of the more recent .NET api in your UWP app that are not supported in the older mono versions of .NET that are used in the Unity editor you can surround your logic with compiler directives #if !UNITY_EDITOR//api calls requiring newer .NET support than the Unity Editor#endif The code wrapped in the…
81 results