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: HELP!!! Master Build Crashing!
Hey Mark, I figured out my problem in the end... So I tried side loading and the issue was still there, that help me realize that there was definitely a .Net Native issue. I installed VS 2017 as that seems to have better .Net Native debug features. I ran my app with the Master configuration but with the 'code optimization'… -
Re: ui to load other pre-loaded objects
@felsiska I haven't used LoadSceneMode.Additive in a HoloLens app as of yet, but I believe it adds a whole scene into the current scene as opposed to just an object. My guess would be that instantiating new prefab objects at runtime would be (or could be if used strategically) more efficient and clean than adding scenes… -
Holograms 230 - deployment error
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Unity 2017.2.0f3-MRTP3 running at 32 fps according to Unity Stats FPS
Whilst running a simple new app Butterflies ‘Hello World’ Demo (across holographic and immersive headsets) Call up FPS stats how to see fps? (frames per second) using the stat report during running the demo and this clearly says 32 FPS. Epic Unreal Engine FPS In Epic Unreal Engine 4.12 onwards there is the ability to slow… -
Re: Does it require VR-ready graphic cards to run a immersive app?
We have only just started to find games with requirements for Direct X12. Halo Wars 2 for example. IMHO having the latest software drivers is mandatory, however having the latest Graphic card is probably not required. Very often manufacturers offer new drivers for each game, but the Windows Mixed Reality Graphics card test… -
Re: Mic Stream Demo Error - Latest Unity Toolkit, Unity 5.5
Hi, I'm also getting the error with the MicrophoneStream demo too when I start recording. It was happening in the version of HoloToolkit we were using in our own project but to test I grabbed the latest version of the HoloTool Kit this morning and built the MicrophoneStream scene from that. The demo builds and works fine… -
Re: Terrible render performance due to Spatial Understanding meshes (?)
Thanks, Mark, for the response! I'm using only two shaders: HoloToolkit/VertexLitConfigurable and HoloToolkit/Occlusion The profiler is running on the PC but connected to the app running on the physical device (app built in Release mode). I would like to have the entire room mapped for occlusion. True, I could do some… -
Re: Error 2181038087-5 when using Mixed Reality Portal
After lots of un/plugging and rebooting I actually had it work without problem for a bit. Alas, I had to leave to do other stuff and now I am back at the same spot with the same error. One noticeable difference was that the one time it worked Windows actually made its "device connected" sound. The MR Portal app does start… -
Re: Unable to activate Windows Store app after upgrading to Unity 5.5
I finally made it work. I am just surprised that I could not find any mention of that problem before. First, I had to delete the whole "App" or "WindowsStoreApp" folder created with Unity 5.4. Just deleting the obj and bin folder won't do. Then, I rebuilt the project from within Unity 5.5. At this point, the problem… -
Re: 30fps performance with simple meshes in Unity?
Hey Patrick, Sorry for the delayed reply. Thank you for taking a look at the project. I think the latest git version does indeed have spatial mapping disabled. I also did not check in the exported app, hence why you had to configure the quality settings manually, but I've always made sure to deploy to HoloLens with quality…
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