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: 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: 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… -
Creating txt file on hololens
I'm trying to create an app that creates and writes to a text file to log inputs from the user. Currently, I'm stuck on trying to make the file and access it from the file explorer or the one drive. This is the method I have: public void createFile() {#if WINDOWS_UWP Task task = new Task( async () => { testText.text="hi";… -
Re: Use StreamSocketListener in Hololens-App with Unity
This is because the version of Mono C# that Unity uses is old, and so things that compile just fine in Visual Studio don't compile in Unity. The way around this is to wrap any code that is not compatible with C# 4 and below in a pre-processesor directive. You may have seen examples of this already, where code is wrapped in… -
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… -
Re: how to delete this data
@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… -
Why my scene freeze a second while saving texture2D as a .png image in the disk?
Does any one know why the scene will freeze in this situation? I used Locatable camera in Unity to capture a photo and then show it in a Gameobject like so: `private static Texture2D targetTexture;` public void OnCapturedPhotoToMemory(PhotoCapture.PhotoCaptureResult result, PhotoCaptureFrame photoCaptureFrame) { if… -
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: Is SQLite compatible with HoloLens?
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