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: Separate thread for PlaneFinding PlaceOnPlane HoloToolKit
In our Spatial Mapping course, we use a combination of Task.Run and Unity's Coroutine to run PlaneFinding in the background. Here is the code snippet from SurfaceMeshesToPlanes that calls it: #if !UNITY_EDITOR // When not in the unity editor we can use a cool background task to help manage FindPlanes().… -
Re: HTTP Client with Unity
@animodoc Unity uses mono which is .NET 3.5. When it builds the UWP project, that project is .NET 4.5 or greater. That generated UWP project is where you would add the required UWP .Net references. When using .NET apis in your solution that require the UWP versions of .NET, you should try and isolate the logic into… -
How do I enable the Remote System Capability for a Unity HoloLens App?
I made a new project in Unity. I'm using 5.5.2f1 Personal. I added a Cube to my scene. I created a NewBehaviorScript and added it to my Cube. My NewBehaviorScript is this: public class NewBehaviourScript : MonoBehaviour{ // Use this for initialization void Start () {#if WINDOWS_UWP var accessStatus =… -
Re: Fundamental Question about saving data files on Hololens
Dear @HoloSheep I think you may have pointed to the problem I have been having over the past few months. Now I haven't closely checked this out but this is where I see things. a) To use HoloLens and Unity in a harmonious way you have to make sure that Unity sees the code as the C# version 4.4. In this situation you can not… -
Re: Is it possible to use WebGL with Hololens? (repost)
@mlfarrell: You should be able to still use the off-screen render targets. Each call to Framebuffer11::clear() will check to see if the frame buffer's color render target is based on a holographic swap chain; if so, it will set up the holographic frame. If not, it will skip that and continue as normal. Relevant code from… -
Re: Spectator View doesn't work
Hi, Have you got the latest drivers from Elgato in particular at least GameCaptureSetup_3.50.127.2127_x64.msi Have you set up the Elgato Stream Deck – Preferences According to the manual the card is waiting for the device to initialise. manuals First of all stream some data onto the pc display then try using Spectator View… -
Re: Using Windows.Media.Ocr in Unity for Hololens
You have to put them (and the calling code as well) inside some preprocessor directives, for example \#if !UNITY_EDITOR using Windows.Storage.Streams; using Windows.Media.Ocr; using Windows.Globalization; using Windows.Graphics.Imaging; using System.Runtime.InteropServices.WindowsRuntime; \#endif Maybe try UNITY_WSA_10_0… -
Re: HoloLens with Autodesk MotionBuilder
Hi @Brekel , I am still struggling to connect with the Hololens. I am using Windows.Networking.Sockets; Debugging everything was going great, then, when I deploy the application, it crashes right after connecting to my c++ server. In visual studio when I debug I have the same behavior, in Debug it works, in Release it… -
Re: Difficulties using Unet on different platforms because I have to use 2 projects.
@Reeley Thank you for your answer. It sounds like a promising solution, but I have a question : are you using the Holotoolkit in your project too? Because I tried to apply this to every script showing an error when debugging (and obviously they all came from the HoloToolkit). I just copy-pasted #if WINDOWS_UWP ||… -
How to get the VP9 decoder from a C++ program on Hololens 2?
I am implementing a VP9 hardware decoder that will run on PC and Hololens 2. When I try to load the "MSVP9DEC.dll", it works well on PC but the DLL is not found on Hololens. I have installed the VP9 Video Extensions on the device. Here the snipped code. The "assert(DecoderDll)" fails on Hololens: HRESULT…
92 results