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: Focus gaze on a panel
Does your panel have a collider on it that covers the entire panel? And is there anything in front of your panel? What are you doing OnFocusEnter? I am wondering if something is changing OnEnter that is blocking your gaze and thus triggers the exit. We have an interactible class specifically for Gaze here: ` public class… -
Re: Locatable camera in Unity. When will Hologram photo capture will be enabled?
So getting holograms in your photos in Unity is tricky because you have to implement interfacing with the webcam with the Windows.Media.Capture interface rather than the interface Unity provides. TBH, I just figured this out yesterday to help someone else out, but here's some really messy code that will take pictures with… -
Re: ReflectionTypeLoadException Referencing UWP Assembly
Seems I spoke too soon. Is there a method that does not include having to re-add the references every time I want to make a code build for HoloLens deployment? For Instance, the following produces errors in Unity even though Visual Studio sees the namespaces correctly. if UNITY_METRO && !UNITY_EDITOR using CustomNamespace;… -
Re: MixedRealityCapture
Hi Tadas. That string isn't defined, but it does represent the string to set as the 'ActivatableClassId'. I put this together, it isn't super clean, and I'm not sure that I'm doing everything right here, but it does take pictures (note that you need Microphone and Webcam enabled, and if you are using Unity, when you build,… -
Re: Spectator View Calibration Failed
@c4ssh3rn #Updated The answer is that the Sony A330 have a LIVE View format described in page 117 of the manual Sony A330 manual pdf DSLR-A330 L:8.4M 3872 × 2176 pixels LIVE RAW M:4.7M 2896 × 1632 pixels S:2.1M 1920 × 1088 pixels Note When you select a RAW image with [Quality], the image size of the RAW image corresponds… -
Socket communication between Hololens and PC
I am trying to communicate between Hololens and PC through UDP socket. It worked well between PC and a UWP app, but if I run almost the same code between PC and a Hololens app, The hololens app doesn't receive the data and the app turns itself off. I'm not sure, but it might be because of the way strings are handled. If… -
Building Visual Studio Unity C# Projects problem Mixed Reality 250
Hey, I've been following the Mixed Reality 250 tutorial (https://developer.microsoft.com/en-us/windows/mixed-reality/mixed_reality_250) and I finished chapter 3. I wanted to check how it plays out in the Holo Lens Emulator so I tried to build it (Universal Windows Platform, target device Holo Lens, build type D3D, SDK… -
Re: Dev Blog: Project Defender
It Is All About The Shaders! For 95% of the art in this scene I plan on using one shader built off the LambertConfigurable provided in the HoloToolkit. It was the most logical base as much of the performance work was already done. I just had to add on top of it with keeping in mind performance. The Land of # if and #… -
Re: Projecting a visible Ray from the motion controllers similar to the default cliffhouse space?
@mark_grossnickle thank you So much your code worked , I had to make a few modifications on my end ( like the big ugly If else statements for controller handedness because I was getting an error on an unassigned controller reference declaring it the way you did ) but otherwise the Rays are working great. For anyone else… -
Re: Spatial Mapping - Updating only small volumes
After some Trial-and-Error I have a working solution. It is not really possible to extend the SpatialMappingManager by creating a new class inheriting from it as the SpatialMappingSource is bound to the SpatialMappingManager when creating new surfaces. Therefore I created a new class only managing the…
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