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This document describes how to prepare the HoloToolkit sourcecode for use | ||
in your project. | ||
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# Preparing the HoloToolkit-Unity Code | ||
To get started either download the HoloToolkit-Unity Asset Package or grab a copy of this repository and download the entire project. | ||
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We'll build the HoloToolkit from source since it's a reasonable assumption | ||
that you want the latest and greatest if you are reading this document. To | ||
do this you need to clone the GitHUb repository at | ||
# 1a. Download a HoloToolkit-Unity Asset Package | ||
You can download the latest unity package from [Releases](https://github.com/Microsoft/HoloToolkit-Unity/releases) folder | ||
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[Continue to step 2](/GettingStarted.md#2-using-holotoolkit-unity-in-your-project) | ||
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# 1b. Preparing the HoloToolkit-Unity Code | ||
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If you'd like to build the HoloToolkit from the source, you'll need to clone the GitHub repository at | ||
https://github.com/Microsoft/HoloToolkit-Unity.git. If you've never cloned a | ||
repo before then you should consider using the GitHub desktop client, see | ||
https://desktop.github.com/. | ||
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# Preparing to use the HoloToolkit-Unity package | ||
# 1c. Preparing to use the HoloToolkit-Unity package | ||
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Open the folder you just cloned in Unity. | ||
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Now, inside of Unity ensure you have the Assets folder selected in the project view, and export the package. **IMPORTANT:** Make sure you select the root Assets folder in the Project. It contains important .rsp files like csc, gmcs and smcs. | ||
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`Assets -> Export Package…` | ||
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# Using HoloToolkit-Unity in Your Project | ||
# 2. Using HoloToolkit-Unity in Your Project | ||
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Open or create your project in Unity. | ||
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`Assets -> Import Package -> Custom Package…` [Navigate to the package | ||
you exported above]. **NOTE**: The HoloToolkit-Examples folder (and all its content and subfolders) is optional when you import the custom package. You can uncheck it in the **Import Unity Package** window that shows all the contents of the package before performing the import. | ||
you have either downloaded or exported above]. **NOTE**: The HoloToolkit-Examples folder (and all its content and subfolders) is optional when you import the custom package. You can uncheck it in the **Import Unity Package** window that shows all the contents of the package before performing the import. | ||
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You should now have a `HoloToolkit` menu item. | ||
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# Preparing a Scene for Holographic Content | ||
`HoloToolkit -> Configure -> Apply HoloLens Scene Settings` | ||
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Remove the default camera in the project (the next step creates a camera | ||
customized for holographic development). | ||
# 3. Preparing a Scene for Holographic Content | ||
Create a new Scene: `File -> New Scene` | ||
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Add the `Main Camera.prefab` (found under HoloToolkit/Utilities/Prefabs). | ||
Remove the default `Main Camera` and `Directional Light` objects in the scene. | ||
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You will probably want to add `ManualCameraControl.cs` (found under | ||
HoloToolkit/Utilities/Scripts) to the | ||
`Main Camera`. This allows the user to manually control | ||
the camera when in the Unity player. | ||
Add the `HoloLensCamera.prefab` (found under HoloToolkit/Input/Prefabs). | ||
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`HoloToolkit -> Configure -> Apply HoloLens Scene Settings` | ||
Add the `DefaultCursor.prefab` (found under HoloToolkit/Input/Prefabs/Cursor). | ||
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Create an empty object in your scene and make sure its transform is zeroed on the origin. | ||
Rename it 'Managers'. | ||
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`HoloToolkit -> Configure -> Apply HoloLens Project Settings` | ||
Add the `InputManager.prefab` (found under HoloToolkit/Input/Prefabs) as a child to your new 'Managers' Object. | ||
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# Building Your Project for HoloLens | ||
Add an `Event System` to your scene by right click on 'Managers' object in your scene Hierarchy: `UI -> Event System`. | ||
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Optionally, if you wish to enable spatial mapping in your scene, you can add the `SpatialMapping.prefab` (found under HoloToolkit/SpatialMapping/Prefabs) to your 'Managers' object. Be aware that you must also enable `Spatial Perception` Capabilities: `Edit/Project Settings/Player -> Inspector -> Publishing Settings/Capabilities`. | ||
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# 4. Building Your Project for HoloLens | ||
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`HoloToolkit -> Build Window -> Build Visual Studio SLN` | ||
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`Open SLN` | ||
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Deploy to the emulator or device. | ||
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# Deploying your HoloLens app using Visual Studio | ||
# 5. Deploying your HoloLens app using Visual Studio | ||
1. Select **x86** in your build configuration | ||
2. Select emulator or the device that you're using | ||
3. Run the app | ||
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