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Merge pull request #376 from HodgsonSDAS/HTK-local
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Updated Documentation
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Stephen Hodgson committed Jan 14, 2017
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20 changes: 6 additions & 14 deletions Assets/HoloToolkit/Input/README.md
@@ -1,5 +1,9 @@
## [Input]()
Scripts that leverage the HoloLens input features namely Gaze, Gesture and Voice.
Input System Diagrams:
![alt text](/External/ReadMeImages/InputSystemDiagram.png)
![alt text](/External/ReadMeImages/CursorSystemDiagram.PNG)

##Scripts that leverage HoloLens input features namely Gaze, Gesture and Voice.

This contains a fully-featured **input module**, which allows you to handle various types of input and send them to any game object being currently gazed at, or any fallback object. It also includes a **cursor** similar to the HoloLens shell cursor that fully leverages the Unity's animation system.

Expand Down Expand Up @@ -142,18 +146,6 @@ Event data for an event coming from the navigation gesture.
##### SourceStateEventData.cs
Event data for an event that represents an input source being detected or lost.

#### GestureManipulator.cs
A component for moving an object via the GestureManager manipulation gesture.

When an active GestureManipulator component is attached to a GameObject it will subscribe
to GestureManager's manipulation gestures, and move the GameObject when a ManipulationGesture occurs.
If the GestureManipulator is disabled it will not respond to any manipulation gestures.

This means that if multiple GestureManipulators are active in a given scene when a manipulation
gesture is performed, all the relevant GameObjects will be moved. If the desired behavior is that only
a single object be moved at a time, it is recommended that objects which should not be moved disable
their GestureManipulators, then re-enable them when necessary (e.g. the object is focused).

#### InputSources

##### BaseInputSource.cs
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##### [Go back up to the table of contents.](../../../README.md)
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11 changes: 2 additions & 9 deletions Assets/HoloToolkit/Utilities/README.md
Expand Up @@ -11,14 +11,7 @@ Simple Tagalong billboard displaying application's frames per second.
A drop in direction indicator that stays in the users view at all times.

#### HeadsUpDirectionIndicatorPointer.prefab
A quad based pointer to be used with the HeadsUpDirectionIndicator prefab to create an out of box direction indicator.k

#### Main Camera.prefab
Unity camera that has been customized for Holographic development.
1. Camera.Transform set to 0,0,0
2. 'Clear Flags' changed to 'Solid Color'
3. Color set to R:0, G:0, B:0, A:0 as black renders transparent in HoloLens.
4. Set the recommended near clipping plane.
A quad based pointer to be used with the HeadsUpDirectionIndicator prefab to create an out of box direction indicator.

### [Scripts](Scripts)

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##### [Go back up to the table of contents.](../../../README.md)
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50 changes: 28 additions & 22 deletions GettingStarted.md
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This document describes how to prepare the HoloToolkit sourcecode for use
in your project.

# 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.

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

[Continue to step 2](/GettingStarted.md#2-using-holotoolkit-unity-in-your-project)

# 1b. Preparing the HoloToolkit-Unity Code

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/.

# Preparing to use the HoloToolkit-Unity package
# 1c. Preparing to use the HoloToolkit-Unity package

Open the folder you just cloned in Unity.

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.

`Assets -> Export Package…`

# Using HoloToolkit-Unity in Your Project
# 2. Using HoloToolkit-Unity in Your Project

Open or create your project in Unity.

`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.

You should now have a `HoloToolkit` menu item.

# Preparing a Scene for Holographic Content
`HoloToolkit -> Configure -> Apply HoloLens Scene Settings`

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`

Add the `Main Camera.prefab` (found under HoloToolkit/Utilities/Prefabs).
Remove the default `Main Camera` and `Directional Light` objects in the scene.

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).

`HoloToolkit -> Configure -> Apply HoloLens Scene Settings`
Add the `DefaultCursor.prefab` (found under HoloToolkit/Input/Prefabs/Cursor).

Create an empty object in your scene and make sure its transform is zeroed on the origin.
Rename it 'Managers'.

`HoloToolkit -> Configure -> Apply HoloLens Project Settings`
Add the `InputManager.prefab` (found under HoloToolkit/Input/Prefabs) as a child to your new 'Managers' Object.

# 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`.

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`.

# 4. Building Your Project for HoloLens

`HoloToolkit -> Build Window -> Build Visual Studio SLN`

`Open SLN`

Deploy to the emulator or device.

# 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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