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HoloArt

Build Settings

The following settings worked with Unity Version: 2018.4.24f1:

  1. Go to File > Build Settings.
  2. Target Device: HoloLens
  3. Architecture: x86
  4. Build Type: D3D
  5. Target SDK Version: Latest installed
  6. Minimum Platform Version: 10.0.10240.0
  7. Visual Studio Version: Visual Studio 2019
  8. Build and Run on: Local Machine
  9. Build configuration: Release
  10. Copy References: not checked
  11. Unity C# Projects: not checked
  12. Development Method: default

Build Instructions

  1. Go to File > Build Settings
  2. Click Build
  3. The Unity editor will open a dialog box asking where you want the project to built be built. Select a folder. I use a folder named 'VS' in the Unity project directory (HoloArt/VS).
  4. Open the solution file (HoloArt/VS/HoloArt.sln) in Visual Studio 2019 (Community Edition).
  5. Set the Solutions Platforms to x86.
  6. Optional: Double click on Package.appxmanifest in the Solution Explorer, switch to the Capabilities tab, and check that the following are enabled:
    • Gaze Input
    • Internet (Client)
    • Microphone
    • Spatial Perception
    • Webcam
  7. Build the solution: Build > Build Solution.
  8. Deploy to Remote Machine

Note: To set the deployment target to HoloLens:

  • Ensure that the HoloLens is switched on.
  • Right click the HoloArt project in the Solution Explorer.
  • Select Properties.
  • Go to Debugging.
  • Select Machine and then click Locate from the dropdown menu.
  • Select the HoloLens device

To Do List

  • Tidy up source code.
  • Document source code.
  • TextureScale class is currently disabled. This is called by DisplayPanel.DownloadThumbnailImage(). TextureScale will not compile when the Scripting Backend (PlayerSettings > Other Settings) is set to .NET. Could try switching to IL2CPP or find some other way to rescale the thumbnail image.
  • Create a close box for the holographic display panel. Look at examples from HoloToolkit. It should be possible to close a display panel by selecting the close box.
  • Display panels are closed using a "Close" voice command, which invokes AppManager.CloseWindows(). Consider destroying the display panel game object rather than setting the game object to false.
  • AppManager.CloseWindows() uses GameObject.FindGameObjectsWithTag(), which is resource intensive. Implement alternative solution to manage open display panels.
  • ImageCapture.GetImage() attempts to calculate a target position for the display position (this.CalculateDisplayPanelPosition()). Exceptions are thrown when this code is run, so the routine is disabled. Investigate the source of the exceptions and attempt to resolve.

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