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MRTK 2.6 and the New MRTK Docs Experience are available now!

ksemple's avatar
ksemple
Brass Contributor
Mar 04, 2021

You spoke, We Listened!

MRTK 2.6 is available for download through the Mixed Reality Feature Tool, a new way to discover, update and add Mixed Reality packages to Unity projects. To get started, see https://docs.microsoft.com/windows/mixed-reality/develop/unity/welcome-to-mr-feature-tool.

 

If you prefer to manually import packages, you can download the MRTK from https://github.com/microsoft/MixedRealityToolkit-Unity/releases.

 

A New Docs Experience

We’ve migrated our documentation for MRTK-Unity from Github to a https://aka.ms/mrtkdocs! Starting with MRTK Unity 2.6, new docs will only be available on Microsoft’s official docs website, docs.microsoft.com. MRTK APIs are also now discoverable through the https://docs.microsoft.com/dotnet/api/microsoft.mixedreality.toolkit?view=mixed-reality-toolkit-unity-2020-dotnet-2.6.0. This puts information alongside other Microsoft Mixed Reality content you so you can stay closer to the action while learning about new tools. Please note that feature documentation and API references on Github will no longer be updated.

  • https://aka.ms/mrtkdocs
  • https://docs.microsoft.com/dotnet/api/microsoft.mixedreality.toolkit?view=mixed-reality-toolkit-unity-2020-dotnet-2.6.0

Release Highlights

MRTK 2.6 is full of great new features, bug fixes and updates. These changes include:

  • Additional support for the OpenXR preview
  • Scene Understanding as an experimental spatial awareness observer
  • Experimental Interactive Element + State Visualizer
  • HP Motion Controller Support
  • Teleport gesture now supported on all platforms
  • Runtime profile switching
  • Reading Mode
  • New Solver Graduations
  • Support for 3D App Launchers
  • Hand Coach as an Experimental Feature
  • and more!

Looking for more info, keep reading below or check out the https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/release-notes/mrtk-26-release-notes. 

Don’t forget to tell us what you think. You can file bugs and feature requests on the https://github.com/microsoft/MixedRealityToolkit-Unity/issues/.

 

Additional support for OpenXR

Additional support for Unity's OpenXR preview package and Microsoft's Mixed Reality OpenXR package has been added. See https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/configuration/getting-started-with-mrtk-and-xrsdk, https://forum.unity.com/threads/unity-support-for-openxr-in-preview.1023613/, or https://aka.ms/openxr-unity-install for more information.

 

OpenXR in Unity is only supported on Unity 2020.2 and higher.

Currently, it also only supports x64 and ARM64 builds.

 

Experimental Interactive Element + State Visualizer

Interactive Element is a simplified centralized entry point to the MRTK input system. It contains state management methods, event management and the state setting logic for Core Interaction States. For more information see https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/experimental/interactive-element.

 

The State Visualizer is an animation component that depends on Interactive Element. This component creates Animation Clips, sets keyframes and generates an Animator State Machine. For more information see https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/experimental/interactive-element#state-visualizer-and-unity-animation-system

 

HP Motion Controllers now supported with MRTK

Controllers for the HP Reverb G2 now work natively with MRTK.

 

Teleportation with the teleport gesture now supported on all platforms

Users can now use the teleport gesture to move around their play space across all platforms. To teleport with a controller on MR devices with default configurations, use the thumbstick. To teleport with articulated hands, make a gesture with your palm facing up with the index and thumb sticking outwards, completing the teleport by curling the index finger. To teleport with input simulation, please see our updated https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input-simulation/input-simulation-service.

Scene Understanding now available in MRTK as an experimental spatial awareness observer

Experimental support of https://docs.microsoft.com/windows/mixed-reality/scene-understanding is introduced in MRTK 2.6. Users can incorporate the scene understanding capabilities of HoloLens 2 as a spatial awareness observer in MRTK based projects. Please read the https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/spatial-awareness/scene-understanding for more information.

 

Note: Scene Understanding is only supported on HoloLens 2 and Unity 2019.4 and higher.

This feature requires the Scene Understanding package, which is now available via the https://docs.microsoft.com/windows/mixed-reality/develop/unity/welcome-to-mr-feature-tool.

Runtime profile switching support

MRTK now allows profile switching both before the initialization of the MRTK instance (i.e. Pre MRTK initialization profile switch) and after a profile has been in active use (i.e. Active profile switch). The former switch can be used to enable select components based on capabilities of the hardware, while the latter can be used to modify experience as the user enters a subpart of the application. Please read the https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/configuration/mixed-reality-configuration-guide#changing-profiles-at-runtime for more information and code samples.

 

Directional Indicator and Follow Solvers Graduated from Experimental

Two new solvers are ready for use with mainline MRTK.

 

Pulse Shader Graduated from Experimental

The Pulse Shader scripts have graduated from experimental. For more information see: https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/rendering/pulse-shader

 

Hand Coach Graduated from Experimental

The Hand Coach feature is now ready for use with mainline MRTK. 

 

Input Recording Service improvements

InputRecordingService and InputPlaybackService can now record and play back eye gaze input. Recording has been optimized to ensure a consistent framerate throughout the recording period while recording file size and save time are also reduced by about 50%. Saving and loading of recording files can now be performed asynchronously. Note the file format of the recording has changed in this MRTK version, please see https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/input-simulation/input-animation-file-format for more information on the new version 1.1 specifications.

 

Reading mode

Added support for https://docs.microsoft.com/hololens/hololens2-display#what-improvements-are-coming-that-will-improve-hololens-2-image-quality on HoloLens 2. Reading mode reduces the system's field of view but eliminates a scaling of Unity's output. A pixel rendered by Unity will correspond to a projected pixel on HoloLens 2. Application authors should do tests with multiple individuals to be sure this is a tradeoff they want in their app.

 

Support for 3D app launchers on UWP

Adds the ability to set a https://docs.microsoft.com/windows/mixed-reality/distribute/3d-app-launcher-design-guidance for UWP. This setting is exposed both in the MRTK Build Window and the MRTK Project Settings, under Build Settings. It's automatically written into the project during the build in Unity.

 

 

Want more information? Check out the full https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/release-notes/mrtk-26-release-notes.

 

 

Try it out!

Want to use the MRTK? Visit the https://aka.ms/mrtkdocs and get started today.

Don’t forget to tell us what you think. You can file bugs and feature requests on the https://github.com/microsoft/MixedRealityToolkit-Unity/issues/.

 

 

Thanks,

The MRTK Team 😊

Updated Mar 05, 2021
Version 2.0

3 Comments

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  • laultman's avatar
    laultman
    Copper Contributor

    koujaku I did find a workaround and I had posted an issue in https://github.com/MicrosoftDocs/mixed-reality/issues/280 on the topic.  The https://docs.microsoft.com/en-us/windows/mixed-reality/develop/unity/choosing-unity-version kind of follows what you suggest stick with a specific version. The very first sentence of the topic says it all. However, the MRTK versions are rolling out with features in HoloLens we need. A lot of these allow us to use our Azure tools and connect to our Azure resources. This necessarily forces us to "upgrade" to a newer version of MRTK. That is when the trouble starts.  No one it seems is looking at the fallout from configuration modifications in Unity of the MRTK that cause something else to break. I know Unity is on its own trajectory but that does not mean that MRTK has to also be free-wheeling. Seems to me the QA testing is completely in the hands of the community of developers.  I did open the scripts in the project looking for comments to help troubleshoot - nada.

  • koujaku's avatar
    koujaku
    Iron Contributor

     

    Yeah, that doesn't sound all that fun! It's a fast moving subset of tech, and it can be hard to keep everything lined up straight. I know I prefer to stick very specifically to any version numbers that get mentioned, even if they're a little older! It often smooths out a lot of my own experiences.

    Also, we do have a good team of people working on the docs and the MRTK, and they're always looking for ways to improve things. When you encounter a problem with either, we would love it if you could put some of your feedback into the MRTK's Github issues page. If you're running into issues out of the box, I'm certain they'll want to hear about it!

  • laultman's avatar
    laultman
    Copper Contributor

    Looking for a place to rant a little. The documentation and sample are simply useless for someone trying to get started. NONE work out of the box. The docs are so old that nothing there is remotely like the LTS software. Scene understanding is "experimental" but the samples should still work. How do you expect people to adopt the product when the documentation and samples are useless!
    Thank for reading this rant. Hopefully no one was offended but please at least try to make something work before publishing documentation. I would rather NOT even know about it that to waste days trying to make it work. :sad: