Unity
28 TopicsUnity App Stuck Loading On HoloLens 2
I am following this document andthis tutorialto test AR on a HoloLens 2, and I go to the part where I have a Unity game with all the proper setup (ie. build settings are correct, I used Unity AR feature tool, etc.) and with 2 squares. I built the project and opened the solution, and then I set the configuration to "Release," platform to "ARM64," and set it to "Device" because I have the HoloLens directly connected to my laptop. I selected the Unity app solution and right-clicked it to "Set as Startup Project." Then, I pressed the green button next to "Device" to build and deploy it. The first time, I got prompted to enter a pin after a bit, which I did, and once the deployment was done, the app showed in the "All Apps" section, but once I clicked on it, I got a window that had a white background with a box with an X in the middle of the screen. On top, there is a blue circle with a white loading circle that was loading for forever. I tried rebuilding it multiple times, recreating the Unity project in a new project, and double-checking my Unity build settings, but those were correct. How can I fix this issue? I'm using Unity version 2022.3.20f1. Thank you, Avinash Devineni Edit: Now it started doing the environment scanning visual, but still shows a white box, although there is no blue loading circle anymore. I didn't change anything or redeploy it to the HoloLens 2, so I'm not sure why it started doing something different.238Views0likes0CommentsHoloLens2 Microphone Not Recognizing Speech Commands
Hololens is picking up my audio, but none of my voice commands are registering. The audio picked up from the microphone is faint too. All OS and app updates are already installed. Device has been powered off and booted back up. Tried factory resetting device too. Not sure how to fix issue. Currently developing in Unity.239Views0likes2CommentsObjects not anchored in Hololens 2 after building from Unity
Hello all, I hope I found the right spot to put this. I am having an issue with porting one of our apps from Magic Leap 2 to Hololens 2 in Unity. After setting up MRTK into the project and hooking a few things up, I build the project for UWP and deploy to the device. When running the app, all objects in the scene move with the camera instead of staying anchored to their position. If I setup MRTK in an empty project and deploy, objects in the scene however are anchored appropriately. I am not sure what is possibly causing this, but I imagine there is some setting or error within my project. I do not have much experience with Hololens development. Things I have tried: -Disabling unnecessary DLLs from being loaded for UWP -Fixing any exceptions thrown shown in the Player Log file -Updating any conditional compilation tags so code from other platforms do not run unintentionally -Checking MRTK project/build/prefab settings against empty project that is successful Perhaps someone here is aware of what triggers this and could potentially point me in the right direction. I am using Unity 2022.3.11. Thanks in advance!421Views0likes0CommentsHololens 2 FileOpenPicker: no access to Documents folder
We're developing a B2B Hololens 2 application (in Unity, with MRTK). As data input for our app we load in.csv files which contain configuration settings, these are different every time the app is used. We're able to use FileOpenPicker to bring up the Hololens File Explorer in the app to select the .csv file we need. However, when the file is in the Documents or Downloads folder access to read them is denied - but when we put them in the Pictures folder (and declare access through the Appxmanifest > Capabilities > Pictures Library) we can read and write the files just fine. Is there a way to allow access to the Documents and/or Downloads folder as well?5.4KViews0likes3CommentsHoloLens 2 cannot stablish wired connection using USB cable or ethernet-type C adapter.
Hello everybody, In the company I work for, we have been developing a HoloLens 2 using Unity 2019.4.24 and MRTK 2.6.1 from about 5 years (we started in HoloLens 1) that basically connects to a PC software and sends and receives (using websockets) data to be rendered in the HoloLens. A year ago, I made research to see if we can use a wired connection to perform the communications, and it used to work. The setups I have tried (everyone used to work): Connect the HoloLens to the PC using the USB cable and having the device portal enabled. Using an ethernet to type C adapter, connect the HoloLens to a router using an ethernet cable, the PC is also connected to the router through ethernet. Using an ethernet to type C adapter, connect the HoloLens to the ethernet port on the PC, in this scenario I needed to set an IP address and the submask in the PC and the HoloLens. From my app side, everything worked without need to add special code to handle the wired connection. Last week one of our costumers told us that he is not able to use the wired connection (he was using the scenario 1), so, after I get the ticket, I tried to replicate the setup, for my surprise none of the setups were working. I restored the HoloLens device to the factory settings, doing this only scenario 2 works. Besides this client, 2 of my colleagues are reporting the same issue, all our HoloLens have the OS version: 20348.1542, we have tried and old version of our app when I did the research, the app is not working so I’m assuming this could be a bug in the OS. Other things I have noticed: The HoloLens is unreachable if I try to do a ping in scenario 1 a 2 (scenario 2 is reachable after restoring the HoloLens) In all scenarios the IPv4 is not shown/assigned, if I try to assign the IP manually in the IP assignment settings the configuration is not preserved, once I press “Save” and return to the previous screen, it remains “Automatic (DHCP)” and when is saved, the ping cannot reach the HoloLens from the PC. When I connect the cable 2 ethernet adapters are displayed (as far I remember there was only one). When the cable is not connected there’s still one ethernet adapter but cannot set an IP manually. I was looking the way to try to perform a ping from the HoloLens, I was trying to use an app (DL Networks monitor) to see if the HoloLens is connected properly to the network. As I mention above, this seems to be an issue to the Operating system, Where can I report this? The last idea to try to fix this is to downgrade the HoloLens to an older version of the OS and look if the wired connection works.1.3KViews0likes0CommentsDo you have ideas for software/plug-ins/ librairies for collaboration with the Microsoft Hololens 2?
Hi ! I'm doing my bachelor project with the Microsoft Hololens 2, specifically I'm doing a technical analysis regarding the different toolkit/plug-ins/software available for doing collaboration (not remote collaboration but local). I'm especially looking for some that work with unity as this is the software I'm using to build/deploy my applications on the Hololens. Here's is some of my research, if you have comment regarding it or you maybe think that it can be good to add something I would gladly discuss it with you. As you see did find all unity supported plateforms, so even if it's not for unity I will gladly take your recommandation. Best regardsOauth 2.0 authentication in Hololens
Hi Developers, I am trying to insert OAuth 2.0 function into my application inside the HoloLens, but haven't found a successful way for the past two weeks. I had try using Launcher function like LaunchUri, I was able to do all the login authentication with the edge it pop out but was not able to return any information from it to my application. I also try to use web authentication broker(WAB) but was keep giving me error "Value does not fall within expected range". I was able to do it in a desktop application, but not in HoloLens. Can anyone give me some suggestion on what I can do? So my steps are Step 1: Direct the User to the Authorization Web Flow which is to launch a website for authorization through a provider Step 2 :When consent has been granted, the user will be redirected back to your callback URL (redirect_uri) with an additional code query parameter that contains the authorization code Thanks!!!!!!!1.4KViews0likes2CommentsWorld Locking Tools and Cross Session Object Persistence
Hello all, I am porting to the Hololens2 an application previously developed with Hololens1 (if curious,hereyou can find a video description of the app). Most elements have been straightforward during porting, but the new persistence management is causing me many issues (and headaches). I have 2 key requirements: 1. Be able to move and rotate objects in the environment at runtime within the Hololens2, and then each time the application starts, it recognizes the room and repositions all objects as they were placed in previous application runs. 2. Share the real environment position/rotation of my 3D objects with other Hololens2 devices, to have all objects correctly aligned among all users. Sharing is done on a local network, which might not have access to the internet. When I developed (a long time ago) this system for the Hololens 1, everything worked fine, and I relied on the WorldAnchorStore and Spatial Anchors (https://docs.microsoft.com/en-us/windows/mixed-reality/develop/unity/persistence-in-unity). However, with the latest developments to the Mixed Reality API I have understood and tested the two new available approaches: a) World Locking Tools b) ARAnchorManager, using the OpenXR plugin and ARFoundation API One first consideration is that the World Locking Tools API approach seems extremely more stable than the ARAnchorManager approach. And from the documentation, it seems to be the preferable approach suggested by Microsoft. Therefore I would like to achieve my requirement (number 1) with the World Locking Tools. I seem to have it working, but (1) my solution seems quite hacky, and (2) I am unable to share my information with other devices (failing requirement number 2). In the World Locking Tools methodology, I understood that there are no more "explicit" anchors as the WLT system instantiates them in the background. Still, it is possible to create Attachment Points, which help stabilize objects (this is my understanding). Therefore, using attachment points, to load objects in the same position at each application run, what I do is: - read from a local file (saved in XML) a list of all my movable objects and all their positions and rotation (saved in previous runs) - assign to each of these movable objects an Attachment Point (using the AttachmentPointManager.CreateAttachmentPoint() https://docs.microsoft.com/en-us/dotnet/api/microsoft.mixedreality.worldlocking.core.iattachmentpointmanager.createattachmentpoint?view=wlt-unity-1.5) - each time an object is moved, I save (or update) its position and rotation in the local file Despite this solution seems to work (i.e., when I load the application again, objects are where I previously positioned them), there are a couple of open points which I can't understand and are not exhaustively explained in the documentation. 1. What is the point of creating an attachment point at runtime if there is no link with the game object associated with it? 2. I understand there are different coordinate spaces (https://docs.microsoft.com/en-us/mixed-reality/world-locking-tools/documentation/concepts/advanced/coordinatespaces). Do I need to adjust (during update) the position of the objects according to other coordinates (Frozen, Locked)? And if so, how should I do so? 3. Am I in charge of serializing and deserializing each object's position and rotation information to have their position/rotation persistent across sessions? 4. How can I share this serialized information with other devices for them to load objects in the same position/rotation for all? I understand there are Azure Spatial Anchors; however, I need to achieve the sharing of objects' real-world positioning without accessing the internet (I only have a local wireless network). I hope someone can help me, and I am available to provide further details and code if necessary. Thanks a lot!