MixedRealityToolkit-Unity | Mixed Reality Toolkit provides a set of components | Augmented Reality library

 by   microsoft C# Version: v2.8.3 License: MIT

kandi X-RAY | MixedRealityToolkit-Unity Summary

kandi X-RAY | MixedRealityToolkit-Unity Summary

MixedRealityToolkit-Unity is a C# library typically used in Institutions, Learning, Administration, Public Services, Virtual Reality, Augmented Reality, Unity applications. MixedRealityToolkit-Unity has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

You can find our planning material on our wiki under the Project Management Section. You can always see the items the team is actively working on in the Iteration Plan issue.
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              MixedRealityToolkit-Unity has a medium active ecosystem.
              It has 5792 star(s) with 2150 fork(s). There are 428 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 673 open issues and 5111 have been closed. On average issues are closed in 52 days. There are 16 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of MixedRealityToolkit-Unity is v2.8.3

            kandi-Quality Quality

              MixedRealityToolkit-Unity has 0 bugs and 0 code smells.

            kandi-Security Security

              MixedRealityToolkit-Unity has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              MixedRealityToolkit-Unity code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              MixedRealityToolkit-Unity is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

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              MixedRealityToolkit-Unity releases are available to install and integrate.
              Installation instructions are available. Examples and code snippets are not available.
              It has 1131 lines of code, 15 functions and 1459 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

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            MixedRealityToolkit-Unity Key Features

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            MixedRealityToolkit-Unity Examples and Code Snippets

            No Code Snippets are available at this moment for MixedRealityToolkit-Unity.

            Community Discussions

            QUESTION

            Leap motion in MRTK
            Asked 2022-Mar-18 at 11:26

            I tried all in this main step resource, but I cannot get leapmotion to work in MRTK. I download the foundation packege with the Mixed Reality Feature Tool but I keep getting this error in the editor while making the leap motion profile:

            And this when I trytointegrate the module:

            On the other hand when the core packege isimported as adviced "Only import the Core package within the Unity Modules" these errors appear and the project does not compile:

            Unity version: 2020.3.11.f1 and installer both installers Leap_Motion_Setup_4.0.0+52173 (orion) and Ultraleap_Tracking_Installer_5.4.5_win64.

            The departing repo is: https://github.com/microsoft/MixedRealityToolkit-Unity

            ...

            ANSWER

            Answered 2022-Mar-18 at 11:26

            Which version of MRTK are you using?

            I see you've tried both Orion (V4 service) and Gemini (V5 service).

            You need to match the correct version of the Ultraleap Unity Modules / Plugin with the correct version of the Ultraleap tracking service (Orion/Gemini). Tracking Service version >=5.2 should be used with the Ultraleap Unity Plugin V5.3.0 (that exact version), although it will likely work with 4.9.1 of the Unity Modules too (I haven't personally tested this). This support is not yet in an MRTK release yet although it has been merged to main (https://github.com/MicrosoftDocs/mixed-reality/pull/512).

            The update to the MRTK documentation to support the Ultraleap Unity Plugin V5 (requires V5.3.0 plugin) is in this pull request: https://github.com/MicrosoftDocs/mixed-reality/pull/512 and is worth a read.

            Note, we talk about the V4 Unity code as Unity Modules and V5 Unity code as the Unity Plugin.

            If you need to use the Orion tracking service then you need a Unity Modules version that is older than V4.9.1 - i.e. Unity Modules 4.8.0 from here https://github.com/ultraleap/UnityPlugin/releases/tag/UM-4.8.0

            Sounds like you might still be having issues using Orion and Unity Modules - can you confirm the version of MRTK and Unity Modules you were trying to use please?

            Summary:

            Orion Service V4.X : Use <=V4.8.0 of the Unity Modules

            Gemini Service >= V5.2 : Use V4.9.1 of the Unity Modules or 5.3.0 of the Unity Plugin (support for the latter is not in an MRTK release but has been merged to main)

            Source https://stackoverflow.com/questions/71474222

            QUESTION

            HoloLens - Is there a possibility to combine MRTK and HoloLens2ForCV?
            Asked 2022-Feb-05 at 11:20

            I am starting a project where I need the following two things:

            1. raw sensor data from the HoloLens 2 to create a point cloud
            2. functionality and ui from MRTK

            The thing is that I'm using MRTK in a Unity project and the programming language is C#.
            To get the depth information from the sensor I need to use the research mode, which is given by using HoloLens2ForCV and is written in C++.

            I am currently still researching and trying to understand what direction I will take. What I have found so far is the following plugin for Unity, which is based on HoloLens2ForCV. Regardless of that, I would like to know what other possibilities there are and if anyone has already tried the same.

            My Setup:

            • Unity 2020.3
            • MRTK 2.7.3
            • latest state of HoloLens2ForCV
            ...

            ANSWER

            Answered 2022-Feb-05 at 11:20

            I have been working with HololensforCV (the 1st version) with MRTK for over half a year now. I have reused and edited multiple UI prefabs from MRTK. I have had no problem so far. The second version should not have any problems as well.

            But I had issues with Unity 2020.3 versions. more info about the issue can be found here OculusXRSDKDeviceManagerProfile

            Hence my preferred Unity version would be Unity 2019.4.

            Source https://stackoverflow.com/questions/70988393

            QUESTION

            Why is my MRTK Android AR App background black?
            Asked 2021-May-28 at 12:45

            I started a project on Unity version 2019.4.24f1, imported MRTK 2.6.1 foundation, tools, etc and set everything up according to this guide:

            https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/CrossPlatform/UsingARFoundation.html

            The App starts and shows the elements that I placed in the testscene (buttons, etc), but the background of the app is black and there is no camera access question from my android system.

            The device I am testing on is a Oneplus 3T and the minumum SDK requirements are met. How can I get this to work? I will post my MRTK and Player Settings below:

            MRTK Settings:

            Player Settings:

            XR Settings: (Note that If I activate AR Core tick, it displays an error)

            Error when AR Core is ticked:

            Packages:

            ...

            ANSWER

            Answered 2021-May-06 at 19:43

            The screen is black is because the camera access is not granted.

            Check if your manifest file has the camera access permission.

            https://developer.android.com/guide/topics/manifest/uses-permission-element

            Source https://stackoverflow.com/questions/67417993

            QUESTION

            Draw over plane using hand in HoloLens2
            Asked 2020-Nov-02 at 08:47

            I want to implement a feature on HoloLens2 app, which allows user to draw/paint on specific surface in every part which was touched by the user.

            So we have a flat plane and when I move my hand over this plane, spots below my hand should be coloured. How can I implement such feature keeping in mind, that HoloLens has limited processing power and calling Texture.Apply() every frame is unacceptable?

            I tried to adopt a script from Eye tracking Heat map demo scene to use hand touch instead, but didn't success.

            I've changed

            ...

            ANSWER

            Answered 2020-Nov-02 at 08:47

            HoloLens has limited processing power and calling Texture.Apply() every frame is unacceptable?

            As say in Unity Documentation, Apply is a potentially expensive operation, so you'll want to change as many pixels as possible between Apply calls. In DemoVisualizer, the solution it uses is the dwellTimeInSec property provided by the EyeTrackingTarget component that defines the duration in seconds that the user needs to keep looking at the target to select it via dwell activation, and the duration value defaults to 0.8s. It avoids the overuse of the Apply method.

            Therefore, you can refer to this practice of EyeTrackingTarget to improve the underperforming frame rate your mixed reality application got.

            Source https://stackoverflow.com/questions/64621503

            QUESTION

            MRTK 2.4 - Reattach Hand Menu
            Asked 2020-Sep-23 at 09:35

            I used the prefab HandMenu_Large_WorldLock_On_GrabAndPull as a basis for my hand menu. If grabbing the menu and placing it somewhere, I stays there and this behavior is fine for me. But now I want to walk away, looking again at my hand and the menu should reattach to my hand. How to set up HandConstraintPalmUp to achieve that?

            What I tried:
            I read here that I could set the SolverHandler to true or call the method HandConstraintPalmUp.StartWorldLockReattachCheckCoroutine() but this is actually not setting the SolverHandler to true, it just stays false. If running it via Holographic Emulation and setting the handler to true by clicking in the editor, it works, but not via OnFirstHandDetected or OnHandActivate of HandConstraintPamlUp. Also the documentation says:

            When trying to set the hand constrained object to start following your hand again (based on whether it meets the activation criteria), set the SolverHandler's UpdateSolver to true.

            But what is the criteria for the solver to set UpdateSolvers to true? What am I missing here?

            Menu with default settings:
            Why is for example the OnClick-Event on the button BtnClose working and my call on OnHandActiavte not?

            ...

            ANSWER

            Answered 2020-Sep-23 at 09:35

            Actually, since the Use Gaze Activation checkbox of HandConstraintPalmUp component is disabled by default, and the coroutine function WorldLockedReattachCheck() invoked by StartWorldLockReattachCheckCoroutine() method has a conditional statement will evaluate the useGazeActivation property to decide whether to execute the statements following. If you did not enable the Use Gaze Activation, it will never update the UpdateSolver property to true. You can refer to the source code of this class for details: HandConstraintPalmUp.cs Line 392. To fix it, you can enable the Use Gaze Activation for your project or update the value of SolverHandler.UpdateSolvers directly in your code.

            Besides, the OnHandActiavte event is always work fine for me, I can't reproduce your issue on my machine. Could you provide more information about it? And if you have question about how to use it, you can find examples in the HandMenuLayoutExamples scene under Assets/MRTK/Examples/Experimental/HandMenuLayout/Scenes.

            Source https://stackoverflow.com/questions/64009661

            QUESTION

            How to get hand mesh data from Hololens2 without turning on Hand Mesh Visualization option
            Asked 2020-Jun-19 at 10:01

            I have tried to get hand mesh data from Hololens2 using MRTK V2 and Unity C#. Now, I can get hand mesh data with turning on Hand Mesh Visualization option and referring MRTK HandTracking guide.

            Unfortunately, the visualization(drawing hand CG) is heavy workload. So, I would like to get hand mesh without turning on Hand Mesh Visualization option but OnHandMeshUpdated function is not called due to turning off Hand Mesh Visualization option.

            Does anyone know how to get hand mesh data from Hololens2 without turning on Hand Mesh Visualization option?

            Hand Mesh Visualization option

            ...

            ANSWER

            Answered 2020-Jun-19 at 10:01

            MRTK does not directly provide this feature. According to the source code of MRTK-Unity, check out the code line 163 of BaseHandVisualizer class, you will find the majority of jobs are processed in the OnHandMeshUpdated event handler. When the current hand mesh is updated based on the passed-in state of the hand, OnHandMeshUpdated method will be invoked with HandMeshInfo event data. Once Hand Mesh Prefab field in [InputSystem]->[Hand Tracking] is set as "None", MRTK will not instantiate handMeshFilter according to the conditional statement. But the hand mesh related data will be easily accessible from the event data. Check out the class definition of HandMeshInfo here.

            Source https://stackoverflow.com/questions/62443151

            QUESTION

            Placing holograms/gameobjects on world mesh with Hololens 2 using MRTK2-Unity
            Asked 2020-Apr-07 at 09:19

            slight noob question and I may have missed something in the MRTK2-Unity docs/samples etc but I'm just getting back into Unity with the Hololens 2 and I'm looking for a simple example of dropping holograms onto the world mesh, rather like the original Hololens 1 MR 250 tutorial, using the old HoloToolKit: WorldAnchorManager and TapToPlace approach.

            I'm sure this is quite a simple thing to achieve but can't seem to find an example now that the HoloToolKit "Manager Prefabs" approach has been replaced by the MRTK services etc.

            I want to update some old HL1 projects to HL2 but the Porting Guide is either a bit unclear, or more likely, designed to be interpreted by clever people who know what they are doing...

            cheers

            ...

            ANSWER

            Answered 2020-Apr-07 at 09:19

            I think what you are looking for is the new approach with Solvers : MRLearning-Base-Ch3

            Most of old HoloToolkit managers are now integrated into services but you will find all functions that you need.

            The Porting Guide explain what changed, I don't really understand what is unclear in this guide ... Can you develop ?

            Source https://stackoverflow.com/questions/61076279

            QUESTION

            App-crash on HoloLens(1st. gen)-Emulator when enabling 'Spatial Awareness System' in MRTK 2.3
            Asked 2020-Feb-17 at 12:08

            i recently set up required software for development for the Microsoft HoloLens(1st. gen) with the newest version of the HoloLens(1st. gen) emulator (followed the MRTK-Guide: https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/GettingStartedWithTheMRTK.html#get-the-latest-mrtk-unity-packages). I already tested some example scenes from the MRTK on the emulator and everything works as expected. However, when i test the SpatialAwarenessMeshDemo, the app starts within the emulator with the unity start-screen. Then the scene is visible but after 1-2s the scene disappears and exceptions are thrown. Visual Studio Log:

            ...

            ANSWER

            Answered 2020-Feb-17 at 11:34

            So i ironically found a solution for this just after posting the question: I stumbled about this https://github.com/Microsoft/MixedRealityToolkit-Unity/issues/3554 so i installed an older version of the HoloLens(1st. gen) emulator and everything works fine. Older versions: https://docs.microsoft.com/en-us/windows/mixed-reality/hololens-emulator-archive

            version that worked for me: HoloLens Emulator build 10.0.17134.80

            Source https://stackoverflow.com/questions/60261520

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install MixedRealityToolkit-Unity

            If you're new to MRTK or Mixed Reality development in Unity, we recommend you start at the beginning of our Unity development journey in the Microsoft Docs. The Unity development journey is specifically tailored to walk new developers through the installation, core concepts, and usage of MRTK. If you're an experienced Mixed Reality or MRTK developer, check the links in the next section for the newest packages and release notes.

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