MixedRealityToolkit-Unity | Mixed Reality Toolkit provides a set of components | Augmented Reality library
kandi X-RAY | MixedRealityToolkit-Unity Summary
kandi X-RAY | MixedRealityToolkit-Unity Summary
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.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of MixedRealityToolkit-Unity
MixedRealityToolkit-Unity Key Features
MixedRealityToolkit-Unity Examples and Code Snippets
Community Discussions
Trending Discussions on MixedRealityToolkit-Unity
QUESTION
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 11:26Which 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)
QUESTION
I am starting a project where I need the following two things:
- raw sensor data from the HoloLens 2 to create a point cloud
- 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 11:20I 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.
QUESTION
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:
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:
XR Settings: (Note that If I activate AR Core tick, it displays an error)
Packages:
...ANSWER
Answered 2021-May-06 at 19:43The 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
QUESTION
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 08:47HoloLens 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.
QUESTION
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 09:35Actually, 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.
QUESTION
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?
...ANSWER
Answered 2020-Jun-19 at 10:01MRTK 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.
QUESTION
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 09:19I 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 ?
QUESTION
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 11:34So 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
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install MixedRealityToolkit-Unity
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page