Hololens | Website made for Microsoft Hololens as a school project
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QUESTION
I just launched the emulator App by double clicking it. It loaded (loading time is 10 to 15 min) with an audio to accept Microsoft licence agreement and login with current Microsoft id. It shows the licence agreement window as shown in below image:
Hololens Emulator Licence Agreement
I could not click the Accept button. So I could not proceed further. I used alt+mouse drag to bring the hand, but either the hand does not appear or sometimes even if it appears and moves, no raycast to point on the button. I tried toggling the Use mouse, use keyboard for simulation check boxes.
Emulator version: 10.0.20346.1002
My device sepc:
Processor Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz 2.80 GHz, Installed RAM 16.0 GB (15.9 GB usable), System type 64-bit operating system, x64-based processor
Windows Spec:
Edition Windows 10 Enterprise, Version 21H1, OS build 19043.1023, Experience Windows Feature Experience Pack 120.2212.2020.0
Windows SDK version - 10.0.20348.1
GPU: Nvidia Geforce GTX 1070, DirectX version: 12, Driver model: WDDM 2.7
...ANSWER
Answered 2021-Jun-14 at 18:48Thanks Hernando - MSFT for helping me. The Accept button in the Licence agreemnet window can be clicked by moving back and forth the hand using W,A,S,D keys.
Previously i thought that i should click using a raycast pointer. It would be nice if i can click using raycast because the current approach is very difficult for any new users.
Additionally, sometimes mouse and keyboard inputs doesn't worked for me. This is because the 'Use Mouse' and 'Use Keyboard' check-boxes under the Simulation Panel is disabled. We have to ensure they are enabled for using mouse and keyboard for simulation inputs.
QUESTION
I'm new in hololens 2 developing and trying to use Holographic Remoting.
Unity 2019 LTS MRTK 2.5.3 Unreal 4.26 Hololens 2 Win 10 VS 2019
- In Unity : I follow a popular tutorial,
On HoloLens, go to the Microsoft Store and install the Holographic Remoting Player application. On HoloLens, start the Holographic Remoting Player application. In Unity, click the "Windows" menu and select "XR->Holographic Emulation". Set the simulation mode to the remote device. For remote computers, please enter the IP address of HOLOLENS. Click "Connect". You should see the connection status change to "Connected", and you should see the screen appear blank in HoloLens. Click the "Play" button to start the play mode and experience the application on HoloLens.
What I met: Setting in Unity Setting in Unity
When I start to "Connect", Error there: Disconnected with error TransportConnectionFailed UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
- In Unreal I follow: https://docs.unrealengine.com/zh-CN/SharingAndReleasing/XRDevelopment/AR/HoloLens/QuickStartStreaming/index.html https://docs.microsoft.com/zh-cn/windows/mixed-reality/develop/unreal/tutorials/unreal-uxt-ch6
Setting in Unreal Setting in Unreal Similiar error: LogTemp: Editor connecting to remote HoloLens2: 192.168.19.57 LogWmrHmd: WMRInterop: ConnectToRemoteHoloLens trying to connect to HoloLens2 192.168.19.57 LogWmrHmd: WMRInterop: RemotingDisconnectedEvent: Reason: 12 TransportConnectionFailed LogHoloLensAR: Warning: HoloLens AR session disconnected from peer
I can connect the device in device portal, and in the Unreal device manager I can also connect my hololens. device portal Unreal device manager
Anyone meet this problem?
...ANSWER
Answered 2021-Apr-22 at 06:02Could you check that is there any network management software (such as anti-virus software, Firewall, VPN, etc.) is running on your PC? Because we have solved same problems of another customer, and the reason is that he installed VPN software on the PC, which caused UDP port to be blocked. If you still see the same behavior after shutting down the network management software, please open a support ticket through this link: http://aka.ms/hololenssupport
QUESTION
I'm trying to deploy an application I built in Unity to the HoloLens 2 by following this tutorial.
Here are the build settings I entered in Unity.
When I go to deploy the application by selecting "Master", "ARM64", "Device" and then "Start without debugging" in Visual Studio I get this error "There were deployment errors. Continue?". If I select yes then I get the below error:
...ANSWER
Answered 2021-Jun-02 at 08:33To deploy to HoloLens over Wi-Fi, please select "Remote Machine" instead of "Device" in the deployment target drop-down menu. And then, go to Project > Properties > Configuration Properties > Debugging, and enter the IP address of your device in the Address or Machine Name field, more information please see: Deploying a HoloLens app over Wi-Fi
QUESTION
Can anyone tell me if one can directly select the DNN AI core for neural network evaluation on HoloLens 2.
I have read about the HPU, which includes and DNN AI core in the GitHub repo here. But in the doc for the devices that can be used only CPU and GPU are listed.
...ANSWER
Answered 2021-Jun-07 at 17:27Currently Windows AI only supports inference on CPUs or GPUs.
Unfortunately there isn't a way to perform inference on the HoloLens2 HPU DNN AI Core at the moment.
QUESTION
I'm working on hololens 2 project with inage tracking. 2019LTS unity Vuforia 9.8 MRTK 2.6.0
Flollowing the tutorial: Working with the HoloLens Sample in Unity And start an empty project.
I found the object can't autoly disappear when I move the image out of vision. I use the default setting and test it on my andriod device. It always works just as what I want. I read the other any similar question but seems out of time. And I never meet this problem in andriod-vuforia development.
...ANSWER
Answered 2021-Jun-01 at 06:15It seems that you don't have a clear description of your problem. I think you should at least attach the relevant screenshots.
But I can probably guess what your problem is. This is an update of vufaria 9.
In vufora 8, you may need some works with the code, now you just need to check: track target status
hope that could help you.
QUESTION
I’m making a HoloLens 2 app using Unity and MRTK, I need to instantiate a gameObject in the coordinates of the user hand when the user performs an Air-tap gesture, I was trying to achieve this using IMixedRealityInputHandler
, but the problem is that in order to detect the air-tap gesture, the user need to be pointing towards the gameObject that has the script to implements that interface attached,
Any idea about how can I detect the air-tap mid-air without the need of pointing something directly?
...ANSWER
Answered 2021-May-10 at 06:02To listens for input events and disregarding what GameObject in focus, you can create a component registered global input handlers, more information please see:Register for global input events
QUESTION
I'm trying to implement a smooth authentication flow for an hololens 2 app in a no-internet environment. Following setup is running currently
- I'm hosting an identity server (Ory Kratos) with OAuth2 possibilities that holds user information.
- I'm hosting a resource API that only logged in users should be able to access.
The user should be able to access their resources within the HL app. Possibilities to solve this are
- Redirecting the user to a 2D page like in this article. But typing a long password in an Augmented Reality app is hard.
- Using a second device (smartphone/laptop) like in this blog. But requiring another device is suboptimal.
Both approaches are fine, but they both lack a smooth user experience. My idea was to utilize the Windows Accounts that are already on the HL device. Microsoft Docs has a small section on how to take advantage of linked identities on HoloLens, see here. But it doesn't really explain how to "link" them to a custom identity server.
So I was wondering, is it possible to use these Windows Accounts that are already on the HL device and somehow link them to my identity server?
Or does anybody have a better idea to provide a smooth authentication flow in Augmented Reality? I'm open for ideas.
...ANSWER
Answered 2021-May-26 at 05:55Windows Hello may meet your requirement. It works with the Azure Active Directory account or Microsoft Account connected in Windows settings, and it replaces passwords with strong 2FA by verifying your biometric. Besides, in Windows Hello architecture you no longer need to host your Ory Kratos OAuth2 server.
QUESTION
I'm using the MRTK for a hololens app and I need to select a file that the user puts in their document folder. I am trying to access the FileOpenPicker and use the PickSingleFileAsync() function from a button press to get the file and then load that into my app.
The code inside this function is basically what I am doing:
...ANSWER
Answered 2021-May-23 at 22:49ALL THANKS TO THIS POST! I finally found a solution to my issue. The biggest call that wasn't mentioned in any docs I looked through was this UnityEngine.WSA.Application.InvokeOnUIThread()
I didn't run into this, nor did I find any documentation on this being a solution for MRTK+unity for hololens development. So for anyone out there looking for a solution to the issue I will quote that link above in case it's broken in the future.
QUESTION
I'm trying to send GPS-coordinates from an Android device to the Hololens by BLE-advertisments. The problem as far as i see, the events from BluetoothLEAdvertisementWatcher do not trigger on the Hololens.
I have tried copy-paste both this implementation and this on the receiver side, no received event.
This is the current implementation in Unity, i have implementated the same functions in a blank UWP-C# project and deployed directly on the Hololens with the same result.
...ANSWER
Answered 2021-May-18 at 10:06Ok, so i can now recevie advertisments on the HoloLens by running the example provedied by Microsoft. I could not receive any events at all and no updates was available in the settings, so i've reinstalled all applications in the Microsoft Store and that seems to be the solution for me. After that and a restart of the HoloLens i was able to recieve advertisements from my PC.
Another tip for other tip for people trying to recieve advertisements on the HoloLens 2. When i was able to receive advertismements from my pc i saw that the advertisments from my Android device was not recieved on the HoloLens, but recieved on the PC. The advertisments on my PC was of type NonConnectableUndirected and from my Android device ScannableUndirected. I needed to change to "AdvertisingSet" and in the AdvertisingSetParameters set both isConnectable and isScannable to false to be able to send NonConnectableUndirected. Now the HoloLens recevies the advertisments from my Android device.
QUESTION
I have already successfully used BLE advertising to broadcast information from one android device and receive it on another. Now I want the observer to be a Unity-app running on the HoloLens v2. The HoloLens does not need to connect to the android-device as I am aware that this does not seem to be supported. I am looking for a broadcaster -> observer solution.
As mentioned, I already have the broadcaster written and it works fine with android -> android. Now I have implemented my observer in Unity, largely inspired by this article, and it looks like this:
...ANSWER
Answered 2021-Apr-07 at 08:05We tested the Bluetooth.Advertisement API and works well on the HoloLens. I found that you assigned the CompanyId(a 16-bit unsigned integer) property a signed decimal number, but we usually provide a hexadecimal number as a Bluetooth LE company identifier code. Could you double-check this point both in your watcher and publisher? For example, it should look like 0xFFFE
. Besides, more information about how to use the Bluetooth Advertisement API to send and receive Bluetooth Low Energy advertisements please see:Bluetooth advertisement sample
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