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Hitting Play in Unity Editor results in black screen

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Windows Insider Version: 16241
Unity Version: 5.6.1p1 MRTP9
Visual Studio: Community 2017

  • Mixed Reality Portal works fine
  • Acer Headset shows Cliff House perfectly
  • No errors or anything shown on screen

When running a blank scene, I see that my Acer headset is correctly tracking (ie the camera moves when the headset does) but inside the headset is black. If I build a UWP app and run through visual studio it shows up correctly in the headset.

While it works, this is incredibly inefficient to work with as I want to be able to quickly make changes within the editor, hit play and flip the visor down to see the results. Is this the intended workflow or am I doing something wrong in Unity?


No Video Signal in headset, but device is tracking - Acer MR Headset

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So the problem; My Acer headset tracks just fine through the Mixed Reality portal, but I'm getting no visual signal in the headset.

I've run through the suggested fixes on the Mixed Reality support doc such as switching simulator mode on and off, DWM task reset, and closing the MR Portal. None of those have worked.

I have managed to get signal going a few times, by disconnecting the headset entirely, and rebooting. Once booted up, I reconnect the headset, and I've got signal... that starts to flicker and cut out after about 10-15 seconds, until eventually (within 30 seconds) the signal is gone entirely.

I've tried all of the following to resolve this issue:

  • Use different USB3.0 ports (Not using ASRock ports, but Intel USB ports)
  • Disconnect all other devices that could interfere, leaving just input and the headset.
  • Update all display and chip-set drivers
  • Instead of connecting directly to the GPU HDMI, connect to Displayport through an HDMI to DP adapter (rule out HDMI port issues)
  • Move from Creators build to latest Insider Fast 16257
  • Again, check and verify all drivers while running 16257
  • Test headset on a different computer to determine whether it was defective, it's not. It "works" fine on a Surface Pro 3 with Creators update 15063 (though runs at like 5 FPS)
  • Clean installation of Windows 10 on a different SSD (same machine), updated to Creators Update 15063, latest drivers installed

None of these have resolved the no signal issue. Here's a hardware rundown:

CPU Intel Core i5-3570K 3.4Ghz
MB Asus P8Z77-V PRO
GPU GeForce GTX 980 Ti AMP! Extreme
RAM 16GB RAM

It's not the latest and greatest hardware, will be testing the headset tomorrow on a more recent machine with a 1080, and newer cpu/mb, but according to the MR portal, it really should run on this hardware... hell it "ran" on a SP3.

Would love some help or ideas on what to try next.

Error C00011-1 , acer headset on wos 16275

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After I updated to windows 10 build 16275, i receive the error code 00011-1, in mixed reality portal when i connect the acer headset.

Hololens Limitations

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Hi,

I'm looking at developing a HoloLens application with Unity, is there a max file size or other limitations as opposed targeting for a desktop?

Thanks

Simple way to send messages from HoloLens to a Unity application on desktop

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Hi everyone,

Currently I am working on a project that needs the communication between the a HoloLens app and a Unity desktop application. More in detail, I want the HoloLens app to send a simple message (e.g. a digit) to a unity application that is running on a Windows 10 desktop, and the desktop app needs to receive the message and show the digit it gets.

Since I am very new to HoloLens and unity development, and don't know much about network, I have been searching the internet and looking for some very simple and easy way to do this but all ended up with some codes beyond my knowledge. Do you know if there is any easy to way to do this? Would you mind sharing some basic codes? And any examples or tutorials are all welcome!

Thank you in advance!!!
Will

How can I access the Hololens Locatable Camera view and projection matrices with the WinRT API?

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The documentation for the Hololens gives an example of how to extract the Locatable Camera view and projection matrices using the Media Foundation API here: https://developer.microsoft.com/en-us/windows/mixed-reality/locatable_camera#locating_the_device_camera_in_the_world.

It claims that this is also possible with the WinRT API, and links to this documentation reference: https://docs.microsoft.com/en-us/uwp/api/Windows.Media.Devices.Core.CameraIntrinsics.

However, this class does not seem to have any API to retrieve the extended Hololens attributes, only the default Windows Phone ones like the distortion matrix and pinhole properties.

Is the Hololens documentation incorrect and is it simply not possible to retrieve the Locatable Camera metadata in the WinRT API? Or am I missing something?

The Spatial Coordinate System (3rd and last extended sample metadata attribute) does seem to be available as MediaFrameReference.CoordinateSystem (https://docs.microsoft.com/en-us/uwp/api/windows.media.capture.frames.mediaframereference), which makes this even more confusing...

MediaCapture and FrameReader only record 10 frames, then long pause and continues

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Hi

I have a problem with my current project where I'm doing some image processing. I have a built Unity scene to which I'm adding an image processing component. I have used MediaCapture to be able to process images completely on a second thread, but I only get 10 frames at first and then it has a long pause until it continues. But if I stop the image processing and restart it within the same application instance, it works the second time instantly and runs perfectly.

I'm using MediaCapture and FrameReader. First I have a function that initializes the camera.

private async Task InitializeCameraAsync()
   {
        if (mediaCapture != null) return;
        var allGroups = await MediaFrameSourceGroup.FindAllAsync();
        if (allGroups.Count <= 0) return;

        mediaCapture = new MediaCapture();
        var settings = new MediaCaptureInitializationSettings
        {
            SourceGroup = allGroups[0],
            SharingMode = MediaCaptureSharingMode.SharedReadOnly,
            StreamingCaptureMode = StreamingCaptureMode.Video,
            MemoryPreference = MediaCaptureMemoryPreference.Cpu
        };

        await mediaCapture.InitializeAsync(settings);

        try
        {
            var mediaFrameSourceVideoPreview = mediaCapture.FrameSources.Values.Single(x => x.Info.MediaStreamType == MediaStreamType.VideoPreview);
            var minFormat = mediaFrameSourceVideoPreview.SupportedFormats.OrderBy(x => x.VideoFormat.Width * x.VideoFormat.Height).FirstOrDefault();
            await mediaFrameSourceVideoPreview.SetFormatAsync(minFormat);
            frameReader = await mediaCapture.CreateFrameReaderAsync(mediaFrameSourceVideoPreview, minFormat.Subtype);
            frameReader.FrameArrived += FrameReader_FrameArrived;
        }
        catch (Exception e)
        {
            return;
        }

        await frameReader.StartAsync();
    }

Then I have a second function called Record that runs an IAsyncAction. I want to keep all the processing in a second thread and I don't want several FrameArrived events to happen at the same time so that's why I'm doing it like this. It seems to work perfectly the second time it's run. The "recording" variable is set to true before calling this function and set to false with a voice command.

    public void Record()
    {
        IAsyncAction asyncAction = Windows.System.Threading.ThreadPool.RunAsync(
            async (workItem) =>
            {
                while (true)
                {
                    if (!recording)
                    {
                        await CleanupCameraAsync();
                        return;
                    } else
                    {
                        using (var frame = frameReader.TryAcquireLatestFrame())
                        {
                            if (frame != null)
                            {
                                var softwareBitmap = SoftwareBitmap.Convert(frame.VideoMediaFrame.SoftwareBitmap, BitmapPixelFormat.Rgba8, BitmapAlphaMode.Ignore);
                                Process(softwareBitmap);
                                frame.Dispose();
                            }

                            await Task.Delay((int)(1.0f / fps) * 1000);
                        }
                    }
                }
            });
    }

And CleanupCameraAsync() looks like this:

private async Task CleanupCameraAsync()
    {
        if (frameReader != null) await frameReader.StopAsync();
        if (mediaCapture != null)
        {
            mediaCapture.Dispose();
            mediaCapture = null;
        }
    }

Any ideas what the issue could be? I've been trying to solve this for some time now and haven't gotten anywhere. I've tried tricks such as starting a recording and quitting it before running the normal recording, but that didn't solve anything. The FrameReader_FrameArrived function is empty.

We couldn't download the Windows Mixed Reality software

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I have run into the "Windows Mixed Reality uninstall" issue mentioned on the Known Issues page and the suggested resolution is not working for me.

As suggested I have:

  • rebooted

  • removed the reg keys mentioned (for the ones that appear in my system)

  • 1) HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Holographic ("FirstRunSucceeded" was not there)
  • 2) HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Holographic\SpeechAndAudio (the SpeechAndAudio folder was not there so "PreferDesktopSpeaker" and "PreferDesktopMic" were not there)
  • 3) found and removed "DisableSpeechInput" from HKEY_CURRENT_USER\Software\Microsoft\Speech_OneCore\Settings\Holographic
  • 4) found and removed "DeviceId" from HKEY_LOCAL_MACHINE\Software\Microsoft\Windows\CurrentVersion\PerceptionSimulationExtensions ("Mode" was not there)

  • removed the roombounds.json file

  • removed the contents of the SpatialStore (a single folder called HoloLensSensors)

  • looked for the Analog.Holographic.Desktop capability but it wasn't listed so FOD must not be installed

  • rebooted

I have now repeated the process and gone through the initial setup steps numerous times and continue to get the same message after successfully configuring the room boundary and trying to advance to the next step.

Between one of my reattempts I doubled checked if there were any Windows updates and downloaded cumulative update. My system currently says it is:
Version: 1703
OS Build: 15063.540

The initial reason for doing a Windows Mixed Reality uninstall was that I was having issues where the world would initialize about 100 ft above the building. After spending a lot of time to try and navigate down to the building I eventually gave up and tried uninstalling which is why I ran into this issue.

On the bright side, having to repeat the setup process so many times I spotted the confusing UX quirk that caused my initial problem on the enter you height screen. I thought it was odd that the system wanted me to enter my height as a total number of inches... but later realized that when focus is on the input box that the label to the right is actually another input box. So I believe the system thought I was 70 ft tall, instead of 70 inches. :-(

However, if anyone has any more details on how to successfully reinstall Windows Mixed Reality after having done an uninstall I would appreciated the help.

Unfortunately, the Windows Mixed Reality devices (HP in this case) run on far fewer dev quality machines than I expected (including Microsoft's own Surface Book), so it would be nice if I could figure out how to get things working on my Surface Pro 4 machine again.


“Assembly-CSharp-firstpass.dll could not be found." How to fix this compilation error?

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The project— my very first—is a barebones one: “Holograms 100,” which is a Windows Dev Center tutorial. I planned to test it using Hololense Emulator (version 10.0.14393.1358).

I open MixedRealitySolution.sln in Visual Studio and attempt to compile it.

I repeatedly get message that “firstpass.dll” cannot be found; also that “Assembly-firstpass cannot be found. I did find the firstpass.dll in a folder called “Unprocessed;" it was only 4 kb.”

ERROR CS006: Metadata file 'C:\Users\Jumper\Documents\myUnity5\MixedRealityIntroduction\App\GeneratedProjects\UWP\Assembly-CSharp-firstpass\bin\x86\Release\Assembly-CSharp-firstpass.dll' could not be found

ERROR CS006: Metadata file 'C:\Users\Jumper\Documents\myUnity5\MixedRealityIntroduction\App\GeneratedProjects\UWP\Assembly-CSharp\bin\x86\Release\Assembly-CSharp.dll' could not be found

I am using Unity Beta version 2017.2.0b8 along with Visual Studio Community 2017 Version 15.3.2 (.NET Framework: 4.6.0138). My operating system is Windows 10 Professional: version 1511 (OS Build 10586.318). I had previously enabled Hyper-V in both BIOS and Windows.

In Unity, for the player properties that related to the settings for Universal Windows Platform, I did target Windows 10 SDK: for the rendering section. That is to say, I checked the Virtual Reality Supported checkbox to add a new Virtual Reality SDKs list and confirmed "Windows Mixed Reality" was listed as a supported SDK. That is to say, the Virtual Reality SDKs was set to Windows Holographic.

In Unity’s “Configuration” section:

Scripting Runtime version: Experimental (.NET 4.6 Equivalent); Visual Studio Community 2017 Version 15.3.2 uses .NET Framework: 4.6.0138. I also tried the only other choice of “Stable (.NET 3.5 Equivalent).

Scripting Backend: .NET

API Compatibility Level: .NET 4.6

In Unity’s “Build Settings:”

Platform: Universal Windows Platform

Target: Any Device

Build Type: D3D

Build and Run: Local Machine

Debugging: I checked “Unity C# Projects” only; also, I tried both “Unity C# Projects” and also “Development Build.”

SDK: Latest Installed (the only alternative was 10.0.15063.0). I did also try the alternate setting.

The relevant Visual Studio settings are as follows:

Solution configuration: Release

Solution platform: x86

Hololens Emulator 10.0.14393.1358

MY CORRECTIVE MEASURES:

1, Several times, I repeated the tutorial from scratch, especially always double-checking that I made the correct property settings for the player, configuration and building.

  1. I reinstalled both Unity and Visual Studio Community.

  2. I placed solution in root folder of hard drive and opened Visual Studio; I thought perhaps problem accessing file path that was too long. There are no spaces or special characters in the original file path.

  3. In Visual Studio, I made sure, in Nuget Package Manager Settings, that in the Package Restore Section, both “Allow NuGet to download missing packages” and “Automatically check for missing packages during build" were checked. In another attempt at solving problem, I unchecked both of them, closed Visual Studio, then I relaunched program, re-checked the two items and attempted to compile.

  4. I have spent countless hours searching and trying likely solutions Unity and Microsoft sites, as well as various forums.

Please advise; I would be most appreciative.

Hololens & Visual Studio

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I created the application on hololens (heloward). After the build, running on the emulator throws the following error.

Hololens Universal10 build Json .Dll Error Solve

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Hi All I'm Korean Delveloper

I have a solution for Universal10 build errors.

My Error Type is as follows.. ▼ :)

C: \ Users \ MyApp \ App \ HologramCube \ HologramCube.csproj (274,5): error MSB3073:
"C: \ Users \ MyApp \ App \ Unity \ Tools \ AssemblyConverter.exe" Command -
Platform = uap-lock = "C: \ Users \ MyApp \ App \ HologramCube \ project.lock.json"
-bits = 32 -configuration = Release -removeDebuggableAttribute = False -path = "." - path
= "C: \ Program Files \ Unity \ Editor \ Data \ PlaybackEngines \ MetroSupport \ Players \ UAP \ dotnet \ x86 \ Release"
"C: \ Users \ MyApp \ App \ HologramCube \ Assembly-CSharp.dll"
"C: \ Users \ MyApp \ App \ HologramCube \ Assembly-CSharp -Firstpass.dll"
"C: \ Users \ MyApp \ App \ HologramCube \ UnityEngine.dll"
"C: \ Users \ MyApp \ App \ HologramCube \ UnityEngine.UI.dll"
"C: \ Users \ MyApp \ App \ HologramCube \ UnityEngine.HoloLens.dll"
"C: \ Users \ MyApp \ App \ HologramCube \ UnityEngine.Networking.dll"
"C: \ Users \ MyApp \ App \ HologramCube \ UnityEngine.VR.dll" "
Ended with code 1.

There are three cases of this error.

1. Nuget cash has been initialized.

2. Unity Project Route is to long OR Short OR Unusable Characters(!@#$%^&amp;*....etc).

3. Using the wrong build method.

First. Nuget Cash Error.

There are two solutions to the error.

1. DownGrade visual studio 2017 - > 2015 .

2. Manually change Windows 10 sdk.

But Downgrade is So Harrrrrd ! :p

Therefore, I recommend the second method.

The cause of this error is a problem with the Window SDK10 version.

  1. Click GeneratedProjects.

  1. Click 1,2 Folders. (This Folder is Check Unity Build Option Unity C# Project Option)

  1. Find project.lock.json And Open it In the Editor
    (if This file is null -> Build it in Visual Studio and exit. )

  1. Change Code "UAP,Version = v10.0xxxxxxx" -> "UAP,Version = v10.0"
    (This version is the version supported by Unity)

  2. 1,2 Folder is Make the same changes.

6.Return to Root Select Project Floder.

  1. It is the same things Change to project.lock.json
    ("UAP,Version = v10.0xxxxxxx" -> "UAP,Version = v10.0")

8.UWP Folder ->Change to project.lock.json
("UAP,Version = v10.0xxxxxxx" -> "UAP,Version = v10.0")

  1. Everything is done.!! :D

Second. Text Error.

is Checking Folder Name OR Whether there is unavailable text in the path Check.

This case is too easy. So I will not give a detailed explanation.

(Perhaps you have already tried this problem.) :*

Third. Using the wrong build method Error.

You must check. Microsoft Hololens documentation.

https://developer.microsoft.com/en-us/windows/mixed-reality/holograms_100

Microsoft always finds out... :|

This is all the solution I have found.

Please let me know if there is a better solution. Good Bye!

Instant Messaging functionality

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Hello everybody!

I would like to introduce a chat functionality in my HoloLens app. However, I have never done something similar and I would like some support. Can somebody give me advise as to where to start, which tools to use, already existing examples, etc.?
For instance I have seen connectors and Microsoft Teams: https://msdn.microsoft.com/en-us/microsoft-teams/connectors
Would that work?

Thank you in advance!
Michael

MediaCapture/FrameReader only reads 10 frames on first run

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I have a problem where the MediaCapture and FrameReader don't record more than 10 frames on the first run. I'm doing some image processing in a second thread and for some reason it just stops. I've checked the FrameArrived event that it is only being fired 10 times. This is a project built with Unity with an image recording/processing script written with the Windows API. On the first run it stops, but if I stop the recording and restart it everything works perfectly.

So first, I'm initializing the camera like this:

private async Task InitializeCameraAsync()
    {
        if (mediaCapture != null) return;
        var allGroups = await MediaFrameSourceGroup.FindAllAsync();

        if (allGroups.Count <= 0) return;

        mediaCapture = new MediaCapture();
        var settings = new MediaCaptureInitializationSettings
        {
            SourceGroup = allGroups[0],
            SharingMode = MediaCaptureSharingMode.SharedReadOnly,
            StreamingCaptureMode = StreamingCaptureMode.Video,
            MemoryPreference = MediaCaptureMemoryPreference.Cpu
        };

        await mediaCapture.InitializeAsync(settings);

        try
        {
            var mediaFrameSourceVideoPreview = mediaCapture.FrameSources.Values.Single(x => x.Info.MediaStreamType == MediaStreamType.VideoPreview);
            var minFormat = mediaFrameSourceVideoPreview.SupportedFormats.OrderBy(x => x.VideoFormat.Width * x.VideoFormat.Height).FirstOrDefault();
            await mediaFrameSourceVideoPreview.SetFormatAsync(minFormat);
            frameReader = await mediaCapture.CreateFrameReaderAsync(mediaFrameSourceVideoPreview, minFormat.Subtype);
            frameReader.FrameArrived += FrameReader_FrameArrived;
        }
        catch (Exception e)
        {
            System.Diagnostics.Debug.WriteLine("Exception: " + e.Message);
            return;
        }

        await frameReader.StartAsync();
    }

And the image processing runs in an IAsyncAction, where recording is set to true in another function before calling this one and it is set to false from the main thread with a voice command.

public void Record()
    {
        IAsyncAction asyncAction = Windows.System.Threading.ThreadPool.RunAsync(
            async (workItem) =>
            {
                while (true)
                {
                    if (!recording)
                    {
                        await CleanupCameraAsync();
                        return;
                    }
                    else
                    {
                        var frame = frameReader.TryAcquireLatestFrame();
                        if (frame == null) continue;

                        var softwareBitmap = SoftwareBitmap.Convert(frame.VideoMediaFrame.SoftwareBitmap, BitmapPixelFormat.Rgba8, BitmapAlphaMode.Ignore);
                        Process(softwareBitmap);
                        frame.Dispose();
                        await Task.Delay((int)(1.0f / fps) * 1000);
                    }
                }
            });
    }

CleaupCameraAsync() looks like this:

    private async Task CleanupCameraAsync()
    {
        if (frameReader != null)
        {
            await frameReader.StopAsync();
            frameReader.Dispose();
        }
        if (mediaCapture != null)
        {
            mediaCapture.Dispose();
            mediaCapture = null;
        }
    }

For some reason this isn't working and I'm not sure why. I read somewhere that it might have to do with frames not being disposed, but I am disposing the frames I get and everything works after running it once.

So any ideas what the problem might be?

[Released] Jubilee Arête - Jubilee Ridge - Jubiläumsgrat

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I want to introduce my new AR-App for Microsoft HoloLens. It showcases one of the most spectacular alpine climbing routes in Europe.

More information can be found on my website.
Link to Microsoft Store

Thanks
Frank

Hololens Project Build Error When Using Visual Studio

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Hi guys,

I'm a beginner of HoloLens and I'm trying to test the origami project on the HoloLens Emulator through Visual Studio, but I met.
But I tried different projects, it all gave me similar error which I don't understand:

The command ""C:\Users\username\Documents\Hololens\Test\App\Unity\Tools\AssemblyConverter.exe" -platform=uap -lock="C:\Users\username\Documents\Hololens\Test\App\Test\project.lock.json" -bits=32 -configuration=Release -removeDebuggableAttribute=False -path="." -path="C:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Players\UAP\dotnet\x86\Release" "C:\Users\username\Documents\Hololens\Test\App\Test\Assembly-CSharp.dll" "C:\Users\username\Documents\Hololens\Test\App\Test\Assembly-CSharp-firstpass.dll" "C:\Users\username\Documents\Hololens\Test\App\Test\UnityEngine.dll" "C:\Users\username\Documents\Hololens\Test\App\Test\UnityEngine.Analytics.dll" "C:\Users\username\Documents\Hololens\Test\App\Test\UnityEngine.UI.dll" "C:\Users\username\Documents\Hololens\Test\App\Test\UnityEngine.HoloLens.dll" "C:\Users\username\Documents\Hololens\Test\App\Test\UnityEngine.Networking.dll" "C:\Users\username\Documents\Hololens\Test\App\Test\UnityEngine.VR.dll"" exited with code 1.

I don't even know what it means. Is there anyone who understand or met this error before?
Thanks!


Where is the forum for the mixed reality headsets?

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Where is the forum for the mixed reality headsets? Can I ask questions in this forum?

Is accessing any of the other Hololens cameras possible?

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Hi all,
The main camera can be accessed easily. But if I wanted to access the environment cameras instead (i.e. turn off holo room mapping and let me use them for stereo tracking), is that possible? It does not seem to be, but...
Thanks...

MRDesignLabs Unity Documentation

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Hello everybody

I am trying to understand the way how you can create a bounding box and apply manipulation of it like scaling and rotation. I would also like to know how to create buttons and a popup display.
The MRDesignLabs Unity has everything what I am looking for, but the lack of documentation makes is really hard for me to understand the logic behind the code. So my question is there a more detailed documentation of MRDesignLabs Unity than the one on github.

Thank you in advance,
David

HoloLens app seeing black screen with Unity 2017.2.b7 or b8

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I am seeing black screens on the hololens, even with very simple scene.
This happens with apps built with b7 or b8.

Did not have this issue with b6 or prior versions.

Please help! Thanks.

HP Mixed Reality headset issues

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Hi, I received my Dev. edition HP HeadSet and got the Mixed Reality Portal working, I can see the visuals on screen, however, nothing is displaying on the headset.

I can calibrate the floor and space properly but nothing else.

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