I am trying to use Win32 library (single DLL) in Hololens app and after starting Debug and watching the app to deploy I am getting "Unable to activate Windows Store app" message, then "The program has exited with code -1073740671 (0xc0000481)."
Everything is Debug 32-bit, VS2015 Update 3 with 10.0.14393 SDK and the same Hololens OS version.
I included the DLL in the project and changed the Content to true in the Properties. I checked dependencies in depends.exe and added vc14 runtime (msvcp140d.dll and vcruntime140d.dll), ucrtbased.dll gets to the layout automatically.
When I create a regular UWP application, the steps above make it working.
What else am I missing?
Native Win32 DLL on Hololens -> "Unable to activate Windows Store app"
Unable to activate Windows Store app Could not find or load a type
After following several tutorials from the Hololens Academy it just won't seem to work on even the Virual Hololens as even the physical one.
I have followed the exact steps from Microsoft in regards to what to install for Visual Studio as even Unity itself.
Basically I am having 2 type of issues, 1 of which I have attached a screenshot:
Quote: Unable to activate Windows Store app 'Origami_sx6pycx103f58!App'. The activation request failed with error 'Could not find or load a type'.
And the second one as the App does seem to deploy, even to virtual- as physical Hololens. Once started the app it immediately shows the cursor with zZz in it, as if the app is just "sleeping" and can't be executed.
Technical specs of what I am running:
- Visual Studio: Professional 2015 version 14 update 3.
- Unity 5.5
- SDK's and options checked according to Microsoft Help for the Hololens support in Visual Studio.
Drive encryption has also been tested, disabling it as even having it running (Bitlocker) doesn' t show any difference.
Last part of deploy log:
4>------ Deploy started: Project: Origami, Configuration: Release x86 ------
4>Deploying to Phone Internal Storage...
4>Creating a new clean layout...
4>Copying files: Total 48 mb to layout...
4>Checking whether required frameworks are installed...
4>Registering the application to run from layout...
4>Deployment complete (0:00:08,667). Full package name: "Origami_1.0.0.0_x86__sx6pycx103f58"
========== Build: 3 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
========== Deploy: 1 succeeded, 0 failed, 0 skipped ==========
Could not obtain developer license for Hololens
Hello,
I am having a problem deploying to the HoloLens. I ran into this before. It didn't work for a while, then suddenly started working I believe. I did someupdates, reinstalled Visual Studio and can't deploy again. The app builds fine, even just using the test apps from the holoacademy with nothing changed. Then when I run the app in VS it gets to deploy, hangs for a minute then says:
There were deployment errors. Continue?
1>DEP0100L Please ensure that target device has developer mode enabled. Could not obtain a developer license on 127.0.0.1 due to error 80004005.
Deploy: 0 succeeded, 1 failed, 0 skipped.
Then after continue, I get an error that says:
DEP0100: Please ensure that target device has developer mode enabled. Could not obtain a developer license on 127.0.0.1 due to error 80004005.
(Which I explained, I know the developer modes are all turned on for sure, and make sure that nothing is asleep or anything when I am building)
I am using Unity 5.6.4 and VS 2017, and have researched this greatly. Reinstalling multiple times. The HoloLens and computer both definitely have Devolper options all turned on. I can see the portal just fine, and can Live Stream on the portal. I ran the Holographic Emulation in Unity with the Holographic Remoting app and can see the app fine. It's just deploying the app.
Do I need a windows id to deploy it, maybe I am not using the correct id login for VS, the HoloLens one haa never changed. But I see you have to pay $19 to Microsoft for a store id, could this be the problem if I didn't set one up before or am using the wrong email for VS? I'm not trying to build to the store tho, just trying to test right now.
I also notice in APPS & FEATURES>Manage Optional Features under Optional Features I don't have a Windows Developer Mode package, it was empty for ever, but with all the installs I have been doing to try to fix this from suggestions on various boards, it now has Fonts, but doesn't have Windows Developer Mode package. Altho I can turn on Developer mode on my pc, so I don't know if that's it?
I have also tried building a .appx from Visual Studio with the Modelexplorer file, and it builds the .appx fine, then fails when I try to run it after uploading the file on the portal.
Anyone have any suggestions?
Visual Studio v2017 and Unity 2017.xx failed to deploy
I wish to use the latest mixed reality toolkit which demands the latest release of visual studio and unity. No problems with either of these. However, when I am ready to deploy my app to the HoloLens I get:
DEP0100: Please ensure that target device has developer mode enabled. Could not obtain a developer license on 192.168.1.10 due to error 80004005
Now this all worked using VS2015 and Unity 5.6f...
I have tried a bunch of processes both my windows 10 machine and HoloLens are set to Dev mode and all have been updated to the latest releases of their respective OS's.
Outside of a factory reset (which I am ready to do) is there any other solutions for this annoying problem.
Unable to deploy to Hololens after updating to 14393.1198
Hi, I've updated both of my Hololenses to the latest insider build, and now I can't seem to deploy any apps to them.
The error in Visual Studio 2017 is DEP0100: Please ensure that target device has developer mode enabled. Could not obtain a developer license on 127.0.0.1 due to error 80004005.
Both the dev machine and Hololenses have developer mode enabled. I've switched the developer mode off and on, restarted a few times, done a Visual Studio repair, and tried deploying different apps.
I'm out of ideas aside from doing a full reset on both the dev machine and the hololenses, which I would greatly prefer not to do.
Can multiple xbox controllers can be paired to the Hololens shared experience.
I know an xbox controller can be paired to a HoloLens. It can control a 3D character. Can multiple xbox controllers can be paired to the Hololens, each one control its on 3D character , sharing same experience.
Unity 2017.2.0f3-MRTP3 running at 32 fps according to Unity Stats FPS
Whilst running a simple new app Butterflies ‘Hello World’ Demo (across holographic and immersive headsets)
Call up FPS stats how to see fps? (frames per second)
using the stat report during running the demo and this clearly says 32 FPS.
Epic Unreal Engine FPS
In Epic Unreal Engine 4.12 onwards there is the ability to slow down the FPS for iOS and Android devices, like a car speed delimiter, this adjusts the Unreal Graphics to the FPS speed so when the Max FPS speed is adjusted to 120FPS from standard 32FPS, that is effectively 60 FPS per Eye for VR and 3D apps. The astute will work out that default value makes VR flicker badly at 15FPS, sickening!!!.
The FPS is totally dependant on the content quality if the content is set Best 4K then the FPS is around 38FPS in VR as my graphics card is only 2 GPU/1GB.
To get monitor speed of 180FPS needed for 90FPS VR, the content is dropped to Normal quality (low?) and now the peak is 210FPS.
Unity Engine FPS
Having explained how the Unreal Engine FPS works, does anyone know if there is a similars speed limited build into Unity apart from the usual (Fastest) described in the HoloLens tutorial 101.
There is a lot of noise being made about NEEDING HARDWARE, but is this because the Unity Engine cannot deliver the speed and we are using super fast hardware to compensate.
Steam VR has performance tests which can be run inside Unreal Engine.
Does a version exist for Unity. Nothing in The Unity Asset Store.
Does anyone know of a version for running inside Unity Custom Build 2017.2 RC MRTP (Windows Mixed Reality Technical Preview)
Epic Unreal Engine developer think FPS is everything, the console has (stat FPS and stat GPU for real-time engine review ).
Are Unity Developers not concerned, by this because there are few tools.
Maybe this is a cultural difference in the way apps are developed on both engines.
We cannot discuss this in the Unity or Unreal forums as they get VERY upset at discussion on the comparison of each Engine.
Something went wrong - 2181038084-7 undocumented USB problem
Strange got "Something went wrong - 2181038084-7 ", Check your cables.
Well yes or rather plug the WMR USB connector is the right socket NOT A USB 2.x socket!.
By accident when rebuilding and reconnecting PC Graphics card this error occurred.
Spent ages eventually put back the original graphics card!
Still the same error occurred, when removing and physically re-installing HP WMR Headset, noticed that on USB has black insert, not blue this is some sort of fast USB 2.1 ?.
Anyway plugged backed in USB 3.0 (blue insert), instantly reconfigured and started.
Hopefully this note will help someone, saving hours troubleshooting
WARNING: Windows Mixed Reality PC desktop Graphics card upgrade can overload the Power supply
This is not relevant to laptops.
When thinking about upgrading for example a two year old NVidia graphics card this probably generated about 60 watts and needs a 250 watt power supply just for itself.
Therefore the PC case manufactures put a 500 Watt power supply in the case. The extreme gaming PC cases, Microsoft calls Windows Mixed Reality Ultra PC, have 850 to 1000 watt power supply.
Now if my graphics card is from NVidia GT750TB which requires loading 118 Watt then a 250 watt power unit is ok for driving the current machine and the original case has a 500 watt power supply.
Now lets look at that shiny new ASUS NVidia 1060 and calculate the new value which is now loading value of 340 watts requiring a 526 watt power supply.
When you install the ASUS NVidia 1060 will still work because many budget PSU don't have overload protection!, damaging motherboard, CPU and memory.
This means that you are left needing at least a 850 watt power supply. if you have one with overload protection that's £179!, the same price as the graphics card.
All the upgrades need to be installed preferably by a custom PC builder as there is mains power 240/110 volts involved, so add £40 to fit this.
Many people forget that ASUS NVidia 1060 require two slots, the ASUS NVidia 1080 requires three slots!!
All these costs add up in some PC cases doubling the unexpected costs.
Summary
Asus NVidia 1060 is £251 + 850 watt power supply £120 + installation, two days unable to use, £60. Total at least £431
on top of the £890 of the original machine
Finally now you have a CPU bottleneck and need another 8GB memory for rendering.
My local custom PC builder can build a WMR/VR for £1241 and cheaper if parts are recycled from the original PC.
For business this is simply buy a new WMR Ultra PC. For the hobbyist these are unexpected costs, but for either group any damage is unacceptable
Hololens consulting for enterprise customers
Are there opportunities available to consult with Enterprise customers to identify Mixed Reality solutions through Microsoft or is this only available through Hololens partners.
Need help for remote sharing *URGENT*
Hi,
I am working on a project for which i need to use REMOTE SHARING (two users are on a separate network and different locations). Has anyone here done the remote sharing thing using two hololens? I have tried the local sharing thing but I have no idea about remote. Need help.
MediaFrameReference Properties
Hi everyone,
I am currently experimenting with the Windows.Media.Capture API and I was browsing through the meta data of my MediaFrames, because I was searching for the Camera's Projection Matrix.
Therefore I printed all the GUIDs of the properties provided by the MediaFrameReference Object (https://docs.microsoft.com/en-us/uwp/api/windows.media.capture.frames.mediaframereference ; MediaFrameReference::Properties) and I found what is was searching.
However there were a lot more properties then I expected and I was wondering where do I find the according GUIDs?
Best regards
Dennis B.
PS.: the list of properties is:
Key: {8f3e35e7-2dcd-4887-8622-2a58baa652b0}
Key: {429f001f-bc30-4bac-af7f-91c024d1d974}
Key: {9d13c82f-2199-4e67-91cd-d1a4181f2534}
Key: {941ce0a3-6ae3-4dda-9a08-a64298340617}
Key: {6523775a-ba2d-405f-b2c5-01ff88e2e8f6}
Key: {66a3d7d5-f91b-42bb-ae55-b4db6f98fcd6}
Key: {0b404d45-3042-4f52-9ba5-b1dab2d02508}
Key: {c4139297-2cec-47c6-9cdf-6db62ee6df72}
Key: {9cdf01d9-a0f0-43ba-b077-eaa06cbd728a}
Key: {4e251fa4-830f-4770-859a-4b8d99aa809b}
Key: {137e6b95-4cad-4cb9-9b7f-65cef2068a41}
Key: {1d120ef0-cfc4-4e49-b64c-ddc371776022}
Key: {6b761658-b7ec-4c3b-8225-8623cabec31d}
Key: {47f9fcb5-2a02-4f26-a477-792fdf95886a}
Key: {9cdf01d8-a0f0-43ba-b077-eaa06cbd728a}
Key: {4ee3b6c5-6a15-4e72-9761-70c1db8b9fe3}
Key: {c9ba19a9-0f8a-432f-aede-ba44d7f38ab7}
Key: {b1d5830a-deb8-40e3-90fa-389943716461}
MRDesignLab
Hi, May i know how do i recognize hand gestures using MRDesignLab? I am currently working on an app. I want to recognize hand gestures without focusing on any object. How do i do that?
Augmented input data for the Mesh
Hello everyone,
I am trying to do object segmentation, similar to SurfaceMeshToPlane from holotoolkit. The delivered mesh provides many informations, like position (vertex) or normals and neighbours (index array). In order to label single objects as sphere or mouse or chair (and so on) it would be helpfull to have color informations, maybe about each point.
Is it possible to combine the mesh with color informations from the hololens?
(someone told me the hololens renders in black/white but since one can take pictures there should be color available)
Kiosk mode Autostart Issues
Hello
We are trying to start our application under Kiosk Mode and as an Autostart application so that it immediately launches when the Hololens wakes up or turns on.
This seems incredibly unstable for us. Sometimes it takes ages for the application to launch, sometimes it just does not and only shows the default white pointer (which is not available in our app). Sometimes it launches and then freezes.
Currently we tried to set a build as autostart which we deployed directly from VS. Do we have to create a release package and install it? Would that help?
I also noticed that when deploying directly from VS it immediately starts and works fine. But when I then disconnect the Hololens, and launch the build through the Start Menu, it sometimes does not start immediately but I have to start it a second time for it to work fine.
What might be the issue here? Does anyone have some pointers to possible solutions or issues?
Unity: 5.6.1f1
Vuforia: Unity Plugin 6.2.10
Holotoolkit: Probably 1.5.7
VS: 2015
Mixed reality inaccuracy
I'm not using mixed reality, but have created something similar. So I have a uwp Unity app that is getting the pose and rotation information from the hololens and overlaying the video feed from the hololens over the unity world. The only problem is when I create a hologram annotation based off of a ray cast, the annotation in not in the same place on both the hololens and uwp app. I am able to calibrate using the frustum, field of view, and aspect ratio settings, but it seems like the calibration will only work for one distance. Trying to place the annotation on anything closer or farther than that distance will result in inaccuracy. Is it possible to account for this in some other way? Also the field of view for the main camera in the UWP app I'm using is 25 degrees, but the docs say that the physical camera has a 45-degree fov. What could be the reason for that discrepancy?
Problem scanning tables with Spatial Processing
Hi,
We are developing a hololens app which is played over a table. We are using the Spatial Processing prefab, in the holotoolkit, but we have some problems. Sometimes it doesn't detect the table correctly. What can we do in order to improve the scan of tables?
Thanks!
Luis.
Developing C++ Mixed Reality toolkit sharing application
I am looking to create a desktop application in C++ that can join a mixed reality sharing session and receive network messages. The documentation I have seen implies that C++ application development is supported.
I have previously created an application with the C# API, which seemed quite straight forward. I downloaded the github MixedRealityToolkit repository and then built it using "Sharing\BuildAll.bat"
Once this completed the directory "Sharing\SDK\Client\CSharp\" includes the C# source that can be used for application development. This includes lots of useful classes like the SessionManager which make it easy to connect to a sharing server and join a specific session.
The directory "Sharing\SDK\Client\SideCar\" appears to contain a C++ based API, but this appears to have a lot less in it than the C# API. There is no SessionManager for example.
The directories "Sharing\Src\Source\Common" and "Sharing\Src\Source\Client" seem to contain a lot more useful C++ classes than the copied into the SDK directory. Given that these files have not been extracted into the SDK directory I am unclear if I should be trying to use them, or which bits I should/shouldn't depend on.
Can anyone give any advice? Any documentation or examples to look at would be really helpful, thanks.
Place Holo at mouse click position from live video
Hello everybody,
I am trying to place a holo at the position where a user clicks on the live video from the hololens. The video is stretched to fullscreen on a 1920 by 1200 monitor. The coordinates are sent via websocket connection. The 2D position should be converted to a 3D point exactly where the user clicked. How would you accomplish this? I have many approaches but none of them are really exact. I would share my thoughts later because I do not want to spoil you. Keep in mind that the video "can see" more than the actual display of the hololens. I really appreciate any ideas. Thank you.
Unity and Vuforia Problem
I am creating applications using Unity and Vuforia.
When you start the application with Hololens, Gaze moves about. And Airtap is not responding.
I want to know how to solve this problem.
OS: win10 pro 64bit
Unity ver: 5.6.2f1