HoloLens Tutorial Updated for Unity 2017 and MixedReality Toolkit

 

 

I’ve updated this tutorial to use the MixedReality Toolkit packages, which is a great improvement. (Nice job MRToolkit team, this was a huge step forward in usability!) I’ve also updated the tutorial to use Unity 2017.1 and the latest Visual Studio 2017. There is an incompatibility between 2017.1 and VS 2017 so make sure to update to the latest patch level that I have linked in the index. The good news is that no code changes were required. This updated version has been checked into Github. Unfortunately the HoloLens Emulator is out of date and no longer works with this tool chain.

 

Tutorial Index

 

  Versions: Unity 2017.1.0p5 | MixedRealityToolkit-Unity v1.2017.1.0Visual Studio 2017 15.3.2
Unity 3D Project Creation How to create a HoloLens project in Unity 3D
Source Control Configure git for HoloLens / Unity work
Spatial Mapping How to spatial map a Room
Object Surface Observer Set up fake spatial map data for the Unity editor
TagAlongs and Billboarding   Tag along instructions to the user to force text on screen
Spatial Understanding Add spatial understanding to get play space detail
Finalizing Spatial Understanding Complete Spatial Understanding and Input Manager
Object Placement and Scaling Find valid locations for holograms in the play space
Hologram Management Manage the holograms you want to place in the world
Cursor and Voice Add a cursor and voice commands
Occlusion Add occlusion with the real world to your scene
Colliders and Rigidbodys Add Colliders and RigidBodys to your holograms

One thought on “HoloLens Tutorial Updated for Unity 2017 and MixedReality Toolkit

  • Posted on September 12, 2017 at 1:36 pm

    Hi, thank you for taking the time to write such an informative set if tutorials. They have allowed me to gain a much better understanding of app building for the Hologoggles,
    I was wondering if you have a tutorial on how I can place the object in the location of my choice and scale & rotate much like you can with the ‘out of the box’ holograms, rather than the device deciding based on the room mapping.

    Thanks again 🙂

    Reply

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