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Getting a bunch of errors with the message in the title when importing this package into a new project.
My steps (which I think matches what the docs suggest):
1. I just grabbed the lated Unity HTP (…
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Assets/HoloToolkit/Build/Editor/BuildDeployWindow.cs(88,13): warning CS0162: Unreachable code detected
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There does not seem to be any support for game controllers as of yet. Bluetooth controllers will pair with the Hololens but do not function inside of Unity apps. The same controller will work paired t…
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After adding the HoloToolkit to a new Unity project and assigning it to collection of holograms, the inside of my office is rendered in spectacular hot pink. By default, my holograms should be occlude…
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Hi guys
I think it would be really useful to make the HoloToolKit work nicely with Unity's Event system.
Basically invoking an event for when we gaze (OnGazeEnter / OnGazeLeave), when we select (OnSe…
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Assets/HoloToolkit/SpatialMapping/Scripts/SpatialMappingComponent/Support/SMBaseAbstract.cs(332,88): error CS1501: No overload for method `Update' takes`1' arguments
Assets/HoloToolkit/SpatialMapping…
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I'd like to add a sub menu to the HoloToolkit Unity menu that allows a single operation for building and deploying to device or the emulator.
I'm thinking something like:
- HoloToolkit
- Deploy to …
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In my project, setting DrawVisualMeshes to false gives me an exception. In this case, I'm triggering it from a voice command where I stop the observer and stop the drawing of the meshes like so:
_spa…
flarb updated
8 years ago
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I've already run into issues where I've wanted the output build folder from BuildsCommands.BuildForHololens to differ from the hardcoded value. I'm thinking I'll add a new section to the preferences f…
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The problem is that KeywordManager allows sending keyword-triggered events only to static objects that are already in the scene. Sending events to dynamically instantiated prefabs requires additional …