There's no Mixed Reality > Project > Apply recommended project settings for HoloLens option, contrary to what's stated here
In the XR Plug-in Management > Project Validation I'm getting an issue stating: "[MRTK3] For controller models to show up in scenes, you need an glTF importer. We recommend the open source glTFast importer. Please ignore this message if you already have another glTF importer in the project" - even though I've set Mixed Reality > Project Validation Settings to HoloLens 2 Application (UWP), and glTF seems to be only needed when deploying to Meta Quest
Every time I enter the play mode, I'm getting the following warnings:
Saving has no effect. Your class 'UnityEditor.XR.Simulation.XREnvironmentViewManager' is missing the FilePathAttribute. Use this attribute to specify where to save your ScriptableSingleton. Only call Save() and use this attribute if you want your state to survive between sessions of Unity. UnityEditor.XR.Simulation.XREnvironmentViewManager:OnDisable () (at ./Library/PackageCache/com.unity.xr.arfoundation@5.1.1/Editor/Simulation/XREnvironmentViewManager.cs:169)
(this warning has been mentioned here)
No active UnityEngine.XR.ARSubsystems.XRRaycastSubsystem is available. This feature is either not supported on the current platform, or you may need to enable a provider in Project Settings > XR Plug-in Management. UnityEngine.XR.Interaction.Toolkit.XRRayInteractor:Awake () (at ./Library/PackageCache/com.unity.xr.interaction.toolkit@2.5.2/Runtime/Interaction/Interactors/XRRayInteractor.cs:942)
No GetDeviceLayoutName() override detected in HP Reverb G2 Controller Profile. Binding path validator for this interaction profile is not as effective. To fix, add GetDeviceLayoutName and GetInteractionProfileType override in this profile. UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
(mentioned in microsoft/OpenXR-Unity-MixedReality-Samples/issues/178)
Is there any known method to work around/fix these?
Selecting the PressableCylinderButton (from this part of the HoloLens 2 Fundamentals) in the editor spits the errors:
The serializedObject should not be used inside OnSceneGUI or OnPreviewGUI. Use the target property directly instead. UnityEditor.Editor:get_serializedObject () MixedReality.Toolkit.Editor.PressableButtonEditor:OnSceneGUI () (at ./Library/PackageCache/org.mixedrealitytoolkit.uxcore@f549116c3343/Editor/Inspectors/PressableButton/PressableButtonInspector.cs:104) (wrapper dynamic-method) object:lambda_method (System.Runtime.CompilerServices.Closure,UnityEditor.Editor) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)Additionally, the see-it, say-it labels all state: Say "Select", rather than: Say "hint", and: Say "explode", even with Speech Recognition Keyword properly set up. Also, for some reason, they're initially visible and disappear after you look at them and away from them. None of these is a correct behaviour (as per the screenshots here) EDIT: These issues appeared because unity failed to set up the speech recognition. Setting the Windows display language to English fixed it.
There's a chance that some of these issues have been caused by me messing something up (I did my best to precisely follow the instructions though)
I've been following the HoloLens 2 Fundamentals, and I've encountered some bugs/issues:
There's no Mixed Reality > Project > Apply recommended project settings for HoloLens option, contrary to what's stated here
In the XR Plug-in Management > Project Validation I'm getting an issue stating: "[MRTK3] For controller models to show up in scenes, you need an glTF importer. We recommend the open source glTFast importer. Please ignore this message if you already have another glTF importer in the project" - even though I've set Mixed Reality > Project Validation Settings to HoloLens 2 Application (UWP), and glTF seems to be only needed when deploying to Meta Quest
Every time I enter the play mode, I'm getting the following warnings:
Saving has no effect. Your class 'UnityEditor.XR.Simulation.XREnvironmentViewManager' is missing the FilePathAttribute. Use this attribute to specify where to save your ScriptableSingleton. Only call Save() and use this attribute if you want your state to survive between sessions of Unity. UnityEditor.XR.Simulation.XREnvironmentViewManager:OnDisable () (at ./Library/PackageCache/com.unity.xr.arfoundation@5.1.1/Editor/Simulation/XREnvironmentViewManager.cs:169)
(this warning has been mentioned here)No active UnityEngine.XR.ARSubsystems.XRRaycastSubsystem is available. This feature is either not supported on the current platform, or you may need to enable a provider in Project Settings > XR Plug-in Management. UnityEngine.XR.Interaction.Toolkit.XRRayInteractor:Awake () (at ./Library/PackageCache/com.unity.xr.interaction.toolkit@2.5.2/Runtime/Interaction/Interactors/XRRayInteractor.cs:942)
No GetDeviceLayoutName() override detected in HP Reverb G2 Controller Profile. Binding path validator for this interaction profile is not as effective. To fix, add GetDeviceLayoutName and GetInteractionProfileType override in this profile. UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
(mentioned in microsoft/OpenXR-Unity-MixedReality-Samples/issues/178)Is there any known method to work around/fix these?
Selecting the PressableCylinderButton (from this part of the HoloLens 2 Fundamentals) in the editor spits the errors:
The serializedObject should not be used inside OnSceneGUI or OnPreviewGUI. Use the target property directly instead. UnityEditor.Editor:get_serializedObject () MixedReality.Toolkit.Editor.PressableButtonEditor:OnSceneGUI () (at ./Library/PackageCache/org.mixedrealitytoolkit.uxcore@f549116c3343/Editor/Inspectors/PressableButton/PressableButtonInspector.cs:104) (wrapper dynamic-method) object:lambda_method (System.Runtime.CompilerServices.Closure,UnityEditor.Editor) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Additionally, the see-it, say-it labels all state: Say "Select", rather than: Say "hint", and: Say "explode", even with Speech Recognition Keyword properly set up. Also, for some reason, they're initially visible and disappear after you look at them and away from them. None of these is a correct behaviour (as per the screenshots here)EDIT: These issues appeared because unity failed to set up the speech recognition. Setting the Windows display language to English fixed it.There's a chance that some of these issues have been caused by me messing something up (I did my best to precisely follow the instructions though)
Additional info: