microsoft / MixedRealityToolkit-Unity

This repository is for the legacy Mixed Reality Toolkit (MRTK) v2. For the latest version of the MRTK please visit https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity
https://aka.ms/mrtkdocs
MIT License
6k stars 2.12k forks source link

Update Mouse Support to reflect the Shell (Cliffhouse) inputs #1342

Closed genereddick closed 5 years ago

genereddick commented 6 years ago

Overview

Using latest Unity & MRTP editions, even when I do not have "Target Occluded Devices" set in the Configure menu, attempting to Run from the Unity Editor opens the app in a connected Windows Headset or simulator, adds a floor plane, doesn't work with the mouse and other issues.

Maybe I'm missing a configuration setting or the expected behavior has changed?

Expected Behavior

Unless targeting occluded devices, run should not create a floor plane, should preserve the correct placement of the camera (at head level, not floor level), should use the correct camera background, should continue to work with the mouse.

Actual Behavior

Opens in connected Headset. Sets camera initial position incorrectly (positioned for Windows, not HoloLens). Inserts floor plane into scene. Can't use mouse.

Unity Editor Version

Unity 2017.2.0p1-MRTP4, but happens in others

Mixed Reality Toolkit Release Version

HoloTookit-Unity-v1.2017.2.0 also current Master

StephenHodgson commented 6 years ago

I don't believe we have proper mouse support that's like in the cliff house yet, but I believe a lot of the preliminary stuff is getting imported with the MRDL merges.

genereddick commented 6 years ago

When you click run from within the Unity Editor, how does it determine whether to run in Transparent vs Opaque mode? I had expected, perhaps incorrectly, that setting the checkbox in the Configure Menu for "Target Occluded Devices" would control this -- but it is not clear which settings this effects?

Assuming this is just the Target Device dropdown in the Unity Build Settings window (a setting that doesn't have a counterpart I don't think, in the Mixed Reality Toolkit build window), does this have any impact on running within the editor?

Specifically, on my system I have an HMD. The "Target Occluded Devices" is unchecked and my intention is the deploy to HoloLens, but I want to test within the Unity Editor on my PC without having to deploy to the HoloLens. However, when I run within the Unity editor, sometimes it launches the MR Portal, sometimes not, but in every case I get the opaque configuration with the camera and floor misplaced, etc. How do I force the editor to use the transparent configuration settings?

StephenHodgson commented 6 years ago

I agree, having better support overall for this of switching would be ideal.

Although in my opinion, I think being able to test specific features out with the HMD would effectively be easier to do instead of pushing to the HoloLens each time. I have a feeling that a lot of apps will be cross platform compatible in this way.

As far as when the mixed reality portal launches, the only deciding factor there is if you have XR enabled or not.

StephenHodgson commented 6 years ago

The option for targeting occluded devices is somewhat depricated.

It used to handle updating the VR/XR SDK target and device target, but that's been deprecated in Unity and it all uses "Windows Mixed Reality" as a single target for all headsets.

The second thing it does is enable/disable the HID capability for HoloLens when using the Xbox controller.

wiwei commented 5 years ago

Closing issues older than 180 days. If this is still an issue, please reactivate with recent information.