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
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MR toolkit Motion controllers not rendering in app on Initial launch #1889

Closed JJloveshisspurs closed 6 years ago

JJloveshisspurs commented 6 years ago

Overview

When I make a .appx project the motion controllers are not showing up on initial launch but do appear if I suspend and re-enter the already open app . I built the project with only the Holo Toolkit motion controller example scene and in place of the controller models I see two white cuboids instead of the controller models.

Expected Behavior

Every time the app launches ( 1st time or 50th) the motion controller models are rendered in my project if activated/ on

Actual Behavior

On the very first app launch the Motion Controllers do not render at all and the custom rays I have built to connect to the controllers are unresponsive as if the objects aren't even being instantiated.

Steps to reproduce

-Put HoloToolkit Motion controller prefab in very fist scene which unity loads with build settings

When I did it using the HoloToolkit example scene , White cuboids rendered in the scene instead of the actual Motion controller models.

Unity Editor Version

2017.4.0f1

Mixed Reality Toolkit Release Version

2017.2.1.3

StephenHodgson commented 6 years ago

@keveleigh thoughts?

JJloveshisspurs commented 6 years ago

I will work through testing the compatibility between various versions of Holotoolkit and the Unity versions.

JJloveshisspurs commented 6 years ago

I've moved to unity version : 2017.2.1p2 and Holo Tookit version : 2017.2.1.2 Patch Release . unfortunately I am still getting the white cubes in the Holotoolkit example controller scene I did notice a log however that states : Model task is null, Loading alternate.

I can of course infer that that means there is an issue loading the controller model and it's trying to use the alternate default model however is there any reason that that might happen in the example scene ?

JJloveshisspurs commented 6 years ago

I ended up fixing this issue by making my scripting backend .Net - based , removing a few of the plugins with broken references , and I did have to comment a few functions who lost reference to their respective libraries. I still don't understand what the crux of the issue was but I know it had to do with IL2CPP and loading the camera in a custom scene . Closing Issue.