Holographic Remoting is a new features of Unity (v5.5), that reduces your development iteration during deployment of Holographic Apps from Unity. Using Holographic Remoting, we don’t need to build project as Universal Windows Apps and run it from Visual Studio separately. Holographic Remoting allows you to run your apps directly from the Unity Editor after connecting to Microsoft HoloLens.
Here is the 8th post in the series of Holographic App Development Using Microsoft HoloLens. In this post we are going to learn about Spatial Mapping and how to render Spatial Mapping Mesh of a real space in your holographic app . Spatial Mapping is one of the most important aspects of the HoloLens and Holographic app development. The Spatial mapping is to know where it is in the real space, how is the real space surface, where are different objects and how you can make holograms interact with the real space. Spatial mapping provides a detailed representation of real-world surfaces in the environment around HoloLens. This allows developers to mix holograms into the world around you.
Here is the seventh post in the series of Holographic App Development Using Microsoft HoloLens. In this post we are going to learn how to integrate Gesture into your Holographic App. In the previous post we discussed about Understanding the Gaze and Adding a Gaze Input Cursor into your Unity 3D Holographic App. The gesture works in the conjunction with Gaze. You Gaze on some object, then take an action by using Gesture. Gesture in HoloLens is similar to the mouse click on a desktop application or tapping on some item on the touch based app.
This is the sixth post in the series of Holographic App Development Using Microsoft HoloLens. In one of my previous post we have discussed about How to build a Holographic Apps with Unity 3D and Microsoft HoloLens. Now let’s try to interact with the same holographic app we built so far. To start with, we will focus on Gaze Input. Like we use a mouse to move a cursor, it is now Gaze for the HoloLens. Gaze is one form of input on HoloLens. Gaze Input in HoloLens indicate where the user is currently focusing on. A cursor is used to indicate the direction of the Gaze. The cursor follows the point of attention as users heads moves in the scene.
The HoloLens Emulator allow us to simulate room or a space for projecting our app. The simulated room are displayed in the form of spatial mapping mesh created from real objects. With this simulated view you can see how the HoloLens interprets your surrounding objects when it is real. You can control this by using Emulator Tools and HoloLens Device Portal
This is the fourth post in the series of Holographic App Development Using Microsoft HoloLens. In the past few posts you have seen how to getting started with HoloLens app development by setting up your dev. environment and developing a Universal Windows App for HoloLens. While Universal Apps that we have learned was 2D, it is now time to take it forward toward next step. In this post I am going to discuss how to build your first 3D application for HoloLens using Visual Studio 2015 and Unity 3D.