MRTK + OpenXR + UE4
https://docs.unrealengine.com/5.1/en-US/openxr-stero-layers-overview-in-unreal-engine/
I used StereoLayer, but found it didn’t work on Hololens2. How should it be set?
I want to render different textures for the left and right eyes(Camera)in UE hololens2
Related
I have an application for Hololens 2 where i need to show other participants' hands.
I got the networking part, but i now have a set of 25 HandJoint positions per hand. I would like to visualize the hand as a mesh in the same style as the one the MRTK provides for the users own hand.
I could use any hints about where to look next.
Visualized joints of the MRTK Hand
MRTK Hand Mesh (incl. Joints)
If you are looking for the visual assets/prefabs that MRTK provides, you may find it at [Unity MixedReality Toolkits Obejct/Component] -> [Input] -> [Articulated Hand Tracking] in MRTK 2.8+.
You may also find those resources at https://github.com/microsoft/MixedRealityToolkit-Unity/tree/main/Assets/MRTK/SDK/StandardAssets/Prefabs
I have a problem after switching from Unity integrated XR to Open XR when using Holoremoting. The Unity Editor FOV 29 deg, although the Hololens 2 FOV is 54 deg. Unity Screenshot How can I increase the FOV of my Main Camera in Unity so it's the same as the actual Hololens 2 FOV through the visor? The FOV slider doesn't work once connected via Holographic Remoting. I want to see the same view in the Unity Game view as the user sees through the Hololens2 visor.
Unity: 2020.3.26f1
MRTK: 2.7.3
MR OpenXR Plugin: 1.2.1
You can’t change the FOV. But you can modify the view size in Game window to show more content. I see you are using 16:9 Aspect. You can try Free Aspect.
I'm having an issue with a project built in Unity for Hololens 2, using
MRTK 2.7.0
OpenXR 1.0.0
Vuforia 9.8.8
Unity 2020.3.10f
The MRTK is installed using the MRTK feature tool. I installed foundations, extensions, toolkit tools and standard assets.
The Vuforia ImageTargets get a random offset from their supposed position.
I have the scene, hand tracking and the general setup for the Hololens running as intended using the MRTK. I also want to utilize the image tracking capabilities of Vuforia, but thats where my issue comes in. When starting the app on the Hololens 2 device, the ImageTargets are getting detected, but their position has a random offset, after each restart of the app. I suspect that the World coordinate system is slightly off. In the Vuforia behaviour, the World Center mode is already predefined to DEVICE and cannot be changed.
When testing in the Editor with a Webcam, everything is working as expected.
The scene is setup similar to the tutorial found at https://arvrjourney.com/hololens-2-marker-tracking-with-vuforia-engine-and-mrtk-fb582c8f8ac0
My scene hirarchy looks as follows, which is similar to the scene setup found in the Vuforia Hololens 2 samples
One of the Targets has no child, but it is actually toggling another scene gameobject, after detection and then switching over to extended tracking to use the more stable tracking of the Hololens. The SceneGameobject is following the Imagemarkers position. To verify the behaviour, there is also a second marker, with a default setup and a cube as a child. Both show the same behaviour and same offset.
I also tried to change the Image Targets' place in the hirarchy, like putting it as a child of the Playspace, or the Maincamera, to no avail.
TLDR: Vufora Image Targets do not work when using OpenXR on the Hololens 2
EDIT: I changed from OpenXR back to Windows Mixed Reality, which seems to have eliminated the issue, but I'm really puzzled about it nonetheless, especially, when OpenXR is supposed to replace Windows Mixed Reality in the future o.O
This was a problem that was caused by Vuforia not fully supporting OpenXR. As of version 10.4.4, they have fixed the problem.
If you were like me and came to this question because you were implementing your own image tracking service and suddenly there was an offset caused by updating to Unity 2020 and/or OpenXR, it's likely you are encountering the same problem Vuforia had to fix. I fixed it by changing how I am obtaining the world origin:
The proper way to obtain the world origin in OpenXR is using:
using Microsoft.MixedReality.OpenXR;
var worldOrigin = PerceptionInterop.GetSceneCoordinateSystem(Pose.identity) as SpatialCoordinateSystem;
I'm currently stuck with my remote control app in terms of collisions.
I'm using Arcore XR plugin and AR Foundation.
I've placed a building and added mesh collider on it and my car.
My car has a rigidbody component so when I play it in the editor the car stops when hitting the building as intended.
However, when building the app to my android device it just drives through it as if there were no colliders/as if my phone has no collisipn dtection.
I've tried adding rigidbody on my building and ticking on and off convex.
Right now I'm out of ideas.
What am I missing?
Resolved:
If you're experiencing the same problems, if you've imported any FBX file, make sure to have Read/Write enabled.
Go to your Project Folder in Unity, find your .fbx models and click on it.
Then in the inspector, click Model then make sure that Read/Write is enabled.
Mesh Colliders should now work.
I'm developing a Unity app for the Hololens 1 that uses Vuforia. Unfortunately, I cannot get the camera to work with Vuforia, it remains frozen in place and does not follow head movement. When I disable Vuforia, the camera tracks fine.
My setup is as follows:
* Windows 10
* Unity 2019.1.4f1
* MRTK v2.0.0 RC2
* Vuforia 8.1.11
I tried following the steps outlined here:
https://github.com/Microsoft/MixedRealityToolkit-Unity/issues/1461#issuecomment-373714387
To no avail. I also tried having both cameras active, same result. The Vuforia Hololens sample that can be found in the Unity asset store is severely outdated (using the old Holotoolkit, not MRTK), so it is not very useful to me. I noticed that older versions of Vuforia allow the script on the camera to be set to "world center": "camera", but this option is now forced to "device" when Vuforia is configured for the hololens.
Can anyone tell me how to properly configure my scene for MRTK 2 and Vuforia? I'd be eternally grateful for a link to an up to date example project.
EDIT:
This seems to be an issue only when using Unity's holographic remote. I would still very much like to resolve that though, since deploying is very time-consuming and makes debugging almost impossible.
This worked for me:
Import MRTK package and add it to the scene. This will create a MainCamera under MixedRealityPlayspace Game Object.
Then GameObject > VuforiaEngine > ARCamera. This will create an ARCamera with two components: Vuforia Behavior and Default Initialization Error Handler. Copy these two components and add them to the MainCamera created when you added MRTK.
Finally delete ARCamera.
I use Windows 10, Unity 2018.4, MRTKv2.0 and Vuforia 8.
Good luck.