Where are Microsoft Teams Together Mode Scenes & Images - background-image

Is there a git repo that has the together mode scenes? Or a location where they have the default scene images? Trying to find the images especially the one titled Halo, that has UNSC, to create an identical scene that does not shrink when there are only a few in meeting.
Are any of the scenes or images from the scenes available anywhere, online, besides inside teams?
example
Teams Together Mode Halo Thumb

In custom Together Mode scenes, the scene is an artifact. The scene is created by the scene developer using the Microsoft Scene studio.
Please refer below doc link for more details:
https://learn.microsoft.com/en-us/microsoftteams/platform/apps-in-teams-meetings/teams-together-mode
https://github.com/MicrosoftDocs/msteams-docs/blob/master/msteams-platform/apps-in-teams-meetings/teams-together-mode.md
This blog explains how to enable custom together mode in MS Teams.

Related

Hololens + Unity: GameObjects are invisible

After I build my Unity project and send it to the Hololens, I have the following problem:
The splash screen appear followed by a debugging window on the bottom. In the background is a white net. However, you can't see any game objects. I've tested a lot but haven't found a solution for that. Visual Studio does not display any error messages. What I've looked at roughly:
These are my modules. Im using the 2019.4.22f1 version of Unity and the MRTK Foundation Toolkit 2.7.2.
My build settings
My project settings
I tried to place the objects in the middle of the camera and changed the colors.
MRTK settings I haven't changed anything most of the time
Main camera settings
My scene
When i start the scene i get this error in the console. I dont know if this has anything to do with my problem
i have two possible solutions (no guarantee)##
you could spawn the objects on input directly in front of the
camera, add a debug.log("object in front of you"); so you can find
the issue.
If this doesnt work i would try to test differnet types of materials
like you do with HDRP.
if this does not work either i probably cant help you out now.
It seems like your GameObject is too far to be hidden behind by the mesh. Please make the spatial mesh invisible by setting the Display Option property of Spatial Mesh Observer Setting to None, this item can be found under the Spatial Awareness profile of the MRTK profile.

My Unity scene opens as a white checkerboard image of the terrain

I am able to open my unity project and base scene on any computer other than my laptop. When I open the main scene on my laptop I am greeted with all of the terrain being a white checkerboard. All of the gameObjects show on the side bar but are invisible in the scene and game views. Any help or ideas would be greatly appreciated as I have looked for the answer everywhere.
Your image which you uploaded points that you are viewing your game in Scene mode rather than game mode. In your scene mode the rendering has been switched to Baked Lightmap or one of the other modes in Baked Global Illumination. By default Unity Scene modes are kept in Shaded in Shading mode. ie the one where we see our scene same as Game scene. To get back to shaded mode Find the Dropdown button below Scene Tab and select shaded mode.
I finally found the workaround for this same problem on mine: Hopefully your is similar.
After I upgraded my Unity version to the latest and it updated the project, it created a _TerrainAutoUpgrade folder in "Assets". I followed my normal source control rules, which was to check in most of this folder but to ignore the .meta files (allowing the computer that cloned my repository to generate its own).
Turns out, that didn't work. The meta files generated on the second computer, the "mainObjectFileID" in the meta file was set to 0.
I fixed it by manually copying over the _TerrainAutoUpgrade folder from the working machine to the non-working one. Clearly this is a bug in Unity, but at least this got me around it.
I came across a similar problem where my terrain was looking like a checkerboard. I found out that I was missing the terrain layers when I went to the paint tab. I was able to solve it by replacing the layers with terrain layers I already had and replacing the textures.

Cannot Animate Interactable Gameobject using Mixed Reality Toolkit

I am a bit of a novice with the Unity Engine and Mixed Reality App development so please bear with me.
I have been working with the Microsoft Mixed Reality Toolkit for Unity to try and animate a game object and move it to the side. A simple action, very similar to an example scene provided by Microsoft with the toolkit called "InteractableObject" (Information links provided below)
Interactable Object - Mixed Reality (Microsoft Docs)
Mixed Reality Toolkit-Unity Interactable Objects and Receivers (Github)
This example scene in Unity has multiple objects to be used as "buttons". With the Mixed Reality Toolkit, even objects that you want the user to interact with to perform some sort of action when selected is even considered a button. At least according to the documentation I have actually been able to find on the subject. This is a series of screenshots depicting the inspector panels for my GameObject and the container for my object:
GameObject Inspector Panel
GameObject Container Inspector Panel (Part 1
GameObject Container Inspector Panel (Part 2
I am trying to make a single game object move to the side when I place the standard cursor on it. This same action is done with a balloon object in the example scene I mentioned. I have created the animator and the state machine the same as they did in there example as well as setup my game object in an almost identical format. Only real difference is that created a balloon object themselves and I am using a different set of custom models from my company.
When I attempt to play back the app in the Unity Editor, the state does not change when I place the cursor on the object. I can force the state to change using the editor and the required animation engages, but it will not change the state on its own. I configured my state machine the same as the Microsoft example and setup my state variable the same as well. It should move from an "Observation" state to a "Targeted" or "ObservationTargeted" state when the cursor moves onto the object. A screenshot of the GameObject state machine and the inspector panel of the specific transition in question are provided below:
GameObject Animator State Machine Setup
Observation to ObservationTargeted Transition Inspector Panel
I went through and verified that all components added by the Mixed Reality Toolkit are the same and they are. This includes the DefaultCursor, InputManager, MixedRealityCameraParent and Directional Light. I also checked that all the scripts were coded the same as well and they are. I am running out of places to look. I attached the Visual Studio debugger to the project in Unity and have verified that it just isn't changing the state on its own. But I cannot figure out why. I believe the problem has something to do with the setup of the transition, but I haven't been able to find the issue. All of the other mentioned components are provided by Microsoft and are not changed by myself nor are they changed in the sample scene.
If anyone else has had a similar problem or may know where I can look to find the problem please let me know. I haven't even built the project into an UWP application yet.
I know it's been a few months, but do you still looking for the solution?
With the newest version of Mixed Reality Toolkit you could make any GameObject to act as a button. Simply read this documentation. I have some cubes as buttons in my Unity project and the only extra Component I added to it to make it work was Interactable, which comes from Mixed Reality Toolkit.
If you want to trigger some animation when you place the cursor on the object (or look at it if you're going to use it with Hololens) then you can add them in Interactable object by adding a new Event (for example: OnFocus() event)
Hope this helps is any way

Unity - Canvas Size changes from one computer to the other

I am porting a video game from Xamarin to Unity.
The game uses, amonst other thing, Unity UI functionnalities (hence a canvas).
I did some work on one computer, adapting/placing the UI element I needed to the canvas, then saved and checked in my work into subversion.
I then checked-out the code from another machine and reopened the project, only to find out that the canvas size (and hence all the UI elements layout) was quite different and all over the place !
Why is that ? Did I omit to check-in some important file (for exemple metadata) into the source control ?
Thanks,
RĂ©gis
This is because the canvas height and width is dependent on the resolution of the main monitor of the machine running the game/editor.
You'll want to look into using anchors and layout components to make the canvas responsive.
Unity is a how to article on building a responsive UI: https://docs.unity3d.com/Manual/HOWTO-UIMultiResolution.html

Custom Components for building 2D world

Hi I'm trying to make a game world which is built from 2D sprites.
For example (http://opengameart.org/sites/default/files/Preview_97.png)
I first attempted to build a single house and after perfectly aligning about 30+ sprites I realized the scale of the task I have given myself.
I'm wondering is it possible to create a custom component where i can give it a public width/height and it will create a house out of small sprites both in the editor and when I play the game.
If it is can someone give me a simple example on how to go about this as I have never created custom editing tools in unity.
What you need is called "tile editor".
You can find many editors in Unity Asset Store.
Here is one of them named exactly "Tile Editor": https://www.assetstore.unity3d.com/en/#!/content/23091
If you do not want a paid one you can search for free version of that tools.