Hololens Emulator: Unreal Engine app completely black, though Win64 works - unreal-engine4

I have taken the "default game" (tables and chairs) of Unreal Engine 4.26, and packaged it for the Hololens emulator using these instructions.
I can launch the latest Hololens emulator (10.0.19041.1136) and install the Unreal application, and an icon shows up for it in the apps panel. But when I launch the app, the entire screen is black. When packaging the application for Windows (64 bit), the application works just fine.
What could be the issue? Older versions of Unreal Engine work fine, in particular I have verified that Unreal Engine version 4.25 works with the emulator.
Other perhaps relevant info: Intel Core i7-5960X, Windows 10 version 1909 build 18363.1440, NVIDIA GeForce RTX 2080 Ti, Version 456.71.
I have also used the Unreal 4.26-chaos engine, completely fresh. I choose a blank project from the Games category, C++, Scalable 2D or 3D, raytracing disabled, mobile/tablet with starter content. Then add the Microsoft Windows Mixed reality plugin and the Hololens plugin. In settings I get a signing certificate and define a project name, using Windows SDK version 10.0.18362. Again, no joy. The same thing, just as a Blueprint, not a C++ project, also does not work.
Also checked Hololens emulator version 10.0.19041.1117. No joy.

We followed all the steps exactly per docs including the “run in VR mode setting” in packaging and reproduced this issue today.
So, we are going to recommend to you to file a defect over with UE 4.26 via Unreal Engine Support | Get Help and Customer Service for UE - Unreal Engine. Besides, you can also open a support case via http://aka.ms/hololenssupport for free to discuss further too on anything we can offer for HoloLens 2 emulator/device:

The issue in the Epic's article. You should enable the "start in VR" option in Project > Description > Settings as from
https://learn.microsoft.com/en-gb/windows/mixed-reality/develop/unreal/tutorials/unreal-uxt-ch6
It was added in 4.26.
And we don't support Unreal 4.26-chaos yet. Please take simple 4.26.

Related

How to build and run VR application developed in Unity on HP Omnicept Reverb G2?

absolute VR dev newbie here.
As stated in the title, how can I "build and run" VR application developed in Unity on HP Omnicept Reverb G2 headset? In other words, how can I turn my Unity project into an .exe or apk (not sure what is the correct file format)? Then how can I load this .exe file into my HP headset and run it?
I have experience developing VR applications for Quest2, and I remembered building my Unity project into an apk, and then load it into Quest2 through Sidequest. However, I have no idea how I may do the same thing but with HP headset...Please help!!! Thanks
In Unity, you can choose to build for Universal Windows Platform, please refer to Set up a new OpenXR project with MRTK - Mixed Reality | Microsoft Learn. Then refer Using Visual Studio to deploy and debug - Mixed Reality | Microsoft Learn to deploy the application to the PC via Visual Studio, and run the application via Windows Mixed Reality on the PC. This document may be useful to you - Unity development for VR - Mixed Reality | Microsoft Learn.
It turns out that to run the application, you simply double click the .exe file on your desktop...I wasn't able to run the .exe file due to a problem in my own PC. I swicthed to another PC and everything works fine.

unity exits when clicking the play button after adding MRTK packages

I have a problem in development of mixed reality app and there has been 2 days that I'm stuck.
My problem is that after adding packages of MRTK to the unity project, if I click the play button, the unity exits (closing) without any error massages or warning.
I tested two versions of unity (2020.3.32f1 and 2020.3.33f1) and both had the same problem.
I am using this link (MRTK document) and also this one Mixed Reality Feature Tool as a guide for configuration and adding the packages of MRTK to my project.
I have also tried two different versions of the packages i.e. (Mixed Reality Toolkit Foundation and Mixed Reality Toolkit Extensions both versions of 2.7.3 and 2.7.2 and for Mixed Reality OpenXR Plugin package I tried 1.4.0 and 1.3.1 versions).
I am using Visual Studio 2019 version 16.11.14
Inside Unity, I am choosing Universal Windows Platform from the Build Settings and I want to practice a little development of mixed reality applications, but I am stuck at the beginning and when ever I press the play button the unity exits (closed) without any warning or error.
Just for more information → I don't have Microsoft Hololens2, therefor I am considering to use Windows Mixed Reality simulator (Mixed Reality Portal).
I can't get what mistakes I am doing, please if you have any idea help me.
Thanks in advance.
There are many steps to configure a Unity Project for Mixed Reality. According to the description, it is hard to determine which step causes the issue. I have created a repository which is implemented with the necessary MR packages, and the configuration has been done. Feel free to pull the repo from https://github.com/sethdu0525/MR-Blank-Project. Please open it and click run to test.
If you still have this issue, you may need to have a clean installation of Unity 2020.3.33f1 (LTS), Visual Studio 2022 and make sure all the required components have been installed, including a comparatively new Windows SDK.
If you have a dump file for the crash, you may also share it and find support from Unity forum -- General Discussion - Unity Forum

Cannot deploy to HoloLens (error 80004005)

I have freshly installed Unity 2018.3.10 with Visual Studio 2017 (15.9.10). I cannot deploy a bare-bones 3D unity application to HoloLens due to an error in Visual Studio ("DEP0100: Please ensure that target device has developer mode enabled. Could not obtain a developer license on 127.0.0.1 due to error 80004005"). Here are the steps to reproduce:
Create new 3D scene in Unity. Set camera position to 0,0,0 and camera clear color to solid black. Create a red cube in front of the camera with dimensions 0.1x0.1x0.1
Window / Package Manager : remove Ads, Analytics Library, In App Purchasing, TextMesh Pro, Unity Collaborate, because I don't need these
Build settings and Project Settings (Quality and Player Settings) shown in screenshots. Scripting backend = IL2CPP
Unity successfully generates a .sln file
The HoloLens has OS build 10.0.17763.316 . Under Settings/Update & Security / For developers , I set 'Use developer features'=on, 'Enable Device Portal'=on
I don't know if it's necessary, but on my PC, I also do Settings/Update & Security/For developers, select 'Developer mode', 'Enable Device Portal'=on, 'Device discovery'=on
Connect HoloLens to PC via USB cable
Open the .sln file in Visual Studio. Set to Release, x86, Device. Build / Deploy Solution
Compilation is successful, and Visual Studio asks for a PIN, which I get from the HoloLens by opening Settings / Update & Security / For developers / Device Discover / Pair
Visual Studio shows error message: DEP0100: Please ensure that target device has developer mode enabled. Could not obtain a developer license on 127.0.0.1 due to error 80004005
Make sure Developer mode is enabled on the Hololens. You can find this in settings.
If that doesn't work then...
Try reseting the device.
Reseting is annoying but that is the solution found for 'Could not obtain a developer license on 127.0.0.1 due to error 80004005'on the forums:
https://forums.hololens.com/discussion/8964/could-not-obtain-developer-license-for-hololens
Pasting the comment here as those forums will be removed:
"shyykoserhiy ✭ November 2017 I've had the same issue. Tried to run
from two different setups: MacBook Pro 2016 with touch bar (windows 10
Pro in Bootcamp) and Surface Pro 4. Same error on two different
machines. So I've though that it might be a problem with the HoloLens
itself. After Resetting the HoloLens from Settings> Update and
Security> Reset everything started to work just fine. This is the only
solution that've worked for me."
It is also mentioned in the unity forums:
https://forum.unity.com/threads/could-not-obtain-developer-license-for-hololens.500808/
"billyjacobs So I did some searching and found that one way to solve
the problem is to reset your hololens device. It will have the latest
version of the device software after you reset it. I was hesitant
against doing this at first but it worked like a charm."

Develop hololens in unity with macbook

I'm new with unity and hololens and I started to explore it.
I have a macbook (I don't know if it is a problem).
I downloaded Unity with all the components (Vuforia, IL2CPP etc.).
When I change project settings for the hololens development I have some problems.
In particular when I check the box "Virtual Reality Supported" I don't find in the list below the Hololens option.
Also if I click on "+" button. I see: Vuforia, Oculus, OpenVr but not Hololens!
Furthermore also in the field: "scripting backend" i found only "none" and "IL2CPP".
Now, as I already say, i have downloaded all the components during the installation process.
Which is the problem?
Because Hololens runs on UWP, you need Windows. This is because the windows development libraries do not run on mac (or any Unix).
Your only option is to use something like boot camp to install windows 10 on your Mac (fast and works very well), or run a VM (a lot slower, but can be convenient if you develop on the mac and only build in the VM).
Everything should work fine with the exception of the hololens emulator, which does not work on every MacBook hardware.
You have to download the correct tools for Hololens development, here is the link:
https://learn.microsoft.com/en-us/windows/mixed-reality/install-the-tools

Vuforia augment reality windows

Can you please tell me, if vuforia can run on a PC? I have tried to make an .EXE file, but it does not work.
Please tell me how can I run vuforia apps on my PC? Should I build it for Windows store using Unity and then run it on Windows 8?
Can you please tell me vuforia can run on pc
Answer is No. You cannot build windows or mac app with Vuforia. Vuforia is only supported on Mobile Platforms (iOS, Android).
But you want to test on Windows, you can run your app and test in unity Editor mode with webcamera attached. I hope it will answer your question.
download unity from the unity website , install & run
download vuforia and vuforia sample for unity on vuforia website
create unity project and add vuforia package to the project
There are some tutorials for you for importing the samples and ofcourse you need to get a key with the name of your project.
Have a look at this https://www.youtube.com/watch?v=HnjbTytHH6U
For now, and without plugin, the answer is no. But,
Vuforia is work on supporting win 10, so maybe months later, you can develop a win 10 universal app.
There is some plugin support build the app for windows and Mac, it costs much money. The plugin is provided by maximarouf
As the answers above, I agree that it is enough to run in unity editor for presantation and test.
Vuforia now has a Windows 10 Early Access Program. You can apply for participation and may get access to the Windows 10 UWP SDK.
However, it currently only supports Intel based devices, like the Surface Book and Surface Pro series.
Alternatively, you can use the Unity3D Plugin to build an app which works on Windows.
No vuforia is not supported . U will get Vuforiawrapper.dll missing error when you try to .
Instead what you could do is , make an APK , Download Bluestacks and install it in PC and emulate your vuforia app in PC . But no Vuforia is not made for PC. It supports UWP though which means Windows Tablet , Windows Phone, Hololens .