How to access Hololens accelerometer (IMU)? - accelerometer

I would like to access Accelerometer data from Microsoft Hololens. I have deployed on he Hololens the 'Accelerometer' sample from Windows-universal-samples-master (free source code in GitHub); but when I launch the app 'Accelerometer C# sample' on Hololens, it says : standard accelerometer not found.
Anybody have a solution ?
Thanks
P.S The Research mode enabled in Windows Portal.

Related

Can I connecting a Bluetooth device to Quest 2?

I would like to connect a Bluetooth device (not headphone or keyboard ) to my quest 2. Currently my app running on Unity engine.
Does Quest 2 support this kind of scenario?
Is there any documentation available how can I do that as a developer?
Is the an example that I can look into? (preferred in Unity)
Any information about BT connectivity support in Quest 2 will be warmly welcome :)

Unity Load Media Files From PC At Runtime

I'm developing an app for HoloLens 2 with Unity version 2020.3.3f1
This app should be able to load some medical data from a PC at runtime, thus I need to implement a connection with a PC when running the application on HoloLens, and to take some files from it.
I'm struggling a lot in finding some useful information to do this, thus I'd be really glad if someone can give me some suggestions on how to achieve this.
Thanks a lot.
The most direct way to do that, you can establish a TCP connection between HoloLens 2 and PC, then build a PC server app to respond to the file request from HoloLens Client App.
Another way, instead of coding your own server app, creating a file-sharing using the SMB protocol on your PC, and access this drive from HoloLens, for more detail please refer to this thread: Issue with using StorageFolder in a Unity UWP App deployed on a Hololens

How to share computer desktop to HoloLens2?

I need to share my desktop on Hololens2 in real time.
All the methods I have found deal with synchronizing the HoloLens2 screen to the PC side, instead of the PC side to HoloLens2. I want to try the Unity plug-in FMETP STREAM, but it doesn't seem to meet my requirements. What should I do to synchronize the PC screen to HoloLens2 in real time?
Please excuse my poor English. I would be grateful if you could answer my question.
FMETP STREAM should satisfy this use case, I find this post the developer replied, this package supports the case desktop Unity app stream the content to the VR headset. I believe it should also work for HoloLens.
Besides, the MixedReality-WebRTC release from Microsoft can help you enable real-time audio/video/data communication with a remote peer. It also meets your requirements. You can get it starts with this doc:Unity library overview
You can modify Hololens Remoting player. It streams desktop app to Hololens in real time.
https://learn.microsoft.com/en-us/windows/mixed-reality/develop/platform-capabilities-and-apis/holographic-remoting-player

Developing a Simulator with Unity which needs to run on PC and Android VR glasses at the same time

I'm developing a Simulator with Unity, The Sim is running on a PC and connect to the Sim and everything is working great.
The issues are that the Sim rotates 360 so i can't look and the pc screen that is in the operator station and also i want the player to be able to look around.
For that i need for the VR glasses to be connected the to what is running on the PC and run the at the same time and see the same scene, all controls are from the PC to the physical sim and back, the VR is just for that (looking around)
The only solution i could find or is to run a node.js server (for simplicity running node.js, can be any server) and getting the data from there.
I wonder if there is a better way to do that.
Sorry about not show any solution, i'm not there yet, clueless about where to start with the connection, the Simulator is running perfectly on the PC, just don't know how to connect to the VR glasses so both will see the same thing.
10x
Just implement multiplayer and connect the VR as a client to the PC.
It's easy to setup and run. Your client can have VR capabilities, that the sim doesn't need.
Unity's networking (UNET) is deprecated, so I would use Mirror. But any other networking system would also work.

WIA can not find my internal camera in windows 7

I am currently working on a project where I need to access a build in camera (software will run on a tablet), stream what the camera is showing, and allow the user to take a picture from the stream. I have a version of what I am trying to accomplish on my laptop with its built in camera working. The major difference is the Laptop is using windows XP the tablet is using windows 7.
Running the software on the tablet I get an exception (with some research it appears that exception is cause by no WIA device found). Is it possible that the built in Camera is not WIA compatible? The device does show in the Device Manager as an USB Camera Device, but unlike the camera on my laptop I can't access it directly. I have to use 3rd party software put in by the tablet maker to get the camera to work.
Has anyone experience similar problems? I have to believe if the tablet maker can do what I need I should be able to do something similar.
There also is the Windows Portable Device API that can access cameras, but that appears to be written in c++, without a .NET wrapper. Does anyone know of a simple tutorial of how I could get .NET to place nice with it? EDIT: Just tried WPD didn't list any devices either. I am beginning to thing this camera doesn't exist.
Any knowledge/ pointers to resources would be appreciated. (So far google has turned up the same few articles, no matter which way I approach the problem)
Turns out my Camera was not WIA compatible. I was able to get the tablet to do what I needed it to do using directshow (actually directshow.net)
Good links if others are trying to do something similar and having similar problems
http://msdn.microsoft.com/en-us/library/dd375454%28VS.85%29.aspx
http://directshownet.sourceforge.net/faq.html