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Frustrated Getting Started

February 14, 2017 - 9:37am #1

Hey Vuforia folks,

I've done a fair amount of HoloLens development. I'm not a newbie at this.

Getting started with Vuforia on Hololens is a real nightmare. The documentation is spread out, much of it is high-level concepts, and nowhere is there a single coherent reference example (Just a Samples project that has a ton of scenes, that many of us can't get to work). On top of that, we have to contend with VuMark creation (which goes into designing my own in Illustrator, an entire topic I couldn't care less about right now... I just want to see the software work), license management, references to outdated versions of Unity, and so on. I have a lot of different parts, and understanding how they go together (let alone integrate with my code) is beyond frustrating.

 

There needs to be an end-to-end tutorial:

Starting from NOTHING (that is, a brand-new computer or VM):

Install all tools (Including Unity, Visual Studio, etc.)

Import all packages

Build a very simple scene (perhaps just hover a cube over a VuMark)

Create required VuMark

Build/Deploy/Test

 

Frustrated Getting Started

February 25, 2017 - 7:30pm #4

Living the dream (dreaming about success..).  I've been able to build the demos and run (some of them) successfully in the Unity environment, but nothing that I have built and deployed to my Hololens has been successful to date. 

Trying to get a copy of Thingworx Studio in hopes that this is where the PTC effort is going into, but so far I'm hanging on the "waiting list".  

Please post if you have positive breakout.

Frustrated Getting Started

February 16, 2017 - 11:14am #3

I agree I've spent 2 hours now trying to cobble all of this together. If microsoft is going to push this SDK and product. The tutorials need to be better. It's like crucial steps are missing in every tutorial. i have yet to get this working.

Frustrated Getting Started

February 14, 2017 - 10:34am #2

I agree. Took me two full days getting round to it - I'm not lazy and I don't mind if it is what it is, but a comprehensive one stop getting started tutorial would definitely be a plus. No need to complicate more than necessary.

And I'm still trying to figure out what the last bit from the Vuforia for HoloLens sample tutorial means:

Quote:

The Default Trackable Event Handler component is responsible for handling callbacks to the Image Target Behaviour arising from changes in the state of the Image Target, such as when it has been detected and is then being tracked.

This script is used to enable and disable rendering and collision detection on digital content that is a child of the target. Extend this script’s OnTrackingFound() and OnTrackingLost() methods to implement custom event handling for your app. 

 

Does extend mean extend ? Because OnTrackingFound() and OnTrackingLost() being private in the DefaultTrackableEventHandler, they are not visible from children classes by default and it wont do to script this

public MyCustomTrackingHandler : 
                DefaultTrackableEventHandler {

    private void OnTrackingFound() {
        base.OnTrackingFound();
        // extra behaviour here
    }

    private void OnTrackingLost() {
        base.OnTrackingLost();
        // extra behaviour here
    }
}

Or does it mean that all we can do is extend within the Unity scene hierarchy?

I find this bit confusing, this being said - unlike dracolytch - I am pretty new to HoloLens development.

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