Description

Old Hololens 1 and 2 sticky notes

Known issue: Vuforia 7.5.26 does work with .NET scripting backend on UWP in Unity

Hello,

A regression was introduced with Vuforia SDK 7.5.26 in Unity where using the .NET scripting backend will throw an exception when running a Universal Windows Platform build. This also includes HoloLens apps.

Please use the IL2CPP scripting backend instead, where this issue is not seen. We plan to fix this issue in an upcoming release.

Summary:

  • Supported Scripting Runtime Version (.NET 3.5 or .NET 4.6): The is the Unity setting that controls the version of the .NET APIs that you will be able to use in scripts. Vuforia Engine SDK 7.X only supports 3.5 at this time.
  • Supported Scripting Backend (.NET vs. IL2CPP):
    • When using .NET, scripts will be just-in-time compiled at runtime. IL2CPP does that at build time.
    • With Vuforia Engine SDK 7.5.26, we introduced a regression in .NET support on UWP.

Thanks,

Vuforia Engine Support

Vuforia 7 HoloLens Samples

Hello all,

The HoloLens samples, both the Image Target and new Model Target samples, are now available at the following link https://developer.vuforia.com/downloads/beta. A recent patch for Unity 2017.3 has fixed a bug with HoloLens development, so please use Unity 2017.3.1p1 for working with HoloLens as previous versions will not function correctly.

These samples will also soon be available on the Unity Asset Store along with the rest of the samples.

Thanks,

Vuforia Support

HoloLens Sample now available on the Unity Asset Store!

Hello all!

We are excited to announce that the Unity HoloLens sample is now available for download through the Unity Asset Store. You can find it at the following link or in the Asset Store window within Unity.

https://assetstore.unity.com/packages/templates/packs/vuforia-hololens-sample-101553

Thank you for your continued interest in Vuforia!

-Vuforia Support

Deploying the Stereo Rendering Sample to Hololens

Hello all,

The Hololens sample is still awaiting completion and we appreciate your patience thus far. In the interim, this post will describes some steps that can be taken to modify our Stereo Rendering sample to deploy to the Hololens.

  • Install Unity 2017.2 and download the Vuforia Stereo Rendering for Digital Eyewear sample project from the Unity Asset Store.
  • Open the Player Settings and under XR Settings, enable "Virtual Reality Supported" and make sure Windows Mixed Reality is the only SDK included.
  • Enable "Vuforia Augmented Reality" in XR Settings as well.
  • Still in Player Settings, under Publishing settings, check the following fields under "Capabilities:" InternetClient, WebCam, Microphone, SpatialPerception
  • Open the Vuforia Configuration and set your app license.
  • Under the Digital Eyewear section of the Vuforia Configuration, make sure "Eyewear Type" is set to "Optical See-Through" and then set "See Through Config" to "Hololens"
  • Select the ARCamera in your scene and set both its Position and Rotation fields to "0,0,0"
  • Open up build settings and set "Target Device" to "Hololens"

Attached are some screenshots of the various settings needed. Please let me know if you have any further questions.

Thanks,

-Vuforia Support

HemanthDJ

Wed, 10/18/2017 - 07:19

Hi ,Sir Thanks for the steps ,another doubt i have is does the hololens setup rewuire the HoloToolKit Cursors,HoloCamera and HololensManger Objects????

Or does the above mentioned steps are enought to deploy to Hololens and interact?? Please suggest.

Strasza

Wed, 10/25/2017 - 16:22

In reply to by lust0yixiong

[quote=lust0yixiong]

Hi,

I am using the Core Samples Image Target scene, Thanks!

[/quote]
 

Could you please use this sample project instead: https://assetstore.unity.com/packages/templates/packs/vuforia-stereo-rendering-for-digital-eyewear-101471

HemanthDJ

Wed, 10/18/2017 - 12:31

Hi , Please suggest what are the mandatory system requirements for Vuforia on Hololens as far now 

I'm using Unity 2017.2 stable release version,

[quote=HemanthDJ]

Hi , Please suggest what are the mandatory system requirements for Vuforia on Hololens as far now 

I'm using Unity 2017.2 stable release version,

according to your ARCamera for Hololens Sample.png, there is no HoloLens Camera in the hierarchy. Does it mean that there is no longer need to bind holoLens camera to ARCamera of Vuforia? 

[quote=huberto]

according to your ARCamera for Hololens Sample.png, there is no HoloLens Camera in the hierarchy. Does it mean that there is no longer need to bind holoLens camera to ARCamera of Vuforia? 

[/quote]

Hello daza,

A user in this post describes the steps to disable ARCamera/Vuforia in scenes you don't need it in: https://forum.unity.com/threads/do-not-run-vufory-when-the-application-starts.498351/#post-3243649

Thanks,

Even doing the step by step quoted I am not able to install in apk in hololens. Error DEP 6720: Failed to deploy 'Standard Colletor Brige' package.

[quote=diogoiub]

Even doing the step by step quoted I am not able to install in apk in hololens. Error DEP 6720: Failed to deploy 'Standard Colletor Brige' package.

[/quote]

When attempting to deploy the Stereo Rendering Sample on the HoloLens, the application crashes:

 

Unhandled exception at 0x5F99ADEA (UnityPlayer.dll) in Sample.exe: 0xC0000005: Access violation reading location 0x00000004.

Dorfdude8

Mon, 01/29/2018 - 17:57

I'm trying to configure my Digital Eyewear section but for the "Eyewear Type", there is no option for "Optical See-Through". I only have Handheld, Digital Eyewear, and Phone + Viewer as options. How do I get the optical see through option to appear?

Updated HoloLens resolution now available

Hello,

A patch is available for HoloLens performance modes for Vuforia SDK 6.1 and greater. This change updates the "MODE_DEFAULT" camera device/performance mode to use the 896x504 resolution, as recommended by Microsoft for Vuforia computer vision algorithms. Vuforia's testing shows an improvement in detection distances on HoloLens when using this mode. The previous MODE_DEFAULT resolution can still be used by selecting MODE_OPTIMIZE_SPEED (1280X720). MODE_OPTIMIZE_QUALITY (1344x756) remains unchanged.

To apply the patch for testing, please perform the following steps with your existing app:

  1.  Make sure that the device's Wifi is enabled and can connect to the Internet
  2.  Uninstall your test app with Vuforia integrated
  3.  Reinstall the same test app
  4.  Start the same test app and let it run in idle state for ~30 seconds (i.e. Vuforia camera start)
  5.  Stop the same test app (i.e. Vuforia camera stop)
  6.  Restart the same test app (i.e. Vuforia camera start)

Between steps #4 and #5, the SDK will automatically download a patch file that contains the updated performance modes. The time required for step #4 will vary dependent upon your network conditions. Once applied, the patch will remain in-place for the life of the app installed on device. If the app is reinstalled, upgraded, etc. there is a chance that the patch file will have to be downloaded and applied again.

When considering a programmatic solution, understand that the patch will be downloaded asynchronously after SDK start. Although Vuforia makes a best effort to download the patch before initial camera start, it cannot be guaranteed that the patch will be available at that time. Behavior in the case where the patch is not applied before camera start is that the previous performance modes will be applied. Therefore, please consider initiating a delay after Vuforia init and before camera start to help insure that the patch has time to be downloaded and applied.

This patch will be integrated in our next SDK release. At that time, the aforementioned patch application instructions and considerations will no longer apply.

Thanks.