![]() I didn’t want to spend a long time on making a model and so I made simple model which is just four cubes positioned at ‘cardinal’ points 1m away from each other and initially centred in front of the user at a distance of 3m ![]() ![]() Import the SpatialMapping section of the Toolkit knowing that I’m not really using it.Īnd then my project will build.However, there is a dependency in the script WorldAnchorManager.cs on the SpatialMapping component although it doesn’t seem like a huge dependency that will impact me so I could either Note that I don’t anticipate using the Spatial Mapping functionality here as I’m not intending to have my model collide with the real world but I do need the spatial perception capability in order for world-anchor functionality to work. I made a new Unity project much like I do in this video and imported the HoloToolkit-Unity Īnd I made sure that the project had the capabilities to use the microphone, internet client, private networks and spatial perception and I imported these pieces of the HoloToolkit Here’s the steps that I ran through here Step 0 – Make a Project That sounds achievable so I wanted to give it a try and I thought I’d write up the steps here…although I’m setting off on this journey without knowing whether the remote rooms part of this is achievable or not and I suspect it will come down to finding out whether messages can be broadcast across rooms by the sharing service. In a follow-on post, for remote users, these head positions need to be relative to the position of the models in the local/remote views.For users in the same room, these head positions can be relative to some world-anchored object so as to make them translatable from one device to another.As users interact, broadcast their head positions (at some interval) over the network and remotely display those head positions and their gaze vector to the other users.If that room doesn’t exist, allow the user to position the model and then create the room, add a spatial anchor to the model and export and upload it to that room on the sharing service. #KEYWORD MANAGER HOLOTOOLKIT DOWNLOAD#If that room exists, join it, download and import a spatial anchor and lock the model to that anchor.Identify the current WiFi network name and look for a room on the sharing service with that name.I wanted to try and make use of the ‘rooms’ facility of the Sharing Service within the HoloToolkit-Unity to see if can ultimately support the idea of multiple rooms which might be local/remote to implement something along the lines of A stretch goal would be to allow users to annotate the model, scale, rotate it etc.Īs another stretch goal, I’d also like this to work for users who are in a remote location but I’m probably not going to get to that in this blog post.Users should be able to see the position of the HoloLens devices of other users and be aware of what those users are looking at.Those users might be physically in the same space, meaning that the model should be consistently placed in their real world in a position that the first user into the scene chooses.There is a holographic model that multiple users want to look at, talk about etc.What I wanted to enable runs something like this I wanted to take this further and try to come up with a solution that enabled a little more functionality when devices are physically co-located in a space but also to try and lay the ground for devices which are located elsewhere accepting that this might introduce latency issues. The head position of each device was visible to the other devices within the scene.Those devices could create shared holograms that each could see in a consistent place within the real-world. ![]() In my previous post, I made some steps forward in terms of enabling a basic shared holographic experience using the Sharing Service from the HoloToolkit-Unity such that I have no details on HoloLens other than what is on the public web and so what I post here is just from my own experience experimenting with pieces that are publicly available and you should always check out the official developer site for the product documentation. NB: The usual blog disclaimer for this site applies to posts around HoloLens. ![]()
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