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Merge pull request #265448 from MichaelZp0/user/MichaelZp0/ARR_AddNewerUnityVersionsTo_UpdateDeployUnitySampleToDesktop
Added entries for Unity 2021+ menu layouts in ARR Quickstart sample
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articles/remote-rendering/how-tos/performance-tracing.md

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articles/remote-rendering/quickstarts/deploy-to-desktop.md

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This quickstart covers how to deploy and run the quickstart sample app for Unity to a desktop PC.
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In this quickstart you learn how to:
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In this quickstart, you learn how to:
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> [!div class="checklist"]
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>
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## Prerequisites
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In this quickstart we deploy the sample project from [Quickstart: Render a model with Unity](render-model.md).
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In this quickstart, we deploy the sample project from [Quickstart: Render a model with Unity](render-model.md).
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Make sure your credentials are saved properly with the scene and you can connect to a session from within the Unity editor.
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## Disable virtual reality support
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Only flat desktop apps are currently supported on desktop so VR support has to be disabled.
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# [Standalone](#tab/UnityStandalone)
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In the standalone build VR support is automatically disabled. No steps are needed here.
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# [Universal Windows Platform (UWP)](#tab/UnityUWP)
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1. Open *Edit > Project Settings...*
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1. Select **Player** on the left.
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1. Select **XR Plugin Management** in the menu to the left.
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1. Select the **Universal Windows Platform settings** tab.
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1. Expand the **XR Settings**.
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1. Disable **Virtual Reality Supported**.\
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![player settings](./media/unity-disable-xr.png)
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1. Above *XR Settings*, expand **Publishing Settings**.
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1. In **Supported Device Families**, make sure **Desktop** is checked.
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1. Disable **OpenXR**.\
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![A screenshot showing the Project Settings menu with a disabled "OpenXR" setting.](./media/unity-2020-disable-xr.png)
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---
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## Build the sample project
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# [Standalone](#tab/UnityStandalone)
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1. Open *File > Build Settings*.
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1. Change *Platform* to **Universal Windows Platform** (**PC Standalone** is also supported but not used here).
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1. Set *Target Device* to **PC**.
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1. Set *Architecture* to **x86**.
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1. Set *Build Type* to **D3D Project**.\
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![Build settings](./media/unity-build-settings-pc.png)
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1. Select **Switch to Platform**.
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1. When pressing **Build** (or 'Build And Run'), you are asked to select some folder where the solution should be stored.
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1. Change *Platform* to **PC, Mac & Linux Standalone**.
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1. Set *Target Platform* to **Windows**.\
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![A screenshot showing the Build Menu with the settings set for a standalone build.](./media/unity-2021-build-settings-pc-standalone.png)
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1. Select **Switch Platform**.
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1. When pressing **Build** (or 'Build And Run'), you're asked to select some folder where the *.exe* should be stored.
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# [UWP](#tab/UnityUWP)
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1. Open *File > Build Settings*.
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1. Change *Platform* to **Universal Windows Platform**.\
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![A screenshot showing the Build Menu with the settings set for a UWP build.](./media/unity-2021-build-settings-pc.png)
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1. Select **Switch Platform**.
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1. When pressing **Build** (or 'Build And Run'), you're asked to select some folder where the solution should be stored.
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---
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## Build the Visual Studio solution
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# [Standalone](#tab/UnityStandalone)
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Building in standalone mode doesn't produce a Visual Studio solution, but instead a simple *.exe* file. No second building step is necessary here.
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# [UWP](#tab/UnityUWP)
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1. Open the generated **Quickstart.sln** with Visual Studio.
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1. Change the configuration to **Release** and **x86**.
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1. Switch the debugger mode to **Local Machine**.\
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![Solution configuration](./media/unity-deploy-config-pc.png)
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![A screenshot showing the Visual Studio configuration and debugger mode.](./media/unity-deploy-config-pc.png)
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1. Build the solution.
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---
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## Launch the sample project
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Start the Debugger in Visual Studio (F5). It will automatically deploy the app to the PC.
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# [Standalone](#tab/UnityStandalone)
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Run the *.exe* file, which was produced in the build step.
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# [UWP](#tab/UnityUWP)
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Start the Debugger in Visual Studio (F5). It automatically deploys the app to the PC.
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The sample app should launch and then start a new session. After a while, the session is ready and the remotely rendered model will appear in front of you.
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If you want to launch the sample a second time later, you can also find it from the Start menu now.
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---
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## Next steps
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In the next quickstart, we'll take a look at converting a custom model.

articles/remote-rendering/quickstarts/deploy-to-hololens.md

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This quickstart covers how to deploy and run the quickstart sample app for Unity to a HoloLens 2.
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In this quickstart you'll learn how to:
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In this quickstart, you learn how to:
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> [!div class="checklist"]
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## Prerequisites
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In this quickstart, we'll deploy the sample project from [Quickstart: Render a model with Unity](render-model.md).
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In this quickstart, we deploy the sample project from [Quickstart: Render a model with Unity](render-model.md).
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Make sure your credentials are saved properly with the scene and you can connect to a session from within the Unity editor.
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The HoloLens 2 must be in developer mode and paired with the desktop machine. Refer to [using the device portal](/windows/mixed-reality/develop/advanced-concepts/using-the-windows-device-portal#setting-up-hololens-to-use-windows-device-portal) for further instructions.
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## Build the sample project
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# [Unity 2021+](#tab/Unity2021PlusBuild)
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1. Open *File > Build Settings*.
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1. Change *Platform* to **Universal Windows Platform**.\
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![A screenshot showing the Build Menu with the settings set for a UWP build in Unity 2021 or later.](./media/unity-2021-build-settings-hololens.png)
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1. Select **Switch Platform**.
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1. When pressing **Build** (or 'Build And Run'), you're asked to select some folder where the solution should be stored.
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# [Unity 2020](#tab/Unity2020Build)
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1. Open *File > Build Settings*.
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1. Change *Platform* to **Universal Windows Platform**
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1. Set *Target Device* to **HoloLens**
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1. Set *Architecture* to **ARM64**
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1. Set *Build Type* to **D3D Project**\
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![Build settings](./media/unity-build-settings.png)
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1. Select **Switch to Platform**
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1. When pressing **Build** (or 'Build And Run'), you'll be asked to select some folder where the solution should be stored
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1. Change *Platform* to **Universal Windows Platform**.\
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![A screenshot showing the Build Menu with the settings set for a UWP build in Unity 2020.](./media/unity-2020-build-settings-hololens.png)
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1. Select **Switch Platform**.
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1. When pressing **Build** (or 'Build And Run'), you're asked to select some folder where the solution should be stored.
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---
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## Build the Visual Studio solution
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1. Open the generated **Quickstart.sln** with Visual Studio
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1. Change the configuration to **Release** and **ARM64**
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1. Switch the debugger mode to **Remote Machine**\
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![Solution configuration](media/unity-deploy-config.png)
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![A screenshot showing the Visual Studio configuration and debugger mode.](media/unity-deploy-config.png)
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1. Build the solution
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1. For the project 'Quickstart', go to *Properties > Debugging*
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1. Make sure the configuration *Release* is active
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1. In the Solution Explorer, select the 'Quickstart' project
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1. Go to *Properties*
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1. Make sure the configuration *Release* and platform *ARM64* are active
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1. Go to Debugging
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1. Set *Debugger to Launch* to **Remote Machine**
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1. Change *Machine Name* to the **IP of your HoloLens**
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## Launch the sample project
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1. Connect the HoloLens with a USB cable to your PC.
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1. Start the Debugger in Visual Studio (F5). It will automatically deploy the app to the device.
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1. Start the Debugger in Visual Studio (F5). It automatically deploys the app to the device.
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The sample app should launch and then start a new session. After a while, the session is ready and the remotely rendered model will appear in front of you.
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If you want to launch the sample a second time later, you can also find it from the HoloLens start menu now.

articles/remote-rendering/quickstarts/deploy-to-quest.md

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> For more information, see [Supplemental Terms of Use for Microsoft Azure Previews](https://azure.microsoft.com/support/legal/preview-supplemental-terms/).
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In this quickstart you'll learn how to:
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In this quickstart, you learn how to:
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> [!div class="checklist"]
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## Prerequisites
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In this quickstart, we'll deploy the sample project from [Quickstart: Render a model with Unity](render-model.md).
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In this quickstart, we deploy the sample project from [Quickstart: Render a model with Unity](render-model.md).
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Make sure your credentials are saved properly with the scene and you can connect to a session from within the Unity editor.
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In Unity you need to have **Android Build Support** installed.
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In Unity, you need to have **Android Build Support** installed.
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Your Quest 2 / Quest Pro device must be set up for [Developer Mode](https://developer.oculus.com/documentation/native/android/mobile-device-setup/).
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You need to have the [Android SDK](https://developer.android.com/studio) installed, so that tools like the [Android Debug Bridge (ADB)](https://developer.android.com/tools/adb) are available. You should also make sure these are in your `PATH` environment variable.
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You need to have the [Android SDK](https://developer.android.com/studio) installed, so that tools like the [Android Debug Bridge (ADB)](https://developer.android.com/tools/adb) are available. You should also make sure the path to these binaries are in your `PATH` environment variable.
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Make sure your Quest device is connected to the PC and side-loading APKs via `adb` works.
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Make sure your Quest device is connected to the PC and side-loading Android Packages (APKs) via `adb` works.
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## Build the sample project
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1. Open *File > Build Settings*.
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1. Change *Platform* to **Android**
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1. Change *Platform* to **Android**.
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1. If you want to be able to debug the APK, enable *Development Build*.
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1. Select **Switch to Platform**
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![Solution configuration](media/unity-deploy-config-android.png)
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1. When pressing **Build** (or 'Build And Run'), you'll be asked to select a folder where the APK should be stored.
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1. Select **Switch Platform**.
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![A screenshot showing the Build Menu with the settings set for an Android build.](media/unity-deploy-config-android.png)
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1. When pressing **Build** (or 'Build And Run'), you're asked to select a folder where the APK should be stored.
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1. Once the APK file is finished, it needs to be deployed to your device using `adb`.
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1. Open a command prompt, navigate to the APK file and run `adb install <YourFileName.apk>`
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1. Open a command prompt, navigate to the APK file, and run `adb install <YourFileName.apk>`.
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## Launch the sample project
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