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@@ -6,11 +6,6 @@ To run an app on device as a standalone app (for HoloLens, Android, iOS, etc.),
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Instructions on how to build and deploy for HoloLens 1 and HoloLens 2 (UWP) can be found at [building your application to device](https://docs.microsoft.com/windows/mixed-reality/mrlearning-base-ch1#build-your-application-to-your-device).
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>[!IMPORTANT]
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> If using Unity 2019.3.x, select **ARM64** and not **ARM** as the build architecture in Visual Studio. With the default Unity settings in Unity 2019.3.x, a Unity app will not deploy to a HoloLens if ARM is selected due to a Unity bug. This can be tracked on [Unity's issue tracker](https://issuetracker.unity3d.com/issues/enabling-graphics-jobs-in-2019-dot-3-x-results-in-a-crash-or-nothing-rendering-on-hololens-2).
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>
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> If the ARM architecture is required, navigate to **Edit > Project Settings, Player**, and under the **Other Settings** menu disable **Graphics Jobs**. Disabling **Graphics Jobs** will allow the app to deploy using the ARM build architecture for Unity 2019.3.x, but ARM64 is recommended.
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**Tip:** When building for WMR, HoloLens 1, or HoloLens 2, it is recommended that the build settings "Target SDK Version"
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and "Minimum Platform Version" look like they do in the picture below:
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[the latest Windows SDK](https://developer.microsoft.com/windows/downloads/windows-10-sdk) needs to be installed.
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### Unity 2019.3 and HoloLens
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If a HoloLens app appears as a 2D panel on device, make sure the following settings have been configured in Unity 2019.3.x before deploying your UWP app:
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If using the legacy XR:
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1. Navigate to Edit > Project Settings, Player
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1. Under **XR Settings** in the UWP tab, make sure **Virtual Reality Supported** is enabled and the **Windows Mixed Reality** SDK has been added to SDKs.
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1. Build and deploy in Visual Studio
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If using the XR-Plugin:
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1. Follow the steps found in [Getting Started with XRSDK](GettingStartedWithMRTKAndXRSDK.md)
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1. Make sure the configuration profile is the **DefaultXRSDKConfigurationProfile**
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1. Navigate to **Edit > Project Settings, XR-Plugin Management** and make sure **Windows Mixed Reality** is enabled.
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1. Build and deploy in Visual Studio
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>[!IMPORTANT]
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> If using Unity 2019.3.x, select **ARM64** and not **ARM** as the build architecture in Visual Studio. With the default Unity settings in Unity 2019.3.x, a Unity app will not deploy to a HoloLens if ARM is selected due to a Unity bug. This can be tracked on [Unity's issue tracker](https://issuetracker.unity3d.com/issues/enabling-graphics-jobs-in-2019-dot-3-x-results-in-a-crash-or-nothing-rendering-on-hololens-2).
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>
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> If the ARM architecture is required, navigate to **Edit > Project Settings, Player**, and under the **Other Settings** menu disable **Graphics Jobs**. Disabling **Graphics Jobs** will allow the app to deploy using the ARM build architecture for Unity 2019.3.x, but ARM64 is recommended.
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## Building and deploying MRTK to a Windows Mixed Reality Headset
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The Windows Mixed Reality (WMR) headset can be used for Universal Windows Platform (UWP) and Standalone builds. A Standalone build for a WMR headset requires the following extra steps:
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