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Copy file name to clipboardExpand all lines: Assets/MRTK/Providers/Experimental/WindowsSceneUnderstanding/Editor/WindowsSceneUnderstandingConfigChecker.cs
Copy file name to clipboardExpand all lines: Assets/MRTK/Providers/Experimental/WindowsSceneUnderstanding/Editor/WindowsSceneUnderstandingConfigChecker.cs.meta
Debug.LogWarning("The required package Microsoft.MixedReality.SceneUnderstanding is not installed or properly configured. Please visit https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/spatial-awareness/scene-understanding for more information.");
### Scene Understanding now available in MRTK as an experimental spatial awareness observer
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Experimental support of [Scene Understanding](https://docs.microsoft.com/en-us/windows/mixed-reality/scene-understanding) is introduced in MRTK 2.6. Users can incorporate the scene understanding capabilities of HoloLens 2 as a spatial awareness observer in MRTK based projects. Please read the [Scene Understanding documentation](SpatialAwareness/SceneUnderstanding.md) for more information.
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> [!IMPORTANT]
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> Scene Understanding is only supported on HoloLens 2 and Unity 2019.4 and higher.
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>
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> This feature requires the Scene Understanding package, which may not be available at the launch date of MRTK 2.6 but will be available soon after via the [Mixed Reality Feature Tool](https://aka.ms/MRFeatureTool). Please see [this issue](https://github.com/microsoft/MixedRealityToolkit-Unity/issues/9402) for updates on its availability.
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### Runtime profile switching support
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MRTK now allows profile switching both before the initialization of the MRTK instance (i.e. Pre MRTK initialization profile switch) and after a profile has been in active use (i.e. Active profile switch). The former switch can be used to enable select components based on capabilities of the hardware, while the latter can be used to modify experience as the user enters a subpart of the application. Please read the [documentation on profile switching](MixedRealityConfigurationGuide.md#changing-profiles-at-runtime) for more information and code samples.
Copy file name to clipboardExpand all lines: Documentation/SpatialAwareness/SceneUnderstanding.md
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@@ -8,7 +8,7 @@ Some expected use cases of this technology are:
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* Provide physics engine friendly geometry as quads
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* Accelerate development by avoiding the need to write similar algorithms
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Currently Scene Understanding is available as an __experimental__ feature. It is integrated into MRTK as a [spatial observer](SpatialAwarenessGettingStarted.md#register-observers) called [`WindowsSceneUnderstandingObserver`](xref:Microsoft.MixedReality.Toolkit.WindowsSceneUnderstanding.Experimental.WindowsSceneUnderstandingObserver).
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Currently Scene Understanding is available as an __experimental__ feature. It is integrated into MRTK as a [spatial observer](SpatialAwarenessGettingStarted.md#register-observers) called [`WindowsSceneUnderstandingObserver`](xref:Microsoft.MixedReality.Toolkit.WindowsSceneUnderstanding.Experimental.WindowsSceneUnderstandingObserver). Scene Understanding works both with the Legacy XR pipeline and the XR SDK pipeline. In both cases the `WindowsSceneUnderstandingObserver` is used.
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## Observer overview
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## Setup
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1. Ensure the platform is set to UWP in build settings.
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1. Ensure dotnetwinrt is installed.
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1. Acquire the SceneUnderstanding package that contains the binaries required for the feature
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1. In the menu bar click Mixed Reality Toolkit -> Utilities -> Windows Mixed Reality -> Check Configuration (this operation may take a while)
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1. In the menu bar click Mixed Reality Toolkit -> Utilities -> Scene Understanding -> Check Configuration (this operation may take a while)
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1. Acquire the Scene Understanding package via [Mixed Reality Feature Tool](https://aka.ms/MRFeatureTool). Note the package may not be available at the launch date of MRTK 2.6 but will be available soon after. Please see [this issue](https://github.com/microsoft/MixedRealityToolkit-Unity/issues/9402) for updates on its availability.
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## Using Scene Understanding
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* Saving scene data to device for offline development
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* Loading previously saved scene data (.bytes files) to support in-editor development workflow
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> [!NOTE]
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> The sample scene is based on the Legacy XR pipeline. If you are using the XR SDK pipeline you should modify the profiles accordingly. The provided Scene Understanding Spatial Awareness System profile (`DemoSceneUnderstandingSystemProfile`) and the Scene Understanding Observer profiles (`DefaultSceneUnderstandingObserverProfile` and `DemoSceneUnderstandingObserverProfile`) works for both pipelines.
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#### Configuring the observer service
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Select the 'MixedRealityToolkit' game object and check the inspector.
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