Skip to content

Commit d218b8a

Browse files
committed
RS2 branch with Windows Mixed Reality support for immersive headsets
## Prerequisites: 1. [Development PC specs](https://developer.microsoft.com/en-us/windows/mixed-reality/install_the_tools#developing_for_immersive_headsets) Developing for immersive headsets. 2. [Holograms 100](https://developer.microsoft.com/en-us/windows/mixed-reality/holograms_100) has been updated with how to setup Windows Mixed Reality in your app. 3. [How to navigate the Windows Mixed Reality home](https://developer.microsoft.com/en-us/windows/mixed-reality/navigating_the_windows_mixed_reality_home). 4. Development PC needs to be on RS2 SDK and builds as below: 4.1. Launch Settings > Updates and Security > Windows Insider Program > Get Insider Preview builds 4.2. Release = rs2_release 5. Early access private build of Unity 5.6.0b11 with RS2 API support. This build of Unity is currently invite only. 5.1. Please read more about [Immersive headset details](https://developer.microsoft.com/en-us/windows/mixed-reality/immersive_headset_details). 6. [Visual Studio 2017](https://www.visualstudio.com/downloads/). ## Please note: 1. We will not merge this branch into master until we have a publicly available Unity that supports it and a HoloLens build that works with these new APIs. 2. You can use this branch with RS2 builds on your PC and deploy it to RS1 HoloLens flight. 3. RS2 flights don’t ship on HoloLens. ## What's new? **GamepadInput** supports the Xbox controller and maps it to the input manager events. You can use the Xbox controller A to tap. Press A and hold to do hold started, canceled and completed. Press A and left joystick to trigger the navigation events. Press the Y button to teleport in your world. Press the B button to return back to your original location. **Playspace** folder has the scripts that support the StageRoot component that helps define the 0,0,0 for your immersive applications. Prefabs help to draw the floor for immersive headsets and also renders the playspace bounds if you wish to display those in your application. **External\How To** docs folder is meant to help everyone with migrating forward or any simple doubts they might have about the process. Please feel free to grow all these sections. We can't wait to see your additions! We've also done some future proofing work to add support for motion controllers. However, current model is gaze and commit with your head gaze and the Xbox controller.
1 parent cb9e635 commit d218b8a

File tree

294 files changed

+145009
-132995
lines changed

Some content is hidden

Large Commits have some content hidden by default. Use the searchbox below for content that may be hidden.

294 files changed

+145009
-132995
lines changed

Assets/HoloToolkit-Examples/ColorPicker/GazeableColorPicker.cs

Lines changed: 10 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -27,16 +27,19 @@ void Update()
2727

2828
void UpdatePickedColor(PickedColorCallback cb)
2929
{
30-
RaycastHit hit = GazeManager.Instance.HitInfo;
31-
if (hit.transform.gameObject != rendererComponent.gameObject) return;
30+
GameObject hitObject = GazeManager.Instance.HitObject;
31+
32+
if (hitObject != rendererComponent.gameObject) return;
3233

3334
Texture2D texture = rendererComponent.material.mainTexture as Texture2D;
34-
Vector2 pixelUV = hit.textureCoord;
35-
pixelUV.x *= texture.width;
36-
pixelUV.y *= texture.height;
3735

38-
Color col = texture.GetPixel((int)pixelUV.x, (int)pixelUV.y);
39-
cb.Invoke(col);
36+
//TODO: Fix by adding RaycastHit properties to FocusDetails.
37+
//Vector2 pixelUV = hit.textureCoord;
38+
//pixelUV.x *= texture.width;
39+
//pixelUV.y *= texture.height;
40+
41+
//Color col = texture.GetPixel((int)pixelUV.x, (int)pixelUV.y);
42+
//cb.Invoke(col);
4043
}
4144

4245
public void OnFocusEnter()

Assets/HoloToolkit-Examples/FastConfigurableShader.meta

Lines changed: 9 additions & 0 deletions
Some generated files are not rendered by default. Learn more about customizing how changed files appear on GitHub.

Assets/HoloToolkit-Examples/FastConfigurableShader/Materials.meta

Lines changed: 9 additions & 0 deletions
Some generated files are not rendered by default. Learn more about customizing how changed files appear on GitHub.
Lines changed: 231 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,231 @@
1+
%YAML 1.1
2+
%TAG !u! tag:unity3d.com,2011:
3+
--- !u!21 &2100000
4+
Material:
5+
serializedVersion: 6
6+
m_ObjectHideFlags: 0
7+
m_PrefabParentObject: {fileID: 0}
8+
m_PrefabInternal: {fileID: 0}
9+
m_Name: Fast Configurable - Ambient Diffuse Highlighted
10+
m_Shader: {fileID: 4800000, guid: a82e601d90c076c458969fbd127780e6, type: 3}
11+
m_ShaderKeywords: _EMISSION _MAINTEX_OFFSET_ON _MAINTEX_SCALE_ON _MainTex_OFFSET_ON
12+
_MainTex_ON _MainTex_SCALE_ON _USEAMBIENT_ON _USEDIFFUSE_ON _USEEMISSIONCOLOR_ON
13+
_USEMAINCOLOR_ON _USEMAINTEX_ON
14+
m_LightmapFlags: 1
15+
m_CustomRenderQueue: -1
16+
stringTagMap: {}
17+
m_SavedProperties:
18+
serializedVersion: 2
19+
m_TexEnvs:
20+
- first:
21+
name: _BumpMap
22+
second:
23+
m_Texture: {fileID: 10916, guid: 0000000000000000f000000000000000, type: 0}
24+
m_Scale: {x: 1, y: 1}
25+
m_Offset: {x: 0, y: 0}
26+
- first:
27+
name: _DetailAlbedoMap
28+
second:
29+
m_Texture: {fileID: 0}
30+
m_Scale: {x: 1, y: 1}
31+
m_Offset: {x: 0, y: 0}
32+
- first:
33+
name: _DetailMask
34+
second:
35+
m_Texture: {fileID: 0}
36+
m_Scale: {x: 1, y: 1}
37+
m_Offset: {x: 0, y: 0}
38+
- first:
39+
name: _DetailNormalMap
40+
second:
41+
m_Texture: {fileID: 0}
42+
m_Scale: {x: 1, y: 1}
43+
m_Offset: {x: 0, y: 0}
44+
- first:
45+
name: _EmissionMap
46+
second:
47+
m_Texture: {fileID: 0}
48+
m_Scale: {x: 1, y: 1}
49+
m_Offset: {x: 0, y: 0}
50+
- first:
51+
name: _EmissionTex
52+
second:
53+
m_Texture: {fileID: 0}
54+
m_Scale: {x: 1, y: 1}
55+
m_Offset: {x: 0, y: 0}
56+
- first:
57+
name: _MainTex
58+
second:
59+
m_Texture: {fileID: 2800000, guid: 5652e3736115d2e41ab9207fa4ed3c98, type: 3}
60+
m_Scale: {x: 1, y: 1}
61+
m_Offset: {x: 0, y: 0}
62+
- first:
63+
name: _MetallicGlossMap
64+
second:
65+
m_Texture: {fileID: 0}
66+
m_Scale: {x: 1, y: 1}
67+
m_Offset: {x: 0, y: 0}
68+
- first:
69+
name: _OcclusionMap
70+
second:
71+
m_Texture: {fileID: 0}
72+
m_Scale: {x: 1, y: 1}
73+
m_Offset: {x: 0, y: 0}
74+
- first:
75+
name: _ParallaxMap
76+
second:
77+
m_Texture: {fileID: 0}
78+
m_Scale: {x: 1, y: 1}
79+
m_Offset: {x: 0, y: 0}
80+
- first:
81+
name: _SecondaryTex
82+
second:
83+
m_Texture: {fileID: 0}
84+
m_Scale: {x: 1, y: 1}
85+
m_Offset: {x: 0, y: 0}
86+
m_Floats:
87+
- first:
88+
name: _BlendOp
89+
second: 0
90+
- first:
91+
name: _BumpScale
92+
second: 1
93+
- first:
94+
name: _ColorWriteMask
95+
second: 15
96+
- first:
97+
name: _Cull
98+
second: 2
99+
- first:
100+
name: _Cutoff
101+
second: 0.5
102+
- first:
103+
name: _DetailNormalMapScale
104+
second: 1
105+
- first:
106+
name: _DstBlend
107+
second: 0
108+
- first:
109+
name: _GlossAmount
110+
second: 0.53
111+
- first:
112+
name: _GlossMapScale
113+
second: 1
114+
- first:
115+
name: _Glossiness
116+
second: 0.5
117+
- first:
118+
name: _GlossyReflections
119+
second: 1
120+
- first:
121+
name: _MainTex_OFFSET
122+
second: 1
123+
- first:
124+
name: _MainTex_SCALE
125+
second: 1
126+
- first:
127+
name: _Metallic
128+
second: 0
129+
- first:
130+
name: _Mode
131+
second: 0
132+
- first:
133+
name: _OcclusionStrength
134+
second: 1
135+
- first:
136+
name: _Parallax
137+
second: 0.02
138+
- first:
139+
name: _Shade4
140+
second: 0
141+
- first:
142+
name: _SmoothnessTextureChannel
143+
second: 0
144+
- first:
145+
name: _SpecularAmount
146+
second: 100
147+
- first:
148+
name: _SpecularHighlights
149+
second: 1
150+
- first:
151+
name: _SpecularPower
152+
second: 40.4
153+
- first:
154+
name: _SpecularPowerAmount
155+
second: 20.1
156+
- first:
157+
name: _SpecularScale
158+
second: 1.73
159+
- first:
160+
name: _SrcBlend
161+
second: 1
162+
- first:
163+
name: _UVSec
164+
second: 0
165+
- first:
166+
name: _UseAmbient
167+
second: 1
168+
- first:
169+
name: _UseBumpMap
170+
second: 0
171+
- first:
172+
name: _UseDiffuse
173+
second: 1
174+
- first:
175+
name: _UseEmissionColor
176+
second: 1
177+
- first:
178+
name: _UseEmissionTex
179+
second: 0
180+
- first:
181+
name: _UseMainColor
182+
second: 1
183+
- first:
184+
name: _UseMainTex
185+
second: 1
186+
- first:
187+
name: _UseOcclusionMap
188+
second: 0
189+
- first:
190+
name: _UseSecondaryTex
191+
second: 0
192+
- first:
193+
name: _UseSpecular
194+
second: 0
195+
- first:
196+
name: _UseTextureOffset
197+
second: 0
198+
- first:
199+
name: _UseTextureScale
200+
second: 0
201+
- first:
202+
name: _UseVertexColor
203+
second: 0
204+
- first:
205+
name: _ZTest
206+
second: 4
207+
- first:
208+
name: _ZWrite
209+
second: 1
210+
m_Colors:
211+
- first:
212+
name: _Color
213+
second: {r: 1, g: 0.39310342, b: 0, a: 1}
214+
- first:
215+
name: _EmissionColor
216+
second: {r: 0.44117647, g: 0.44117647, b: 0.44117647, a: 1}
217+
- first:
218+
name: _SpecularColor
219+
second: {r: 1, g: 1, b: 1, a: 1}
220+
- first:
221+
name: _TextureScaleOffset
222+
second: {r: 5, g: 5, b: 0, a: 0}
223+
- first:
224+
name: _Vec
225+
second: {r: 0, g: 0, b: 0, a: 0}
226+
- first:
227+
name: _Vec2
228+
second: {r: 0, g: 0, b: 0, a: 0}
229+
- first:
230+
name: _Vec3
231+
second: {r: 0, g: 0, b: 0, a: 0}

Assets/HoloToolkit-Examples/FastConfigurableShader/Materials/Fast Configurable - Ambient Diffuse Highlighted.mat.meta

Lines changed: 8 additions & 0 deletions
Some generated files are not rendered by default. Learn more about customizing how changed files appear on GitHub.

0 commit comments

Comments
 (0)