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Merge pull request #376 from HodgsonSDAS/HTK-local
Updated Documentation
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Assets/HoloToolkit/Input/README.md

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## [Input]()
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Scripts that leverage the HoloLens input features namely Gaze, Gesture and Voice.
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Input System Diagrams:
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![alt text](/External/ReadMeImages/InputSystemDiagram.png)
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![alt text](/External/ReadMeImages/CursorSystemDiagram.PNG)
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##Scripts that leverage HoloLens input features namely Gaze, Gesture and Voice.
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This contains a fully-featured **input module**, which allows you to handle various types of input and send them to any game object being currently gazed at, or any fallback object. It also includes a **cursor** similar to the HoloLens shell cursor that fully leverages the Unity's animation system.
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##### SourceStateEventData.cs
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Event data for an event that represents an input source being detected or lost.
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#### GestureManipulator.cs
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A component for moving an object via the GestureManager manipulation gesture.
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When an active GestureManipulator component is attached to a GameObject it will subscribe
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to GestureManager's manipulation gestures, and move the GameObject when a ManipulationGesture occurs.
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If the GestureManipulator is disabled it will not respond to any manipulation gestures.
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This means that if multiple GestureManipulators are active in a given scene when a manipulation
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gesture is performed, all the relevant GameObjects will be moved. If the desired behavior is that only
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a single object be moved at a time, it is recommended that objects which should not be moved disable
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their GestureManipulators, then re-enable them when necessary (e.g. the object is focused).
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#### InputSources
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##### BaseInputSource.cs
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##### [Go back up to the table of contents.](../../../README.md)
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Assets/HoloToolkit/Utilities/README.md

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A drop in direction indicator that stays in the users view at all times.
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#### HeadsUpDirectionIndicatorPointer.prefab
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A quad based pointer to be used with the HeadsUpDirectionIndicator prefab to create an out of box direction indicator.k
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#### Main Camera.prefab
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Unity camera that has been customized for Holographic development.
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1. Camera.Transform set to 0,0,0
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2. 'Clear Flags' changed to 'Solid Color'
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3. Color set to R:0, G:0, B:0, A:0 as black renders transparent in HoloLens.
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4. Set the recommended near clipping plane.
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A quad based pointer to be used with the HeadsUpDirectionIndicator prefab to create an out of box direction indicator.
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### [Scripts](Scripts)
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##### [Go back up to the table of contents.](../../../README.md)
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GettingStarted.md

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This document describes how to prepare the HoloToolkit sourcecode for use
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in your project.
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# Preparing the HoloToolkit-Unity Code
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To get started either download the HoloToolkit-Unity Asset Package or grab a copy of this repository and download the entire project.
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We'll build the HoloToolkit from source since it's a reasonable assumption
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that you want the latest and greatest if you are reading this document. To
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do this you need to clone the GitHUb repository at
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# 1a. Download a HoloToolkit-Unity Asset Package
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You can download the latest unity package from [Releases](https://github.com/Microsoft/HoloToolkit-Unity/releases) folder
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[Continue to step 2](/GettingStarted.md#2-using-holotoolkit-unity-in-your-project)
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# 1b. Preparing the HoloToolkit-Unity Code
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If you'd like to build the HoloToolkit from the source, you'll need to clone the GitHub repository at
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https://github.com/Microsoft/HoloToolkit-Unity.git. If you've never cloned a
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repo before then you should consider using the GitHub desktop client, see
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https://desktop.github.com/.
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# Preparing to use the HoloToolkit-Unity package
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# 1c. Preparing to use the HoloToolkit-Unity package
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Open the folder you just cloned in Unity.
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Now, inside of Unity ensure you have the Assets folder selected in the project view, and export the package. **IMPORTANT:** Make sure you select the root Assets folder in the Project. It contains important .rsp files like csc, gmcs and smcs.
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`Assets -> Export Package…`
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# Using HoloToolkit-Unity in Your Project
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# 2. Using HoloToolkit-Unity in Your Project
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Open or create your project in Unity.
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`Assets -> Import Package -> Custom Package…` [Navigate to the package
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you exported above]. **NOTE**: The HoloToolkit-Examples folder (and all its content and subfolders) is optional when you import the custom package. You can uncheck it in the **Import Unity Package** window that shows all the contents of the package before performing the import.
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you have either downloaded or exported above]. **NOTE**: The HoloToolkit-Examples folder (and all its content and subfolders) is optional when you import the custom package. You can uncheck it in the **Import Unity Package** window that shows all the contents of the package before performing the import.
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You should now have a `HoloToolkit` menu item.
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# Preparing a Scene for Holographic Content
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`HoloToolkit -> Configure -> Apply HoloLens Scene Settings`
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Remove the default camera in the project (the next step creates a camera
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customized for holographic development).
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# 3. Preparing a Scene for Holographic Content
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Create a new Scene: `File -> New Scene`
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Add the `Main Camera.prefab` (found under HoloToolkit/Utilities/Prefabs).
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Remove the default `Main Camera` and `Directional Light` objects in the scene.
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You will probably want to add `ManualCameraControl.cs` (found under
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HoloToolkit/Utilities/Scripts) to the
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`Main Camera`. This allows the user to manually control
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the camera when in the Unity player.
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Add the `HoloLensCamera.prefab` (found under HoloToolkit/Input/Prefabs).
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`HoloToolkit -> Configure -> Apply HoloLens Scene Settings`
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Add the `DefaultCursor.prefab` (found under HoloToolkit/Input/Prefabs/Cursor).
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Create an empty object in your scene and make sure its transform is zeroed on the origin.
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Rename it 'Managers'.
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`HoloToolkit -> Configure -> Apply HoloLens Project Settings`
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Add the `InputManager.prefab` (found under HoloToolkit/Input/Prefabs) as a child to your new 'Managers' Object.
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# Building Your Project for HoloLens
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Add an `Event System` to your scene by right click on 'Managers' object in your scene Hierarchy: `UI -> Event System`.
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Optionally, if you wish to enable spatial mapping in your scene, you can add the `SpatialMapping.prefab` (found under HoloToolkit/SpatialMapping/Prefabs) to your 'Managers' object. Be aware that you must also enable `Spatial Perception` Capabilities: `Edit/Project Settings/Player -> Inspector -> Publishing Settings/Capabilities`.
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# 4. Building Your Project for HoloLens
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`HoloToolkit -> Build Window -> Build Visual Studio SLN`
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`Open SLN`
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Deploy to the emulator or device.
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# Deploying your HoloLens app using Visual Studio
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# 5. Deploying your HoloLens app using Visual Studio
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1. Select **x86** in your build configuration
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2. Select emulator or the device that you're using
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3. Run the app
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