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Shared Reality: Observe a VR session from the same room using a HoloLens!

Home Page: http://drewgottlieb.net/2017/01/31/mixing-reality-with-vr.html

License: MIT License

C# 91.17% GLSL 3.30% ASP 5.53%

holoviveobserver's Introduction

HoloViveObserver

Observe a VR session from the same room using a HoloLens!

Building

Open the HoloViveObserver directory using Unity 5.5.0f3 (64-bit).

This project uses Unity's cloud based Multiplayer service. After opening the project go to Window > Services to open the Services tab. It is important to mention you must be logged into your Unity cloud account within the Unity Editor. (ie. not working offline)

HoloLens Build Settings

Click the New link... button in the Services tab. Select your organization name (username). Click Create button to create a cloud project. Next click the Multiplayer service to enable. Click Go to dashboard In a browser if you are logged into your Unity account a *Max players per room" field needs to be set as 2 or more and click save. Finally click Refresh Configuration and you should now see a list of your current configuration settings.

Building the HoloLens app

If you are planning on building for the HoloLens and running the Vive from the same machine it is important to build for the HoloLens first.

Open the File -> Build Settings menu.

Make sure Windows Store is selected. If it isn't, select it and click Switch Platform.

Then click Build and select the existing App folder. This will export a Visual Studio project. Yes, you have to do this each time you make changes within Unity and want to deploy to HoloLens. If you just make code changes, you can skip the Build Settings step and build right from Visual Studio.

Within the App folder, open the Vive Observer.sln file. Do not be confused by the HoloViveObserver.sln file in the parent folder, that solution has no projects.

Once within Visual Studio, select Release and target x86, then choose whether you want to deploy to an actual HoloLens or the emulator.

HoloLens Build Settings

NOTE: When choosing the UWP Build Type as D3D the SteamVR_Settings window may pop up. Simply leave this window up, DO NOT click Accept All Settings or Ignore All. If you do this the project will not function properly on the HoloLens.

Running the Vive (SteamVR) app

Open the File -> Build Settings menu.

Make sure PC, Mac, Linux Standalone is selected. If it isn't, select it and click Switch Platform.

On the SteamVR_Settings window click Accept All

HoloLens Build Settings

In the Unity Editor several errors will now be presented in the console tab.

HoloLens Build Settings

To resolve these errors commet out the preprocressor directives shown in the following code blocks within the SteamVR_Menu.cs file as shown.

Lines 244-247

/*# if !UNITY_WSA_10_0
        Cursor.visible = true;
		Cursor.lockState = CursorLockMode.None;
#endif */

Lines 324-327

/* #if !UNITY_WSA_10_0
		savedCursorVisible = Cursor.visible;
		savedCursorLockState = Cursor.lockState;
#endif */

Lines 332-335

/* #if !UNITY_WSA_10_0
		Cursor.visible = savedCursorVisible;
		Cursor.lockState = savedCursorLockState;
#endif */

Now, hit the play button at the top of the Unity window.

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