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A Unity application for receiving and rendering point clouds on Hololens and other devices.

License: MIT License

C# 59.44% GLSL 8.87% C++ 31.69%
hololens livescan3d telepresence unity

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livescan3d-hololens's Issues

Hololens2 ARM?

Is it available for ARM or only for ARM64? Any chance it will be supported on ARM?(32 bit) on Hololens 2?

greetings

Having difficulty connecting HoloLens to Azure Kinect

Thanks for providing source code of this project. I was trying to build this repository to use it together with LiveScan3D. I built the AuzreKinect branch of LiveScan3D and it works well. The problem is when I try to build LiveScan3D-Hololens for a HoloLens. To make it clear, the project works when it is inside Unity and even when the visual studio version is running it is inside the a HoloLens emulator.

Inside HoloLens, it stops working here:

socket = new NetworkCommunication.TransferSocket(IP, port);

After typing the IP address and submitting it, I checked it goes to the line in front of the above with a Unity I added. I turned off all firewall and also checked the advanced settings for LiveScanServer (allowing both public and private incoming packets).

As it is code from NetworkCommunication.dll, I tried adding dependency dlls of NetworkCommunication (i.e., msvcp140_app.dll, vccorlib140_app.dll, vcruntime140_app.dll), but it was not a fix. For the build, I used Unity 2018.4.14., Visual Studio 2019, and Windows SDK 10.0.18362.0. I used the .NET scripting backend for UWP from Unity.

Would there be any suggestions?
I can think of getting inside NetworkCommunication or using IL2CPP scripting backend, but not sure they make sense...

Port to Magic Leap

Hello, great project! I am currently trying to get this to display on a magic leap. I removed the windows libraries, like was mentioned on the issue "Build for OpenVR", but it doesn't seem to show the stream. I changed the shader, thinking that was the issue, to another one that I saw would be able to render on many more devices, including phones, but that doesn't seem to be the issue. After debugging, it seems like everything is connected and working fine (Firewalls off, etc..) and I have it running on mobile phones, but I can't see the stream, although I can see other 3D objects that I put in the scene. I changed the scale and position, and still nothing. Any help would be appreciated!

Unity problem DirectoryNotFoundException: Could not find a part of the path

Hi,

Thank you for the really impressive application, I was very happy when I found it. I am an enthusiastic layman but I managed to use the LiveScan application, but I got stuck with Unity.

I have a Hololens 2 so I would like to be able to connect it but I couldn’t.

The LiveScan application is running, I see the live image, I can save ply, which I can play.

However, I ran into a problem with the LiveScan3D-Hololens application. The LiveScanServer is running, I see the live image. I open the project folder in Unity but I get stuck there. I get 6 error messages but each one starts the same way.

“DirectoryNotFoundException: Could not find a part of the path”

Unfortunately, based on this, I’m afraid I won’t be able to connect the thing with the Hololens either. Could you help me with what to install on the Hololens and exactly how to run the programs?
image

Use unity 2018.4.14f1 and VS 2017&2019 (recommended)

Thank you for your answer,
Benedek

Building for iOS: "Shader Is Not Supported On This GPU (none of subshaders/fallbacks are suitable)"

Hello,

First, very cool project! I wanted to try building this for iOS, but I'm running into an issue. What I've done:

  1. Removed NetworkCommunication Code (as referenced in another issue if we are not building for Windows Store)
  2. Stripped Hololens Gesture Control code
  3. Hardcoded IP - manually called connect function.

The project compiles fine, but I see a warning under the GSG Billboard shader object, saying: "Shader Is Not Supported On This GPU (none of subshaders/fallbacks are suitable)". Does anyone know the reason for this? I'm not quite sure why the iOS GPU wouldn't be able to properly render this shader.

Thanks for any information you can provide, and thanks again for the cool project!

How do I get stream to flow into Unity

Sorry, I have never learned Unity before. I have installed all the required applications (LiveScan3D /Kinects V2 / Unity-2018.4.14C1 /Visual Studio 2019), but when I opened Unity there was no response. Is there anything else I need to do after I open Unity? thank you

hololens can't get cloud point

Hi,@MarekKowalski, I use deploy the app on the hololens and input the server ip, but the hololens couldn't get any cloud points, and the server can run. I don't know where is wrong, Could you help me?

Thanks!

Hololens2 issue with MRTK Version

Hey,
I tried to get the new version for the Hololens 2 running but i get some issues.
If i am use the version of MRTK that comes in the folder it doesnt show the point cloud
and i tried to update the version of mrtk but this doesnt work at all.

can you help me with my Promblem?

Best regards
Max

Build error

There are something wrong when i apply it on my machine.
I first open the Hololens Receiver folder using Unity, and then build it. The build setting is under.
image
It is successful. And I get a new APP folder, which I selected as the output folder.
Next, I open the HololensReceiver.sln in that folder using VS and try to release it.
But there are build errors, for both hololens emulator and the device.
image
Are there are some wrong steps?
My Unity version is 5.6.0 and VS is 2017.
The solution that recompile the NetworkCommunication I have tried. But it failed.
Thanks a lot.

SocketException:Unable to connect because the target computer is actively rejected

SocketException:由于目标计算机积极拒绝,无法连接。
System.Net.Sockets .Socket.Connect (System.Net.EndPoint remoteEP, Boolean requireSocketPolicy)
System.Net.Sockets .Socket.Connect (System.Net.EndPoint remoteEP)
System.Net.Sockets TcpClient.Connect (System .Net.IPEndPoint remote_ end_ point)
System.Net .Sockets .TcpClient.Connect(System.Net.IPAddres[] ipAddresses, Int32 port)

Update to Unity 2017, VS 2017, Latest Mixed Reality Toolkit

Hi, this is great! The only problem is... I can't seem to get it to work on the hololens :(
It runs well in the Unity editor, and I can build a visual studio solution, but when I try to deploy it to the hololens it ends in failure. I have a feeling it must have something to do with a combination of conflicts regarding updates. I'm using Unity 2017, VS 2017, and the latest mixed reality toolkit (however I am not importing this into your sample project). Any suggestions on how to get this to deploy to the hololens? Thanks!

Build for OpenVR

We're trying to run this on VR HMDs (Vive, Rift...). Which works fine in the Unity Editor.
But, building hasn't worked out at all.

First, I ripped out all the Hololens related objects/scripts in the Unity project and instead called Connect manually (in the PointCloudReceiver.cs).
Building for Windows (x64) failed because Unity won't include the referenced platform.winmd which appears to be a hard requirement of the NetworkCommunication project.
Building via XAML and for PC only and messing a bit with the csproj (to rip out Hololens references) worked, but I won't see anything in the app, nor will it launch on the VR HMD.

Do you have any hints where to dig around in the project? Can you estimate how hard it would be to rip out the platform.winmd dependent code and re-write that?

Issues building with Unity 5.6.0f3 & Visual Studio 2017

1> Copying unprocessed assemblies...
1> Running AssemblyConverter...
1> System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
1> at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
1> at UnityEditor.Scripting.Compilers.NuGetPackageResolver.Resolve()
1> at Unity.UWPAssemblyResolver..ctor(String projectLockFile, String desiredUWPSDKVersion)
1> at Unity.OperationContext.SetPlatform(Platform platform, String projectLockFile, String uwpSDK)
1> at Unity.ParseArgsStep.Execute()
1> at Unity.Step.Execute(OperationContext operationContext, IStepContext previousStepContext)
1> at Unity.Operation.Execute()
1> at Unity.Program.Main(String[] args)

error MSB3073

How to solve it? Any tips?
In the meantime, is there somewhere a pre-build package in order to test it on HoloLens?

Thank you

Resolution

Is it possible to increase the resolution of the point cloud?

Thanks

Access Skeleton Data along with Point Cloud

Hi Marek,
I am trying to implement a headtracking based camera for a screen setup so that the pointclouds stand out more as threedimensional. Both the Kinect Client and the server have the skeleton data. Is there a good "official" way to access it in unity without having to adjust the server code? If not I might look into this on the server side but I wanted to ask before I start fiddling with that codebase as well.

Best,
Kai

Shader Error

Using Unity 5.6.0 There is a "shader error in 'Custom/GS Billboard' : 'UnityObjectToClipPos': cannot implicitly convert from 'float4x4' to 'float4' at line 82 ( on d3d11)"

Programs exits after IP address

Hi,

I'm using my PC as a server. My Kinect and HoloLens are connected to the PC. The project works fine on Unity but when it asked me for the IP address the following appeared on the output window: " has exited with code -1073740791 (0xc0000409)" I thought I entered the wrong IP addres but the same happens with every different address.

Thanks.

Application exits when runs on hololens but works perfectly in Unity Editor

Hi,
When application is deployed to Microsoft Hololens, app opens asking to enter IP address. When server IP address is entered and submitted, it exits the application within few seconds. But in unity editor point cloud is rendered perfectly.
Unity Version - 5.6.0
Visual Studio Version - Visual Studio Community 2015.
LiveScan3d SDK - Livescan3d-1.0.0-vc12
Build Type - XAML UWP
Could you please have a look into this issue.
Thanks

Point cloud can't show in hololens2

I've tried to use the hololens2 branch in unity and it works,but when I built them in hololens2, there was no reaction.
Then I rebuilt the NetworkCommunication in Release mode,but it failed and I could only ues Debug mode to rebuild.
The release mode error is MSB3073.

Does the sdk supports Kinect v1 ????

Hi,
Can this sdk work with Kinect v1 ???
If no, can u please tell me any possibility with the source code to make it work with Kinect v1.

Thanks
Krishna

Building and Deploying the LiveScan3D-Hololens (Windows 10 and Unity)

@MarekKowalski I have tried to open the LiveScan3D-Hololens with different versions of Unity.

Unity 5.6.1f1 crashes when I open the the project. Same result with Unity 5.6.0 too. I have tried auto-port (offered by Unity in latest version unity 2019.x and 2018.x) and there are complilation issues. In summary, I have livescan3D working properly but struggling to get LiveScan3D-Hololens to work with windows 10 and different versions of Unity.

Can you please say which windows version you used originally or the combined version of windows and unity (5.6.0 or Unity 5.6.1f1,...) that worked for you? I tried in Windows 10 Enterprise 64-bit (10.0, Build 17763).

Thank you and cheers,
Aravinda

P.S: A shout out to @marc-hanheide (my mentor) since he wished to join the discussion.

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