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Tools for developing for HoloLens 2 - Unite Copenhagen
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Summary of the Talk: Tools for Developing for HoloLens 2 with Unity (Unite Copenhagen)
Speaker Background / Motivation
- Nick (from a game development background) explains how Unity enabled tool development as a career through the Asset Store, creating an ecosystem where tools can be shared, maintained, and improved.
- After joining Microsoft ~1.5 years ago, he works on HoloLens 2 and describes Microsoft-wide efforts to make mixed reality (MR) development easier, largely by releasing open-source tools on GitHub (encouraging issues and pull requests).
HoloLens 2 Hardware Capabilities (Why MR Dev Is Different)
The talk highlights key sensor/display features MR developers must design for:
- Eye tracking: high accuracy, effective “at arm’s length.”
- Embedded Kinect sensor: supports room scanning and helps maintain an in-memory representation of the environment.
- Very strong hand tracking: continuously improving over time.
- Stereoscopic display:
- 60 Hz
- readable text resolution
- comfortable viewing experience
- large field of view
- Comfort & battery: lasts about 3 hours on a single charge (as stated).
Flagship Developer Tool: Mixed Reality Toolkit (MRTK) for Unity
Nick’s main focus is Microsoft’s Mixed Reality Toolkit (MRTK) as a Unity extension.
MRTK provides:
- Interaction paradigms
- “Smart distillation” of complex hardware constraints into developer-friendly APIs (including handling edge cases for camera/hand/eye inputs)
It also includes major subsystems:
1) Mixed Reality Standard Shader
- Designed as a direct replacement for Unity’s standard shader to address mobile GPU framerate issues (e.g., Snapdragon 850 context).
- The talk claims a significant performance boost when swapped in.
- Additional rendering features include:
- Stencil support
- Distance/disc clipping (for “peering inside” meshes)
- Mentioned as a useful reference implementation for shader families, with code available.
2) Robust Input Abstraction (Cross-Platform Foundation)
- Converts diverse input methods into a consistent action-based input model.
- Emphasizes cross-headset portability—not just HoloLens 2 (“works on pretty much any headset”).
- Notes ongoing ecosystem expansion, including support for phone AR (“coming”).
3) Standard UI Components
- UI components designed to “look at home” in the HoloLens shell environment.
- Based on internal experience to provide polished interaction and placement behaviors, reducing the need to reinvent common UI patterns.
4) Eye-Focused Interaction Examples
Includes MR examples and tooling such as:
- Gaze heatmaps (where people look)
- Eye-based text interactions (e.g., auto-scrolling)
- Zooming relative to gaze (no need to manually select a zoom point)
- Gaze + tap selection as a fast selection paradigm
- Notes gaze can provide context for commands (e.g., “make that bigger” because the user is already looking at it)
5) Learning Modules / Tutorials
- Newly released MR Learning Modules for MRTK v2 on GitHub.
- Encourages community participation:
- file issues
- watch triage
- contribute via forks
Other Major Tools & Technologies Mentioned
Mixed Reality Spectator View (Revised)
- A rewritten spectator/casting tool for showing what others are seeing.
- Example workflow:
- Track interactions using a phone with Azure Spatial Anchors
- Localize and stream captured hologram interactions to another display
- Described as easier to integrate because it:
- “scrapes the scene”
- syncs elements
- shares over the network
- Still requires embedding inside the application, but aims to reduce complexity.
Built-in QR Tracking (Low Overhead)
- Uses tracking cameras (not the main camera) at about 2 Hz (“negligible cost”).
- Motivation:
- avoid CPU overhead
- avoid user discomfort from turning on/using the main camera
Azure Spatial Anchors (Cloud-Based Environment Sharing)
Presented as a cross-platform anchor system:
- Scan environment → build anchor → upload to cloud → share/localize across devices.
- Emphasized as scalable and suitable for live services.
Examples:
- Minecraft Earth uses geospatial anchoring (“anywhere on the planet”).
- Supports relationships between anchors enabling wayfinding.
Havok Physics Plugin for Unity (Better Hand-Object Interaction)
- Adds Havok physics to Unity instead of using Unity’s default physics.
- Key concept: penetration recovery—when virtual objects overlap, the simulation smoothly resolves overlap (avoiding unrealistic forces).
- Positioned as beneficial for high-quality, physically believable hand interactions (including cases like tracked “God hand” issues).
Microsoft Game Stack (Platform Ecosystem)
Described as “games adjacent technology,” including:
- Project Acoustics: “audio light-mapping”
- Includes a Unity plugin
- Builds a representation of a room to improve spatial audio realism
- Sure / PlayFab: mentioned as tools for accelerating multi-user workflows and multiplayer/multisession experiences
Mixed Reality WebRTC
- Built for streaming video/audio between devices (e.g., laptop ↔ HoloLens).
- Framed as previously difficult to implement, but now available as a ready-to-use Unity-oriented solution.
- A latency Q&A notes latency depends on the underlying tech; it also mentions Miracast as a possible alternative with faster latency, without providing exact numbers.
Mixed Reality Lighting Tools (Speaker’s Work)
Focuses on lighting for additive displays (HoloLens optics).
Approach:
- Uses camera + orientation to generate/update cube maps
- Estimates primary light direction over time
- Uses it to drive shadows and immersion
- Also described as helping compensate for real-world lighting differences (e.g., bright vs dark sides)
Mixed Reality Extension SDK (AltspaceVR Heritage)
- Supports server-hosted multi-user experiences with session spawning and shared interactions.
- Includes a Unity SDK path to use extensions inside your own apps.
Microsoft Maquette (VR Prototyping Tool)
- A VR modeling/prototyping experience:
- supports rapid creation at scale
- supports creation from multiple viewpoints
- Includes a Unity plugin so prototypes can be imported while preserving hierarchy for further scripting.
Voice / Language Tools
Microsoft Speech Services
- Provides:
- speech-to-text
- text-to-speech
- translation
- natural language understanding
- Example: two users speaking different languages can translate over the network.
LUIS (“LUIS” Mention)
- An intent-based conversational/voice interface system.
- Supports training/refinement over time using user interactions and review/refinement sessions.
Development Strategy for Upcoming Headsets
- Suggests starting with VR headsets first, then porting to HoloLens 2 once it’s available (“plop things onto there” approach).
- Recommends keeping MR development flexible while targeting HoloLens 2 as the eventual endpoint.
Key Links Mentioned
- The talk ends with a reference to a public list of links to the tools discussed.
- Contact options mentioned:
- email (for development questions)
Main Speakers / Sources (As Mentioned)
- Nick (main speaker; worked on HoloLens 2 tools; from game development)
- Cameron Mica (credited for the Mixed Reality Standard Shader work)
- Jerome (mentioned in the context of Mixed Reality WebRTC)
- Microsoft (overall organization providing tools and open-source distribution)
- GitHub / Azure (platforms referenced for open source, anchors, and services)
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