Video summary

Tools for developing for HoloLens 2 - Unite Copenhagen

Main summary

Key takeaways

Technology

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:
    • Twitter
    • 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)

Rate this summary

Your feedback will help improve summaries.

Improve this summary

Reprocess with a stronger model when the summary feels incomplete or inaccurate.

Pro

Translate summary in another language

Pro

Ask questions to this video

Chat for follow-up questions, clarifications, and source-backed answers.

Coming soon

Share this summary

Original video