This document describes how to prepare the HoloToolkit sourcecode for use in your project.
We'll build the HoloToolkit from source since it's a reasonable assumption that you want the latest and greatest if you are reading this document. To do this you need to clone the GitHUb repository at https://github.com/Microsoft/HoloToolkit-Unity.git. If you've never cloned a repo before then you should consider using the GitHub desktop client, see https://desktop.github.com/.
Open the folder you just cloned in Unity.
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.
Assets -> Export Package…
Open or create your project in Unity.
Assets -> Import Package -> Custom Package…
[Navigate to the package
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.
You should now have a HoloToolkit
menu item.
Remove the default camera in the project (the next step creates a camera customized for holographic development).
Add the Main Camera.prefab
(found under HoloToolkit/Utilities/Prefabs).
You will probably want to add ManualCameraControl.cs
(found under
HoloToolkit/Utilities/Scripts) to the
Main Camera
. This allows the user to manually control
the camera when in the Unity player.
HoloToolkit -> Configure -> Apply HoloLens Scene Settings
HoloToolkit -> Configure -> Apply HoloLens Project Settings
HoloToolkit -> Build Window -> Build Visual Studio SLN
Open SLN
Deploy to the emulator or device.