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GettingStarted.md

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This document describes how to prepare the HoloToolkit sourcecode for use in your project.

Preparing the HoloToolkit-Unity Code

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/.

Preparing to use the HoloToolkit-Unity package

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…

Using HoloToolkit-Unity in Your Project

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.

Preparing a Scene for Holographic Content

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

Building Your Project for HoloLens

HoloToolkit -> Build Window -> Build Visual Studio SLN

Open SLN

Deploy to the emulator or device.