AR Foundation on Hololens (Without MRTK?)

My perception from Unity’s demos of AR Foundation, is that it is a single codebase that can handle basic AR across almost any platform. They demo AR Foundation on hololens, but have no tutorials that I can find on how to recreate it. Do you still need MRTK to use AR Foundation with hololens, if so how can I use that same project to build for iOS/Android without build errors when switching platforms?

If I don’t need MRTK how do I handle the hololens cursor and gestures?

Where did you see that example? I know it’s scheduled for 2019 but didn’t see any announcements

I was just referring to the stage demos they have done from Unite

Any news on this? Like, a preview package to try out in 2019.3 beta?

I see direct mention of it here:

[quote]
AR Foundation
2019.3

Support for Head-worn
such as Magic Leap
and HoloLens 2.
[/quote] (Slide # 54)

You can test it in preview form in 2019.3b5+ using the latest verified version of ARFoundation (2.1.4) and the preview version of the Windows MR package. Easiest way to get this is to edit your project’s manifest.json to include this line:

"com.unity.xr.windowsmr": "2.0.3-preview.1",

2 Likes

DOWN WITH THE MIXED REALITY TOOLKIT TYRANNY!!!

1 Like

For anyone wanting a self-updating link to this package’s docs:

https://docs.unity3d.com/Packages/com.unity.xr.windowsmr@latest

Are there any examples how to set up a very basic scene with AR Foundation image tracking on HoloLens?

I have set up the basic scene and it is working as expected on iOS + Android. I can see the content tied to image targets and all of the content that is just placed in the scene.

I have included the Windows MR 2.0.3-Preview package to the project. The project builds for HoloLens, but it doesn’t ask for camera access etc. The content that is not tied to image targets is working as expected. It all stays in place when walking inside the room. The image targets are not working on the HoloLens build.

You can check here for examples on AR Foundation stuff.

https://github.com/Unity-Technologies/arfoundation-samples

and specifically for image targeting you can look at example code here
https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scenes/ImageTracking/TrackedImageInfoManager.cs

I’m familiar with these examples, but I’m looking for any HoloLens specific setting / tweak. The image target test scene working with Android + iOS is not working on HoloLens. I’m simply placing a simple cube on top of the image target by using the cube as the instantiated prefab. The problem seems to be that the HoloLens is not even asking for the camera access permission although I have enabled webcam access in the capabilities. So it seems I’m missing something else in the setup.

Or should the preview version even support image targets on HoloLens at this stage?

@tdmowrer , thanks for the preview link.

One problem though: When I install any of the “new” XR packages (Windows MR, ARCore, ARKit) it prevents any “legacy” XR (e.g. Google Cardboard) from working. (Unity 2019.3.0b6) Are there plans to promote Google Cardboard to non-legacy XR status? My app has to support both AR and VR in the same build.

5070563--498524--upload_2019-10-15_12-24-46.png

Thanks,
Adam

The Hololens package uses a new stereoscopic rendering path which is incompatible with the legacy one. That means that currently, you cannot mix Cardboard (which uses the legacy path) and the new Hololens package (which uses the new one).

It’s fine to mix the ARCore XR Plugin or ARKit XR Plugin and Cardboard, but once you add the new Hololens package to the mix it disables the legacy stereoscopic pipeline.

There was a roadmap talk at Unite that might be useful.

I tried Unity 2019.2 + ARFoundation 3.0.1 + ARSubsystem 3.1.0 (preview2) with the HoloLens2 and the
ARSessionState.CheckingAvailability function to know if it’s supported. It is not.

In my experience ARFoundation 3.0.1 does not support HoloLens2.

Maybe there is a way to make it work in Unity 2019.3 but MRTK does not support 2019.3.

1 Like

Hi,
the Unity doc says, that there is a 3.0.0 version of this plugin. But it doesn´t appeare in the package manager (2019.3.0f5)

Can anybody help me?

5378034--544731--Unbenannt.PNG

I was able to add it with an entry in the json.
But now my app shows nothing. There should be a cube on my HoloLens 1.
Is there a general “how to” for scene and project setup on HoloLens?

edit: on Android it is running like a charm.

The roadmap on the video says there will be a preview of ARFoundation on HoloLens in Q4 2019 but I can’t find anything about this preview

Is ARFoundation supposed to run with the HoloLens 1? I am trying all kinds of settings but only get a black screen with the cursor visible. There is also no splash screen.

My setup:

  • Unity 2019.3.0f3
  • “com.unity.xr.arfoundation”: “3.0.1”
  • “com.unity.xr.windowsmr”: “3.0.0”
  • “com.unity.xr.legacyinputhelpers”: “2.0.6”,
  • “com.unity.modules.xr”: “1.0.0”
  • “com.unity.modules.vr”: “1.0.0”,

5401140--548154--upload_2020-1-23_17-27-29.png

5401140--548166--upload_2020-1-23_17-29-3.png

5401140--548163--upload_2020-1-23_17-28-50.png

@BenjaminBachman can you try the “ARSession.CheckAvailability()” function to get the result ? Like in the documentation ? (see image attached)

If it return “ARSessionState.Unsupported” it will be a clear indication that the HL does not support ARFoundation.

I had some insight from the support.
Hololens for ARFoundation is not supported : https://support.unity3d.com/hc/en-us/requests/771497?page=1

Thank you for investigating. I could get some features working by switching to the following versions:

  • Unity: 2019:3.0f3

  • “com.unity.xr.arfoundation”: “2.1.4”,

  • “com.unity.xr.arsubsystems”: “2.1.1”,

  • “com.unity.xr.management”: “3.0.5”,

  • “com.unity.xr.windowsmr”: “2.0.3”,

  • “com.unity.modules.xr”: “1.0.0”

I had to use the “tracked pose driver” and the ARCameraManager doesn’t work but at least the app is running and objects are showing up.

It seems like I have no access to this link. Do you know anything about HoloLens 2?
Anyway, I will probably get one this week and try it out.