Hololens 2 Stabilization Plane when using XR Plugin

Hello,

when creating an application for Hololens 2 with the XR Plugin system and MRTK, the stabilization plane is not set correctly, even though I have depth buffer sharing enabled. This means that holograms jitter immensely.
When I when I enable “show depth or plane in headset” in the device portal, everything is shown in red (= depth set incorrectly).
Setting

UnityEngine.XR.WSA.HolographicSettings.SetFocusPointForFrame(position, -cam.transform.forward);

has no effect.

However, if I create an application with Legacy XR, it works correctly and the objects appear blue (= depth set correctly) when I enable “show depth or plane in headset” in the device portal.

I am currently using 2019.4.5f1 but have encountered the same issue in 2019.3.14f1.

Since Legacy XR is considered obsolete, I need to know how to make hologram stabilization work with the XR Plugin system.

Thanks,
Stella

For XR SDK you want to use the api on Display Subsystem: Unity - Scripting API: XR.XRDisplaySubsystem.SetFocusPlane

Thank you for your reply,

unfortunately that made no difference to me.
I used

XRDisplaySubsystem   displaySubsystem = Microsoft.MixedReality.Toolkit.XRSDK.XRSDKSubsystemHelpers.DisplaySubsystem;
displaySystem.SetFocusPlane(position, -cam.transform.forward, Vector3.zero);

in Update, where position is the position of a cube.
The cube is still shown in red and if I visualize the stabilization plane in the device portal 3D view its position is still locked to a place in front of the camera, not the cube’s position.

Additionally - shouldn’t automatic depth reprojection work with shared depth buffer ebabled?

Hi @Ozelotl , can you file a bug so our team can properly track and investigate? Thanks!