Where is unity private build of the Mixed Reality Technical Preview (MRTP)

According belowing:
https://developer.microsoft.com/en-us/windows/mixed-reality/Install_the_tools.html#installation_checklist_for_immersive_headsets
If I want to development App for immersive headset, I will need unity private build MRTP.
Where can I get the private build?

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Hi NeilLee - sorry for the delayed response.

Microsoft is the key-holder for access to MRTP builds. They recently updated the documentation in the link you posted to say that you should work with a Microsoft account manager to try to get access.

However, support for Windows Mixed Reality has been migrating out of the preview branch used for those builds - you should be able to get betas of 2017.2 when they start coming out so you can work on apps for your immersive headset with Windows Mixed Reality. Be forewarned that the earlier the beta, the more likely you may run into bugs, but we appreciate any help we can get from you with filing bugs you run into!

Does anyone know how to get access to MRTP builds with Microsoft account manager?

Apparently, getting access to the MRTP builds is going to take a while so I was wondering if it’s possible to use 5.6 or 2017.1 beta for Windows Mixed Reality development?

Thanks

Windows Mixed Reality support for VR HMDs is landing in early 2017.2 betas. 5.6 and 2017.1 aren’t supported.

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Hod do you get access?
thanks

Is there an ETA on the 2017.2 beta? I’m actually able to get Windows Mixed Reality running on 5.6, but, unsurprisingly, it’s very finicky.

@pero58 : I’m afraid I don’t have a good answer for that. All I know is what it says on the website: “you’ll need to acquire a private build of the Mixed Reality Technical Preview (MRTP) by working with your Microsoft account manager.” I don’t know what you would need to do if you’re not already in contact with one, or how you would get one. I would suggest poking around the Microsoft forums and seeing if you can find anything there.

@penrose_stanley : I’m not in the know about the public release of a 2017.2 beta, but I think it should be pretty soon.

Sorry I couldn’t be of more help to either of you on this front.

Heyo! I was following this thread all day yesterday, then lo and behold look what just appeared on Unity Editor Beta Releases The first 2017.2 beta release! Let’s get cracking.

Aaaannnd so much for that. Up and running in Unity using these settings (Unity development for HoloLens - Mixed Reality | Microsoft Learn) and when I press Play in Unity, my headset goes black. My Unity Editor windows show that tracking is working, but I can’t see anything in the headset.

Have fun! I just wanted to make sure I pointed out a known issue posted in the release notes relevant to this platform:

  • XR: New API surface for recent UnityEngine.VR.WSA.Input changes has forthcoming breaking changes to land in another beta soon.

QA is currently hammering on said breaking changes, and we hope to have them out to you soon.

@ibrews : That beta should definitely have working Play mode in the editor for supported Windows Mixed Reality HMDs. Would you mind filing a bug on that for me? It’d be useful to get machine specs out of, if nothing else.

Sure @unity_andrewc I was soooo close to getting started too!

@unity_andrewc bug report submitted from alex.coulombe@gmail.com! hope it’s helpful.

@ibrews : It looks like you didn’t switch to UWP - the bug report says you have support for Windows standalone enabled (weird and confusing that there’s this difference, I know).

If you bring up the Build Settings window (Ctrl+Shift+B, or under the File menu), you need to select the “Windows Store” platform and click “Switch Platform”. Then, click “Player Settings…” and make sure that support is enabled for Windows Mixed Reality.

Also, your bug report says this is a crash? The editor definitely shouldn’t be crashing just because you’re trying to use a headset that doesn’t match what platform you enabled XR for. Please let me know whether it’s a crash or if it just renders black - either way, it sounds like something we should fix, or at least emit a warning for so you have some clue as to what’s going on.

Let me know how it goes!

@unity_andrewc very strange! I don’t believe much of that is accurate. In the new Unity beta, there’s a platform called ‘Universal Windows Platform’ and there is no longer a ‘Windows Store’ platform. I definitely had and have UWP enabled and Windows Mixed Reality set up in Player Settings/ XR Settings.

3135414--237718--upload_2017-7-6_15-51-47.png

And no the Editor isn’t crashing, the Acer headset is. Everything in the Editor behaves as it would if I had a Rift or Vive plugged in. But in the headset it fades to black, blinks, then fades to blue, then goes through the headset setup process again, then re-enters the ‘home’ mode. Seems like a crash to me.

@ibrews : My bad, I was just working in some 5.6 code and forgot that the “Windows Store” was changed to “Universal Windows Platform” at some point.

But you’re sure that in Player Settings, it’s Windows Mixed Reality that’s enabled? Either way, it’s rather odd that the bug report says you have Windows Standalone enabled instead of UWP…

Yeah I’m certain:
3135494--237728--upload_2017-7-6_16-58-54.png

Very strange about the bug report. Any chance there’s a bug with the bug reporting :wink: ?

It seems there has to be a bug with something there, I just have no idea whether it would be the bug reporter or the settings themselves that are being reported.

I do have one more thing to ask you to test out, though: can you disable the “Vuforia AR” toggle and try again? I haven’t messed around with that option recently, and there might be a bug with trying to use that with Windows Mixed Reality on desktop. (You might need to restart your machine first, QA has been telling me that they occasionally have to either do that or kill DWM when the Acer headset - or the code supporting it - gets messed up.)

@unity_andrewc tried turning off Vuforia AR and killing DWM. Same results. Hm! Should I reach out to Microsoft or Acer as well?