[!IMPORTANT] The Mixed Reality Academy tutorials were designed with HoloLens (1st gen), Unity 2017, and Mixed Reality Immersive Headsets in mind. As such, we feel it is important to leave these tutorials in place for developers who are still looking for guidance in developing for those devices. These tutorials will not be updated with the latest toolsets or interactions being used for HoloLens 2 and may not be compatible with newer versions of Unity. They will be maintained to continue working on the supported devices. A new series of tutorials has been posted for HoloLens 2.
[!VIDEO https://www.youtube.com/embed/Xzm8_s05mm8]
This tutorial will walk you through a complete project, built in Unity, that demonstrates core Windows Mixed Reality features on HoloLens including gaze, gestures, voice input, spatial sound and spatial mapping. The tutorial will take approximately 1 hour to complete.
Course | HoloLens | Immersive headsets |
---|---|---|
MR Basics 101E: Complete project with emulator | ✔️ |
[!NOTE] If you want to look through the source code before downloading, it’s available on GitHub.
[!VIDEO https://www.youtube.com/embed/qotpUpIQxVU]
In this chapter, we’ll setup our first Unity project and step through the build and deploy process.
[!VIDEO https://www.youtube.com/embed/BPWTbAC210k]
In this chapter, we are going to introduce the first of three ways of interacting with your holograms – gaze.
using UnityEngine;
public class WorldCursor : MonoBehaviour
{
private MeshRenderer meshRenderer;
// Use this for initialization
void Start()
{
// Grab the mesh renderer that's on the same object as this script.
meshRenderer = this.gameObject.GetComponentInChildren<MeshRenderer>();
}
// Update is called once per frame
void Update()
{
// Do a raycast into the world based on the user's
// head position and orientation.
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
// If the raycast hit a hologram...
// Display the cursor mesh.
meshRenderer.enabled = true;
// Move thecursor to the point where the raycast hit.
this.transform.position = hitInfo.point;
// Rotate the cursor to hug the surface of the hologram.
this.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);
}
else
{
// If the raycast did not hit a hologram, hide the cursor mesh.
meshRenderer.enabled = false;
}
}
}
[!VIDEO https://www.youtube.com/embed/6d-0RHeKHq4]
In this chapter, we’ll add support for gestures. When the user selects a paper sphere, we’ll make the sphere fall by turning on gravity using Unity’s physics engine.
We’ll start by creating a script than can detect the Select gesture.
using UnityEngine;
using UnityEngine.XR.WSA.Input;
public class GazeGestureManager : MonoBehaviour
{
public static GazeGestureManager Instance { get; private set; }
// Represents the hologram that is currently being gazed at.
public GameObject FocusedObject { get; private set; }
GestureRecognizer recognizer;
// Use this for initialization
void Start()
{
Instance = this;
// Set up a GestureRecognizer to detect Select gestures.
recognizer = new GestureRecognizer();
recognizer.Tapped += (args) =>
{
// Send an OnSelect message to the focused object and its ancestors.
if (FocusedObject != null)
{
FocusedObject.SendMessageUpwards("OnSelect", SendMessageOptions.DontRequireReceiver);
}
};
recognizer.StartCapturingGestures();
}
// Update is called once per frame
void Update()
{
// Figure out which hologram is focused this frame.
GameObject oldFocusObject = FocusedObject;
// Do a raycast into the world based on the user's
// head position and orientation.
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo))
{
// If the raycast hit a hologram, use that as the focused object.
FocusedObject = hitInfo.collider.gameObject;
}
else
{
// If the raycast did not hit a hologram, clear the focused object.
FocusedObject = null;
}
// If the focused object changed this frame,
// start detecting fresh gestures again.
if (FocusedObject != oldFocusObject)
{
recognizer.CancelGestures();
recognizer.StartCapturingGestures();
}
}
}
using UnityEngine;
public class SphereCommands : MonoBehaviour
{
// Called by GazeGestureManager when the user performs a Select gesture
void OnSelect()
{
// If the sphere has no Rigidbody component, add one to enable physics.
if (!this.GetComponent<Rigidbody>())
{
var rigidbody = this.gameObject.AddComponent<Rigidbody>();
rigidbody.collisionDetectionMode = CollisionDetectionMode.Continuous;
}
}
}
[!VIDEO https://www.youtube.com/embed/LxbOhnd2_GM]
In this chapter, we’ll add support for two voice commands: “Reset world” to returns the dropped spheres to their original location, and “Drop sphere” to make the sphere fall.
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Windows.Speech;
public class SpeechManager : MonoBehaviour
{
KeywordRecognizer keywordRecognizer = null;
Dictionary<string, System.Action> keywords = new Dictionary<string, System.Action>();
// Use this for initialization
void Start()
{
keywords.Add("Reset world", () =>
{
// Call the OnReset method on every descendant object.
this.BroadcastMessage("OnReset");
});
keywords.Add("Drop Sphere", () =>
{
var focusObject = GazeGestureManager.Instance.FocusedObject;
if (focusObject != null)
{
// Call the OnDrop method on just the focused object.
focusObject.SendMessage("OnDrop", SendMessageOptions.DontRequireReceiver);
}
});
// Tell the KeywordRecognizer about our keywords.
keywordRecognizer = new KeywordRecognizer(keywords.Keys.ToArray());
// Register a callback for the KeywordRecognizer and start recognizing!
keywordRecognizer.OnPhraseRecognized += KeywordRecognizer_OnPhraseRecognized;
keywordRecognizer.Start();
}
private void KeywordRecognizer_OnPhraseRecognized(PhraseRecognizedEventArgs args)
{
System.Action keywordAction;
if (keywords.TryGetValue(args.text, out keywordAction))
{
keywordAction.Invoke();
}
}
}
using UnityEngine;
public class SphereCommands : MonoBehaviour
{
Vector3 originalPosition;
// Use this for initialization
void Start()
{
// Grab the original local position of the sphere when the app starts.
originalPosition = this.transform.localPosition;
}
// Called by GazeGestureManager when the user performs a Select gesture
void OnSelect()
{
// If the sphere has no Rigidbody component, add one to enable physics.
if (!this.GetComponent<Rigidbody>())
{
var rigidbody = this.gameObject.AddComponent<Rigidbody>();
rigidbody.collisionDetectionMode = CollisionDetectionMode.Continuous;
}
}
// Called by SpeechManager when the user says the "Reset world" command
void OnReset()
{
// If the sphere has a Rigidbody component, remove it to disable physics.
var rigidbody = this.GetComponent<Rigidbody>();
if (rigidbody != null)
{
rigidbody.isKinematic = true;
Destroy(rigidbody);
}
// Put the sphere back into its original local position.
this.transform.localPosition = originalPosition;
}
// Called by SpeechManager when the user says the "Drop sphere" command
void OnDrop()
{
// Just do the same logic as a Select gesture.
OnSelect();
}
}
[!VIDEO https://www.youtube.com/embed/Xc3C4VA10w4]
In this chapter, we’ll add music to the app, and then trigger sound effects on certain actions. We’ll be using spatial sound to give sounds a specific location in 3D space.
using UnityEngine;
public class SphereSounds : MonoBehaviour
{
AudioSource impactAudioSource = null;
AudioSource rollingAudioSource = null;
bool rolling = false;
void Start()
{
// Add an AudioSource component and set up some defaults
impactAudioSource = gameObject.AddComponent<AudioSource>();
impactAudioSource.playOnAwake = false;
impactAudioSource.spatialize = true;
impactAudioSource.spatialBlend = 1.0f;
impactAudioSource.dopplerLevel = 0.0f;
impactAudioSource.rolloffMode = AudioRolloffMode.Logarithmic;
impactAudioSource.maxDistance = 20f;
rollingAudioSource = gameObject.AddComponent<AudioSource>();
rollingAudioSource.playOnAwake = false;
rollingAudioSource.spatialize = true;
rollingAudioSource.spatialBlend = 1.0f;
rollingAudioSource.dopplerLevel = 0.0f;
rollingAudioSource.rolloffMode = AudioRolloffMode.Logarithmic;
rollingAudioSource.maxDistance = 20f;
rollingAudioSource.loop = true;
// Load the Sphere sounds from the Resources folder
impactAudioSource.clip = Resources.Load<AudioClip>("Impact");
rollingAudioSource.clip = Resources.Load<AudioClip>("Rolling");
}
// Occurs when this object starts colliding with another object
void OnCollisionEnter(Collision collision)
{
// Play an impact sound if the sphere impacts strongly enough.
if (collision.relativeVelocity.magnitude >= 0.1f)
{
impactAudioSource.Play();
}
}
// Occurs each frame that this object continues to collide with another object
void OnCollisionStay(Collision collision)
{
Rigidbody rigid = gameObject.GetComponent<Rigidbody>();
// Play a rolling sound if the sphere is rolling fast enough.
if (!rolling && rigid.velocity.magnitude >= 0.01f)
{
rolling = true;
rollingAudioSource.Play();
}
// Stop the rolling sound if rolling slows down.
else if (rolling && rigid.velocity.magnitude < 0.01f)
{
rolling = false;
rollingAudioSource.Stop();
}
}
// Occurs when this object stops colliding with another object
void OnCollisionExit(Collision collision)
{
// Stop the rolling sound if the object falls off and stops colliding.
if (rolling)
{
rolling = false;
impactAudioSource.Stop();
rollingAudioSource.Stop();
}
}
}
[!VIDEO https://www.youtube.com/embed/S-517Y63Cnk]
Now we are going to use spatial mapping to place the game board on a real object in the real world.
Now we’ll show you how to move the OrigamiCollection to a new location:
using UnityEngine;
public class TapToPlaceParent : MonoBehaviour
{
bool placing = false;
// Called by GazeGestureManager when the user performs a Select gesture
void OnSelect()
{
// On each Select gesture, toggle whether the user is in placing mode.
placing = !placing;
// If the user is in placing mode, display the spatial mapping mesh.
if (placing)
{
SpatialMapping.Instance.DrawVisualMeshes = true;
}
// If the user is not in placing mode, hide the spatial mapping mesh.
else
{
SpatialMapping.Instance.DrawVisualMeshes = false;
}
}
// Update is called once per frame
void Update()
{
// If the user is in placing mode,
// update the placement to match the user's gaze.
if (placing)
{
// Do a raycast into the world that will only hit the Spatial Mapping mesh.
var headPosition = Camera.main.transform.position;
var gazeDirection = Camera.main.transform.forward;
RaycastHit hitInfo;
if (Physics.Raycast(headPosition, gazeDirection, out hitInfo,
30.0f, SpatialMapping.PhysicsRaycastMask))
{
// Move this object's parent object to
// where the raycast hit the Spatial Mapping mesh.
this.transform.parent.position = hitInfo.point;
// Rotate this object's parent object to face the user.
Quaternion toQuat = Camera.main.transform.localRotation;
toQuat.x = 0;
toQuat.z = 0;
this.transform.parent.rotation = toQuat;
}
}
}
}
And that’s the end of this tutorial!
You learned:
You are now ready to start creating your own holographic apps!