We recommend the Unity LTS (Long Term Support) stream as the best version to use when starting new projects, updating to its latest revision to pick up the latest stable fixes.
- The current recommendation is to use Unity 2019, which is the LTS build required for MRTK v2 below.
- If you need to use a different version of Unity for specific reasons, Unity supports side-by-side installs of different versions.
Mixed Reality Toolkit (MRTK) is an open-source, cross-platform development kit for mixed reality applications. MRTK provides a cross-platform input system, foundational components, and common building blocks for spatial interactions. The toolkit is intended to accelerate the development of applications targeting Microsoft HoloLens, Windows Mixed Reality immersive (VR) headsets, and the OpenVR platform.
For installation, we recommend completing the Getting Started section of our curated Unity development journey. If you're already following the Unity development journey, finish up the rest of the setup steps listed below and continue on to the HoloLens 2 Getting Started tutorials.
Important
Note that installation instructions are targeted for the latest stable combination of MRTK and Unity releases, which are MRTK 2.4.0 and Unity 2019.3.15.
Note
If you don't want to use MRTK for Unity, you'll need to script all interactions and behaviors yourself.
:::row:::
:::column:::
Mixed Reality Toolkit-Unity (GitHub)
:::column-end:::
:::row-end:::
- Mixed Reality Companion Kit (GitHub) - code bits and components that might not run directly on HoloLens or immersive (VR) headsets, but instead pair with them to build experiences targeting Windows Mixed Reality.
- Mixed Reality Toolkit - Common (GitHub) - a collection of shared scripts and components.
The Windows 10 SDK works best on the Windows 10 operating system. This SDK is also supported on Windows 8.1, Windows 8, Windows 7, Windows Server 2012, Windows Server 2008 R2. Note that not all tools are supported on older operating systems.
Note
You can develop and deploy your apps for HoloLens, VR immersive headsets, or both. Make sure you fulfill the requirements below depending on your needs.
When setting up your development PC for HoloLens development, please make sure it meets the system requirements for both Unity and Visual Studio. If you want to run your app on a HoloLens device, you need to follow the Windows Device Portal setup instructions. If you plan on using the HoloLens emulator, you'll want to make sure your PC meets the HoloLens emulator system requirements as well.
To get started with the HoloLens emulator, see Using the HoloLens emulator.
If you plan to develop for both HoloLens and Windows Mixed Reality immersive (VR) headsets, use the system recommendations and requirements in the section below.
If you're running into issues enabling Developer Mode on your device you might not be the device owner. In multi-user mode, the person who uses the device first is the device owner - any subsequent users won't have the required permissions to enable Developer Mode or other configuration changes. However, there is an exception where the first user may not be the device owner in an Autopilot environment, which is detailed in the HoloLens security documentation.
Possible solutions include:
- Having the device owner turn Developer Mode on before passing the device to other users or developers
- Suggesting that your IT/MDM Admin enables CSP Policy ApplicationManagement/AllowDeveloperUnlock for the specific device or a developer device group.
- This policy can be set by Provisioning Packages or via MDM for HoloLens devices
- Using the Advanced Recovery Companion (ARC)
Note
You can learn more about device management in the HoloLens device management overview.
If you're not able to deploy an application directly over USB, make sure you've met all the installation requirements listed above and follow our step-by-step tutorial.
Note
The following guidelines are the current minimum and recommended specs for your immersive (VR) headset development PC, and are updated regularly.
Warning
Do not confuse this with the minimum PC hardware compatibility guidelines, which outlines the consumer PC specs to which you should target your immersive (VR) headset app or game.
If you're using a Reverb G2 headset, download the Microsoft-Valve OpenXR plugin (TODO: // Need link).
If your immersive headset development PC does not have full-sized HDMI and/or USB 3.0 ports, you'll need adapters to connect your headset.
There are currently known issues with some hardware configurations, particularly notebooks that have hybrid graphics.
Minimum | Recommended | |
---|---|---|
Processor | Notebook: Intel Mobile Core i5 7th generation CPU, Dual-Core with Hyper Threading Desktop: Intel Desktop i5 6th generation CPU, Dual-Core with Hyper Threading OR AMD FX4350 4.2Ghz Quad-Core equivalent | Desktop: Intel Desktop i7 6th generation (6 Core) OR AMD Ryzen 5 1600 (6 Core, 12 threads) |
GPU | Notebook: NVIDIA GTX 965M, AMD RX 460M (2GB) equivalent or greater DX12 capable GPU Desktop: NVIDIA GTX 960/1050, AMD Radeon RX 460 (2GB) equivalent or greater DX12 capable GPU | Desktop: NVIDIA GTX 980/1060, AMD Radeon RX 480 (2GB) equivalent or greater DX12 capable GPU |
GPU driver WDDM version | WDDM 2.2 driver | |
Thermal Design Power | 15W or greater | |
Graphics display ports | 1x available graphics display port for headset (HDMI 1.4 or DisplayPort 1.2 for 60Hz headsets, HDMI 2.0 or DisplayPort 1.2 for 90Hz headsets) | |
Display resolution | Resolution: SVGA (800x600) or greater Bit depth: 32 bits of color per pixel | |
Memory | 8 GB of RAM or greater | 16 GB of RAM or greater |
Storage | >10 GB additional free space | |
USB Ports | 1x available USB port for headset (USB 3.0 Type-A) Note: USB must supply a minimum of 900mA | |
Bluetooth | Bluetooth 4.0 (for accessory connectivity) |
If you're new to MRTK development with Unity, we recommend following our curated Unity development journey:
[!div class="nextstepaction"] Start your Unity journey
If you're following the Unity development checkpoint journey we've laid out, your next task is to work through our HoloLens 2 tutorial series.
[!div class="nextstepaction"] HoloLens 2 tutorial series
You can always go back to the Unity development checkpoints at any time.
We recommend installing Unreal Engine version 4.25 or later to take full advantage of built-in HoloLens support.
Mixed Reality Toolkit (MRTK) is an open-source, cross-platform development kit for mixed reality applications. MRTK provides a cross-platform input system, foundational components, and common building blocks for spatial interactions. The toolkit is intended to accelerate the development of applications targeting Microsoft HoloLens, Windows Mixed Reality immersive (VR) headsets, and the OpenVR platform.
For installation, we recommend completing the Getting Started section of our curated Unreal development journey. If you're already following the Unreal development journey, finish up the rest of the setup steps listed below and continue on to the HoloLens 2 Getting Started tutorials.
:::row:::
:::column:::
Mixed Reality Toolkit-Unreal (GitHub)
:::column-end:::
:::row-end:::
Note
If you don't want to use MRTK for Unreal, you'll need to script all interactions and behaviors yourself.
- Mixed Reality Companion Kit (GitHub) - code bits and components that might not run directly on HoloLens or immersive (VR) headsets, but instead pair with them to build experiences targeting Windows Mixed Reality.
- Mixed Reality Toolkit - Co mmon (GitHub) - a collection of shared scripts and components.
The Windows 10 SDK works best on the Windows 10 operating system. This SDK is also supported on Windows 8.1, Windows 8, Windows 7, Windows Server 2012, Windows Server 2008 R2. Note that not all tools are supported on older operating systems.
Note
You can develop and deploy your apps for HoloLens, VR immersive headsets, or both. Make sure you fulfill the requirements below depending on your needs.
When setting up your development PC for HoloLens development, please make sure you meet the system requirements for Unreal and and Visual Studio. If you want to run your app on a HoloLens device, you need to follow the Windows Device Portal setup instructions. If you plan on using the HoloLens emulator, you'll want to make sure your PC meets the HoloLens emulator system requirements as well.
If you plan to develop for both HoloLens and Windows Mixed Reality immersive (VR) headsets, use the system recommendations and requirements in the section below.
If you're running into issues enabling Developer Mode on your device you might not be the device owner. In multi-user mode, the person who uses the device first is the device owner - any subsequent users won't have the required permissions to enable Developer Mode or other configuration changes. However, there is an exception where the first user may not be the device owner in an Autopilot environment, which is detailed in the HoloLens security documentation.
Possible solutions include:
- Having the device owner turn Developer Mode on before passing the device to other users or developers
- Suggesting that your IT/MDM Admin enables CSP Policy ApplicationManagement/AllowDeveloperUnlock for the specific device or a developer device group.
- This policy can be set by Provisioning Packages or via MDM for HoloLens devices
- Using the Advanced Recovery Companion (ARC)
Note
You can learn more about device management in the HoloLens device management overview.
If you're not able to deploy an application directly over USB, make sure you've met all the installation requirements listed above and follow our step-by-step tutorial.
Note
The following guidelines are the current minimum and recommended specs for your immersive (VR) headset development PC, and are updated regularly.
Warning
Do not confuse this with the minimum PC hardware compatibility guidelines, which outlines the consumer PC specs to which you should target your immersive (VR) headset app or game.
If you're using a Reverb G2 headset, download the Microsoft-Valve OpenXR plugin (TODO: // Need link).
If your immersive headset development PC does not have full-sized HDMI and/or USB 3.0 ports, you'll need adapters to connect your headset.
There are currently known issues with some hardware configurations, particularly notebooks that have hybrid graphics.
Minimum | Recommended | |
---|---|---|
Processor | Notebook: Intel Mobile Core i5 7th generation CPU, Dual-Core with Hyper Threading Desktop: Intel Desktop i5 6th generation CPU, Dual-Core with Hyper Threading OR AMD FX4350 4.2Ghz Quad-Core equivalent | Desktop: Intel Desktop i7 6th generation (6 Core) OR AMD Ryzen 5 1600 (6 Core, 12 threads) |
GPU | Notebook: NVIDIA GTX 965M, AMD RX 460M (2GB) equivalent or greater DX12 capable GPU Desktop: NVIDIA GTX 960/1050, AMD Radeon RX 460 (2GB) equivalent or greater DX12 capable GPU | Desktop: NVIDIA GTX 980/1060, AMD Radeon RX 480 (2GB) equivalent or greater DX12 capable GPU |
GPU driver WDDM version | WDDM 2.2 driver | |
Thermal Design Power | 15W or greater | |
Graphics display ports | 1x available graphics display port for headset (HDMI 1.4 or DisplayPort 1.2 for 60Hz headsets, HDMI 2.0 or DisplayPort 1.2 for 90Hz headsets) | |
Display resolution | Resolution: SVGA (800x600) or greater Bit depth: 32 bits of color per pixel | |
Memory | 8 GB of RAM or greater | 16 GB of RAM or greater |
Storage | >10 GB additional free space | |
USB Ports | 1x available USB port for headset (USB 3.0 Type-A) Note: USB must supply a minimum of 900mA | |
Bluetooth | Bluetooth 4.0 (for accessory connectivity) |
If you're new to MRTK development with Unreal, we recommend following our curated Unreal development journey:
[!div class="nextstepaction"] Start your Unreal journey
If you're following the Unreal development checkpoint journey we've laid out, your next task is to work through our HoloLens 2 tutorial series.
[!div class="nextstepaction"] HoloLens 2 tutorial series
You can always go back to the Unreal development checkpoints at any time.
Native OpenXR development doesn't have an engine for you to download. You can find everything you need to begin development in the Getting started with OpenXR document.
The Windows 10 SDK works best on the Windows 10 operating system. This SDK is also supported on Windows 8.1, Windows 8, Windows 7, Windows Server 2012, Windows Server 2008 R2. Note that not all tools are supported on older operating systems.
When setting up your development PC for HoloLens development, please make sure you meet the system requirements for Visual Studio. If you want to run your app on a HoloLens device, you need to follow the Windows Device Portal setup instructions. If you plan on using the HoloLens emulator, you'll want to make sure your PC meets the HoloLens emulator system requirements as well.
If you plan to develop for both HoloLens and Windows Mixed Reality immersive (VR) headsets, use the system recommendations and requirements in the section below.
Note
You can develop and deploy your apps for HoloLens, VR immersive headsets, or both. Make sure you fulfill the requirements below depending on your needs.
If you're running into issues enabling Developer Mode on your device you might not be the device owner. In multi-user mode, the person who uses the device first is the device owner - any subsequent users won't have the required permissions to enable Developer Mode or other configuration changes. However, there is an exception where the first user may not be the device owner in an Autopilot environment, which is detailed in the HoloLens security documentation.
Possible solutions include:
- Having the device owner turn Developer Mode on before passing the device to other users or developers
- Suggesting that your IT/MDM Admin enables CSP Policy ApplicationManagement/AllowDeveloperUnlock for the specific device or a developer device group.
- This policy can be set by Provisioning Packages or via MDM for HoloLens devices
- Using the Advanced Recovery Companion (ARC)
Note
You can learn more about device management in the HoloLens device management overview.
Note
The following guidelines are the current minimum and recommended specs for your immersive (VR) headset development PC, and are updated regularly.
Warning
Do not confuse this with the minimum PC hardware compatibility guidelines, which outlines the consumer PC specs to which you should target your immersive (VR) headset app or game.
If your immersive headset development PC does not have full-sized HDMI and/or USB 3.0 ports, you'll need adapters to connect your headset.
There are currently known issues with some hardware configurations, particularly notebooks that have hybrid graphics.
Minimum | Recommended | |
---|---|---|
Processor | Notebook: Intel Mobile Core i5 7th generation CPU, Dual-Core with Hyper Threading Desktop: Intel Desktop i5 6th generation CPU, Dual-Core with Hyper Threading OR AMD FX4350 4.2Ghz Quad-Core equivalent | Desktop: Intel Desktop i7 6th generation (6 Core) OR AMD Ryzen 5 1600 (6 Core, 12 threads) |
GPU | Notebook: NVIDIA GTX 965M, AMD RX 460M (2GB) equivalent or greater DX12 capable GPU Desktop: NVIDIA GTX 960/1050, AMD Radeon RX 460 (2GB) equivalent or greater DX12 capable GPU | Desktop: NVIDIA GTX 980/1060, AMD Radeon RX 480 (2GB) equivalent or greater DX12 capable GPU |
GPU driver WDDM version | WDDM 2.2 driver | |
Thermal Design Power | 15W or greater | |
Graphics display ports | 1x available graphics display port for headset (HDMI 1.4 or DisplayPort 1.2 for 60Hz headsets, HDMI 2.0 or DisplayPort 1.2 for 90Hz headsets) | |
Display resolution | Resolution: SVGA (800x600) or greater Bit depth: 32 bits of color per pixel | |
Memory | 8 GB of RAM or greater | 16 GB of RAM or greater |
Storage | >10 GB additional free space | |
USB Ports | 1x available USB port for headset (USB 3.0 Type-A) Note: USB must supply a minimum of 900mA | |
Bluetooth | Bluetooth 4.0 (for accessory connectivity) |
If you're new to Native development with MRTK, we recommend following our curated Native development journey:
[!div class="nextstepaction"] Start your Native journey
If you're following the Native development checkpoint journey we've laid out, your next task is to configure your development environment for HoloLens 2.
[!div class="nextstepaction"] Setup for HoloLens 2
You can always go back to the Native development checkpoints at any time.