A mini-project for testing the effectiveness and mental charge of different signals given for obstacles and dangers.
Well install git, git-lfs and Unity 2020. Importing via Unity HUB should work.
Any possible missing dependencies relating to:
Program can be directly tested in Unity play mode or on Hololens 2.
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Activate DevMenu1/DevMenu2 in Unity Editor. Uncheck property
IsPlayerMode
of scriptScene Manager
under Inspector in objectScene
under Hierarchy. -
In Hololens on these menus show buttoms allowing adding/removing objects and loading/storing scene in realtime. The objects new created with property
IsPlayerMode
off can be grabbed in Hololens and resized, relocated, and rotated by hands. -
The saved file can also be read in Unity Editor via Inspector of object
Scene
. All objects is underScene/Arrangement
, thus the scene can also be configured in Unity Editor. Sometimes in Unity Editor aForce reload
is needed after Editor's refresh or script compiling. -
This editing via game in real world and editor can be iterated for obtaining a satisfying result.
- After adjustement, check
IsPlayerMode
ofScene Manager
in Unity Editor, clickRead Scene
, the objects will be replaced by the true objects containing only gaming logics.
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Load/Save in SceneManager will not restore the scene accurately since the objects in scene have been adjusted in details not only in transform of root object but also in the settings of children objects.
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Although lots of mesh colliders have been removed, it exists always the performance issue due to possible eye tracking which's very CPU consuming by their collision calculation.
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Improvement is possible by making a slide-window scene loading mechanism instead of loading all stuff in the very beginning.
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Sometimes app fails rendering due to high CPU usage, espacially when we start by point 2. It can occur like this: after the adjustement by QR code, suddenly everythings varnished. Or it's also possible that the rendering failure is due to location tracking failure caused by Hololens itself.
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Eye track via SDK script isn't working on Hololens, though perfectly in Unity. So I use GazeProvider.