Book Image

Microsoft HoloLens By Example

By : Joshua Newnham
Book Image

Microsoft HoloLens By Example

By: Joshua Newnham

Overview of this book

Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? Do you want to learn the intricacies of working with the HoloLens SDK and create your own apps? If so, this is the book for you. This book introduces and demystifies the HoloLens platform and introduces new ways you can interact with computers (Mixed Reality). It will teach you the important concepts, get you excited about the possibilities, and give you the tools to continue exploring and experimenting. You will go through the journey of creating four independent examples throughout the book, two using DirectX and two using Unity. You will learn to implement spatial mapping and gesture control, incorporate spatial sound, and work with different types of input and gaze. You will also learn to use the Unity 5 SDK for HoloLens and create apps with it. Collectively, the apps explore the major concepts of HoloLens, but each app is independent, giving you the flexibility to choose where to start (and end).
Table of Contents (16 chapters)
Title Page
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface
6
Interacting with Holograms Using Unity

Project setup


We will start by getting acquainted with the project; if you have not done so already, clone or download the repository for this book from https://github.com/PacktPublishing/Microsoft-HoloLens-By-Example. Once downloaded, launch Unity and load the Starter project for this chapter found in the Chapter6/Starter directory. 

Once loaded, your project should look similar to this:

Credit and thanks to Menagy for the use of the model used in this project; it is available at http://www.blendswap.com/blends/view/19629.

As mentioned already, scanning and placement have been implemented using the techniques we covered in the last two chapters, leaving us to focus solely on the ways of interacting with the hologram. In this section, we will overview the main components to give you a sense of how the application is structured.

The scene states are managed by the SceneManager script, which hands over control to the PlayStateManager script once the hologram has been placed, and the entry point...