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

Multiplayer networking


In this section, we will briefly introduce networking, specifically networking in the context of multiplayer games and Unity. It's worth emphasizing the word briefly as it's not the intention of this section (and chapter) to teach you everything you need to know to create a multiplayer game, but to build up a vocabulary of meanings and concepts so that this chapter makes sense. For more comprehensive details, refer to the official Unity documentation at https://docs.unity3d.com/Manual/UNet.html or dedicated books, such as Unity Multiplayer Games by Alan R. Stagner from Packt Publishing, which can be referred to at https://www.packtpub.com/game-development/unity-multiplayer-games.

Let's start by introducing the main components and how their architecture differs from single-player games. At its core, a multiplayer networked game (from here on referred to as multiplayer game for brevity) consists of components responsible for the following:

  • Discovery
  • Communication
  • Coordination...