Mixed Reality Game Tutorial Part 13 – Deploying to Devices

This Mixed Reality Game Development Tutorial is the thirteenth and final part in a multi-part series where we created a complete game from scratch.

The goal of this series is to create a full game that will run on the Windows Mixed Reality headsets. While the game is be simplistic in nature, the process shows what all is needed to get a game actually completed.

In this thirteenth session we deployed the game to run on both the immersive headsets as well as on the HoloLens device as well.

I hope you have enjoyed the series.

If you want more in-depth training like this (that is a little more compact) then make sure to checkout LearnHoloLens.com

Part 0: Getting Started with Mixed Reality
Part 1: Setup
Part 2: Core Game Logic
Part 3: Game Controller
Part 4: Motion Controller Support / Input
Part 5: Keeping Score
Part 6: Hiding Items and Disabling Input
Part 7: Displaying Score and Strikes
Part 8: High Scores
Part 9: Adding Animation
Part 10: Implementing Animation
Part 11: Adding Sounds
Part 12: Adding Particles
Part 13: Deploying to Devices

Mixed Reality Shell Game Tutorial Part 1

 

I’m excited to bring you the first part of a new series. The goal of this series is to create a full game that will run on the Windows Mixed Reality headsets. While the game will be simplistic in nature, the process will show what all is needed to get a game actually completed.

This first session is all about getting the level started and importing the Mixed Reality Toolkit (MRTK).

Next week, we will dive into the core game logic and create it as a stand alone C# library and bring it into Unity as a plugin. It will be tested in Visual Studio using xUnit.

We will have a session every week until the game is completed. So crank up Unity and Visual Studio and let’s create a mixed reality game!

Part 0: Getting Started with Mixed Reality
Part 1: Setup
Part 2: Core Game Logic
Part 3: Game Controller
Part 4: Motion Controller Support / Input
Part 5: Keeping Score
Part 6: Hiding Items and Disabling Input
Part 7: Displaying Score and Strikes
Part 8: High Scores
Part 9: Adding Animation
Part 10: Implementing Animation
Part 11: Adding Sounds
Part 12: Adding Particles
Part 13: Deploying to Devices

 

Learn HoloLens Membership Site Enrollment

The Learn HoloLens membership site is usually closed so I can focus on the content and supporting my members. However, I’ve opened it up until Tuesday night, October 10th, 2017 at Midnight ET.

So you have a week to see if it is something you want to pursue.

Every month there is a new Master Class available. When you signup you get immediate access to all the previous master classes.

These include topics like world anchors, spatial mapping, spatial understanding, shadows, particles, shaders, voice recognition, spatial audio, submitting to the store, magic windows, animations, and using the emulator.

The materials really focus on Unity, so if you are a DirectX 12 / C++ dev looking to do HoloLens development, the material in the membership won’t help you too much.

But, if you’ve never used Unity or any 3D development before, then you will get a lot from the material.

Or if you have been working with the HoloLens consistently for the last year and half, you will still get a lot from the master classes because the material inside isn’t covered anywhere else.

In the membership, I show you the success path so you can create your HoloLens games, apps, or experiences faster.

This membership is your shortcut.

Go ahead and try it out. You don’t have anything to lose.

https://LearnHoloLens.com/

Spatial Mapping Components in Unity

While watching the .NET Conf I saw Jaime add some spatial mapping components that were built directly into Unity. I’m not sure when they were added to Unity, but I’ve been using the HoloToolkit’s (or rather Mixed Reality Toolkit’s) spatial mapping prefab.

In the video this week, I explain why I’m going to continue do so…