This Mixed Reality Game Development Tutorial is the second in a multi-part series where we will create 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 will be simplistic in nature, the process will show what all is needed to get a game actually completed.
In this second session we dive into the core game logic and create it as a stand alone C# library and bring it into Unity as a plugin. It is being tested in Visual Studio using xUnit.
The next session will hook this logic up to the actual game components.
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!
This week I created a video where I discussed the definition of Mixed Reality as well as showed a quick demo of getting started with creating apps, games, or experiences with the immersive headsets.
Just like HoloLens development, the Mixed Reality Toolkit (the toolkit formerly known as HoloToolkit) is your best friend.
Simply start a new Unity project – making sure you have the UWP components installed – and then import the Mixed Reality Toolkit (MRTK). From there, delete the original scene camera. Bring the MixedRealityCameraParent prefab into the hierarchy followed by the DefaultCursor and InputManager.
Create your scene like you want. I simply added a cube.
You save your scene and apply project settings by clicking hte Mixed Reality Toolkit in the Unity menu and selecting Configure and then selecting Apply Mixed Reality Project Settings. Make sure that Enable XR is selected as well as Target Occluded Devices.
When you hit play in the Unity editor, it will launch the Mixed Reality Portal and you will be able to look around your environment with your immersive headset.
If you want to just work inside of Unity and not have to use the headset during different parts of development, simply uncheck the Virtual Reality Supported checkbox under XR Settings in the PlayerSettings. You can get to PlayerSettings by opening the Build Settings window. That is done by clicking Ctrl+Shift+B or by clicking File > Build Settings.
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…