Hashtag IAmAHoloLensDev

James Ashley, a fellow HoloLens consultant (and fellow MVP), runs challenges for HoloLens developers. I’ve participated in a few early on

There is another one happening right now and goes until next Tuesday.

I worked on this live yesterday morning on the streaming service – Mixer. Feel free to follow me there if you are interested in seeing me doing live development (or gaming).

The demo I created utilized the spatial understanding code to place 5 Meme posters on the wall in the room.

You can check out the final result below

#IAmAHoloLensDev

How to Deploy to the HoloLens from Unity

Last week, I showed how you could install the HoloToolkit for Unity.

This week, I created a video showing you step by step how to deploy the app to the HoloLens and to the Emulator.

Enjoy the tutorial!

How to Install HoloToolkit for Unity

This week I have a tutorial video that shows how you can get going quickly with HoloLens development by installing the HoloToolkit and using it inside of Unity.

Next week, we will then take this example and deploy it to the HoloLens emulator.

Enjoy the step by step tutorial of how to install the HoloToolkit for Unity!

Activating and Deactivating Objects in Unity using HoloToolkit InputManager

Over the weekend, I helped Microsoft as a mentor at HoloHack in Atlanta. While there, it was great watching folks who had never tried to work with the HoloLens before.

This week I received a question from one the members from Learn HoloLens. The issue was hiding an object by air tapping on it utilizing the HoloToolkit.

I created a video to answer the question and you can check it out here:

HideMe.cs

using HoloToolkit.Unity.InputModule;
using UnityEngine;

public class HideMe : MonoBehaviour, IInputClickHandler
{
     public void OnInputClicked(InputClickedEventData eventData)
     {
         gameObject.SetActive(false);
     }
}

ShowAll.cs

using HoloToolkit.Unity.InputModule;
using System.Collections.Generic;
using UnityEngine;

public class ShowAll : MonoBehaviour, IInputHandler
{
     public List<GameObject> GameObects;

    private void Start()
     {
     }

    public void OnInputDown(InputEventData eventData)
     {
     }

    public void OnInputUp(InputEventData eventData)
     {
         foreach(GameObject go in GameObects)
         {
             go.gameObject.SetActive(true);
         }
     }
}