HoloLens and IMHD devs can now use any version of Unity for production (So long as it supports Windows Mixed Reality) on the latest master branch checkout 842c4a10869ef5b4bb2ace5c7139210fc82f60d1
Couple of notes:
@raedbenz Getting Started
Does this mean i can use Unity Editor 2017.2.0p1 MRTP 4 with MixedRealityToolkit-Unity for Unity 2017.2.0? or do i have to create my own packages from latest code in master branch ?
Does this mean i can use Unity Editor 2017.2.0p1 MRTP 4 with MixedRealityToolkit-Unity for Unity 2017.2.0?
You were always able to use the MRTP 4 with the latest release (In fact I updated the release notes to inform users to use that version).
You'll need to create your own package from the latest sha I posted above. I specifically said:
The latest releases still require specific unity versions and sdk targets. Follow all instructions there.
I'm working on a new release with all the fixes, and might have it ready by this weekend.
For now I would very much recommend MRTP4 for immersive apps as apps generated with previous versions tend to have 'double vision' sometimes for objects close by. Particularly controllers ;)
Does it matter which version of Unity you use, 2017.2.n or 2017.2.n-MRTP4, if you are targeting HoloLens? Is MRTP4 meant only / primarily for Windows headsets?
Well, considering the HoloLens is a Windows headset, it should be okay ;)
Yeah the build I made the other day works for both IHMDs and HoloLens with the 2017.2.0p1-MTRP4 unity editor.
Where can I keep track of latest unity MRTP releases?
Thanx
Unfortunately Unity has decided to hide them away in some forum post.
The latest Unity MRTP builds appear here in descending order.
Also the main readme always has a link to the Unity Editor we're currently using for the project:

Any luck with creating new release package? I tried creating it myself but when deleting old one from my project and importing new one, build process freezes 100% CPU. I get 8 instances of UnityShaderCompiler.exe hogging cpu.
No, the master branch is too unstable at the moment to make a release.
Well that is interesting. What AM I supposed to use then when I make new version? I usually just pull the master branch ;)
Lol yeah, I do too.
That's why I usually try to get fixes in asap.
I'm using the toolkit as a submodule in my projects.
The nice thing about submodules is that you get to choose the checkout Sha you wanna use. Plus it's easier to roll back if something bad happens.
Quick question: If the HL is running 10.14393 but I can only target to build to 10.16299 when using the above specified versions of Unity and MRTK, am I going to still be able to deploy to HL? Will this throw all kinds of errors due to namespace problems between VR and XR, etc?
@jasonhbartlett Yes, you're locked into using either the 15063 or 16299 SDK (Based on the Unity Editor version you're using). We have a Windows API checker that makes sure the API compatibility works.
"Keep in mind that the editor will crash if you play in editor without a IMHD."
What does this mean if you're only developing for HL? I rely on the editor to test small changes very frequently...
It means you should keep to the main Unity Releases and to not use the MRTP builds.
Most helpful comment
You were always able to use the MRTP 4 with the latest release (In fact I updated the release notes to inform users to use that version).
You'll need to create your own package from the latest sha I posted above. I specifically said:
I'm working on a new release with all the fixes, and might have it ready by this weekend.