The stabilization plane modifier seems to not help with the hologram jitter. When walking around the holograms or being placed at a distance further then approx 4 m, the color separation is very noticeable. Is there an update on this issue? (of course all of the objects have colliders and all of the sorts)
No color sepparation when importing the InputManager Prefab
Jittering on all holograms no matter what changes I make in the stabilizationPlaneModifier
_(Links to sample github project preferred)_
Unity 2017.2.0p2
Your camera is probably not placed at World Zero on startup.
The Stabilization Plane position is best visualized in the hololens web portal at http://127.0.0.1:10080/3dview.htm . The gizmos in HoloToolkit are misleading and incorrect if the Camera World Origin is moved away from World.Zero.

If you start with the camera anywhere else than on World Zero the stabilization plane will need to be corrected by transforming the plane to camera "local" coordinates.
// CustomStabilizationPlaneModifier.cs
focusPlanePosition = cameraContainer.InverseTransformPoint(focusPlanePosition);
focusGazeNormal = cameraContainer.InverseTransformDirection(focusGazeNormal);
velocity = cameraContainer.InverseTransformDirection(velocity);
Thank you so much for the prompt answer. I appreciate it.
My camera is actually at at Vector3(0,0,0)
I am attaching the pictures here
and the camera
this is done simply by a drag and drop from the prefab folder. Is there anything I am missing?
I have also created a script that forces the camera in the awake method to be at point 0,0,0 and it did not make any difference. Moreover, another person on the slack channel is reporting the same issue, so I am starting to believe that there is something more to this.
Could you please try checking the Windows Device Portal stabilization plane when running your scene with the toolkit code? That might give us some idea.
I also recall Unity has lots of regressions in this space in the MRTP 2 builds. Try updating to MRTP 0p5.
Thanks, I was in a conference all day so could not get back to you. I will try what you said and get back. I have been looking but can't really find the MRTP 0p5. do you have a link for that?
I do have Update 5 installed, if that was the implication, downloaded from
https://forum.unity.com/threads/custom-build-2017-2-rc-mrtp-windows-mixed-reality-technical-preview.498253/
Sadly that is the last stable version that I can find :(
I have found 0p4 and sadly I get the same issue. Any link for 0p5 ?
patch 4 was the latest that was released this week.
Most likely it'll be a new full release of Unity
Thanks. I have updated everything, even the SDK (even though not specifically required). I am now using Unity with Patch 4. Sadly the same problem persists. The position of stabilization plane works wrong. When I focus at a hologram and move back while still looking at it, the plane moves behind the camera. This also happens when I move around a specific hologram. The further I walk away for instance, the further behind the stabilization plane moves.
See picture bellow.
Does anybody know what changes I could make in order to make it work correctly?
As an update to my latest post, when I move towards the specific hologram, the plane works correctly, only when moving back or rotating around the object, the plane somehow moves behind the camera...
With Unity 2017.2.0f3 there is no problem with the stabilization plane. All works well, it is only in the MRTP versions that I get this issue. What is your input, whom is it that I should contact regarding this ?
Anywhere I can track this bug? I suddenly got the same issues after upgrading from 5.6 to Unity 2017.2.1 today.
In order to make it work, I could only install Unity 2017.2.0f3. For me in that version the stabilization plane works well, but not in the MRTP versions at all (I have tried all from 1 to 4). I have asked regarding this issue and sadly did not get too far regarding it. Some people get it, whilst I found out that others don't. This makes me wonder what it is about.
I have not installed Unity 2017.2.1, or rather I did not dare anymore, but thanks for letting me know that this version contains the same bug :). Hope this helped and sadly I didn't discover much more.
I filed a Unity bug report for it here https://fogbugz.unity3d.com/default.asp?982876_ta6idnss3f18g01m
I can confirm that this seems to work correctly in 2017.2.0f3. I see the issue in 2017.2.1 (not tested any other versions).
@rolandsmeenk your posted bug report has been closed, do you know what the outcome is?
I did not receive any notification of it so I do not have more information than what is publicly available. I just installed 2017.2.1p2, but have not tested it yet. https://unity3d.com/unity/qa/patch-releases
Well I am new to developing with the HoloLens, I have tried testing some scenarios with different unity engines. Here is my conclusions so far.
I have tried Unity 2017.3.0p2, 2017.3.0p2, Unity 2017.2.1f1 with 2017.2.1.0 MRTK release, applied the 3 settings from the MRTK tab and created a simple scene with a cube which seems to swim and jittering when moving and walking around a cube causes flickering and colour separation.
FPS always above 59 and the stabilization plane seems to be moving correctly.
Tried building Holograms 211 completed source code with 2017.3.0p2 and it does not seem to have the issue. Just the background space swims to very little amount, the astronaut itself is very stable.
Since I am new, I may have missed a step since most of the tutorials I have gone through maybe outdated.
Hey guys,
got the same issue with the stabilization plane in Untiy 2017.2.1f1 and because one can not use my app anymore without freezes or jitter, I'm thinking of upgrading Unity 2017.2.1p2. Has anybody had success with this specific Unity version, yet?
At least the Fixes in the Change Logs are promising (at https://unity3d.com/unity/qa/patch-releases):
(969944) - XR: Fixed tracking loss never recovers in Windows Mixed Reality.
UPDATE:
I installed Unity2017.2.1p2 and at least the tracking loss ist fixed (as promised by the Change Log). However, I still have the issue with the stabilization plane moving behind the player.
I ran into this issue as well. Removing the StabilizationPlaneModifier component from the InputManager prefab fixed it for me. Unity 2017.2.1f1 (64-bit).
Closing issues older than 180 days. If this is still an issue, please reactivate with recent information.
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I filed a Unity bug report for it here https://fogbugz.unity3d.com/default.asp?982876_ta6idnss3f18g01m