In my opinion, the MRTK landing page doesn't contain enough information to understand how to setup a new MRTK project.
1) It's not obvious what purpose 'Building the Artifacts" fulfills. Are these steps required? What do they achieve?
2) How is the MRTK added to a project? Are users expected to just include/import the default assets folder? Should the MRTK be useable after running through the 'Building the Artifacts' step?
3) What examples currently exist for the MRTK? Stating that examples will/do exist somewhere in a development branch without a direct link doesn't build confidence/may generate frustration for new users.
for anyone observing this issue while its getting fixed, it looks like there are some other documents not on the landing page that can help with getting started: https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Documentation/GettingStartedWithTheMRTK.md
I'm just getting to get up to speed on the vNext branch and I would like to second this concern. I thought it is best to record it now while I am in a minor state of confusion transitioning to the new branch and the issues are fresh.
In addition to @chrisfromwork 's issues, I stumbled on the following:
What is the expected behavior when running in the Unity editor. When running the MRTK release branch in the editor it works with mouse, keyboard, etc. but in vNext I was only able to get controller input when in Holographic Emulation mode. Is Holographic Emulation mode (or deploying to a device required)?
No mouse controller input, even in Holographic Emulation mode. Using the mouse was a big part of testing minor changes. It would be a shame to lose it, though I'm still uncertain if this is by design or a configuration issue on my part. Has the mouse behavior from the previous version been removed?
While there are a lot of words around the config files, a few examples of how you might make changes to achieve specific goals would be useful, as well as where and how the files hook into the code. While I think this system is great, it feels a bit opaque in where and how it interacts with the code.
Hello,
I have a few queries regarding UWP app development for HoloLens. Below are the questions:
Can anyone please provide the assistance in this regard?
Thanks!
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I'm just getting to get up to speed on the vNext branch and I would like to second this concern. I thought it is best to record it now while I am in a minor state of confusion transitioning to the new branch and the issues are fresh.
In addition to @chrisfromwork 's issues, I stumbled on the following:
What is the expected behavior when running in the Unity editor. When running the MRTK release branch in the editor it works with mouse, keyboard, etc. but in vNext I was only able to get controller input when in Holographic Emulation mode. Is Holographic Emulation mode (or deploying to a device required)?
No mouse controller input, even in Holographic Emulation mode. Using the mouse was a big part of testing minor changes. It would be a shame to lose it, though I'm still uncertain if this is by design or a configuration issue on my part. Has the mouse behavior from the previous version been removed?
While there are a lot of words around the config files, a few examples of how you might make changes to achieve specific goals would be useful, as well as where and how the files hook into the code. While I think this system is great, it feels a bit opaque in where and how it interacts with the code.