I'mt tyring to build an empty project with MRTK 2 foundation and examples and the spatial awareness scene , when it finishes building through VS 2019 it runs inside a window instead of in the MR space.
Steps to reproduce the behavior:
Clean project with MRTK and examples, open the spatial awareness scene and add it to build
First build in unity
open VS
connect the build to the hololens device
build
it runs as a windows app inside a windows
I am expecting it to run in the full holographic environment and not inside a window

Unity Version 2019.1.11f
MRTK Version v2.0.0 RC2.1
Visual Studio community 2019 ( Visual Studio community 2017 also installed on PC)
Check your XR Settings under Player Settings and ensure you have "Virtual Reality supported" checked.
https://docs.unity3d.com/Manual/VROverview.html
Ofcourse I do.

@SoundGuy, if you remove the MRTK, do you still see this?
I assume there's some more general Unity config/VS deploy issue at hand here because AFAIK even if we wanted to, I don't think the MRTK has the power to cause you to force drop to slate interactions.
@SoundGuy , I would disable WSA holographic remoting supported if you are trying to run your app directly on device. As @wiwei said, the app model running on device isn't driven by MRTK but by your Unity build. If you took MRTK out of the scene and didn't change anything else, you should get the same result
Also I would update Stereo rendering mode to "Single Pass Instanced". Read this: https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/Performance/PerfGettingStarted.html
And this for why:
https://blogs.unity3d.com/2017/11/21/how-to-maximize-ar-and-vr-performance-with-advanced-stereo-rendering/
Thanks, it was indeed the WSA holographic remoting support, once i removed it , it built propely.