How to send a Unity HoloLens 2 project for immediate testing by a remote colleague (without certification from Microsoft Store) - hololens

I am developing for HoloLens 2 and I don't have the device (I am using the Emulator to test).
I want to build the project with Unity and send the built package to a colleague that is not a developer - meaning, he is not good with Visual Studio - and who wants to test the app.
I tried using Microsoft Store and this worked for the initial P.O.C., but after the second submission I thought that it was going to be faster, but always takes up to 3 business days, which is not acceptable as a good workflow.
I know that, in ideal conditions, I should have the HoloLens, but this is not possible for now.
Do you have any idea on how to send packages to a non-developer person so that he can test the app in another country and so that it doesn't require a certification process like Microsoft Store?

You can take a look at the Sideloading feature provided by HoloLens Device Portal. Please follow this guide to connect the HoloLens over Wi-Fi or USB and manage your device from a web browser on your PC: Installing an app. In this way, you can directly send the app package to your colleague, and he can install it without using VS.

Related

Why don't virtual devices on android studio start up

I want to use the DJI SDK Mobile SDK to fly a drone.
SO,I use the DJI Developer site (https://developer.dji.com/mobile-sdk/documentation/application-development-workflow/workflow-integrate.html)to integrate android studio projects.
However, even if the program is entered according to the site, "Hello, world" is not displayed on the virtual device.
Specifically, "import SDK Demo keep stopping." is displayed after the app starts for a moment on the virtual device.
Please help me !!!
Android Studios version : 3.5
Mobile SDKs version :4.2
I tried Android Studio with some version(ex.3.0/3.5).But, everytime "Hello, world" is not displayed on the virtual device.
Without having more details about what you've done, it is hard to say what your problem is.
HOWEVER, the SDKs require an "Application Key" to be generated via your DJI account, whereby you access a special web page that allows you to give a name to the App you propose to create, as well as a bundle identifier like : com.yourCompany.yourNewApp. After providing such basic "App" info's that DJI webpage will generate a long hexadecimal number which is your App Key. So again, without that App Key (number) being added (edited into) to your App, you will not be going anywhere. DJI uses this App Key for keeping track of all developer's Apps, and where those Apps are running.
Specifically, the DJI SDK gives an immediate error as soon as the SDK initialization is attempted, when/where attempted without a valid App Key.
So again, without more details from your problem, it is hard to say that the problem/solution (stated here) applies to you. But this certainly is a very common "newbie" or "getting started" problem.

Finding Hololens App AUMID for Kiosk Mode

I am trying to set up multi-app kiosk mode on a Hololens headset and allow access to an app that I will be sideloading onto the Hololens. I've been using these guides to try and create a provisioning package, but I'm stuck on the part where I need to provide an AUMID for the app. This page is only useful for finding the AUMID of an app installed on a computer, how can I find it for an app installed on the Hololens, either once it is installed (using device portal), or from the finished Unity build or app package that I can generate from it?
I found an answer for this today as I was having the exact same problem.
Device portal is the best method for HoloLens that I know of.
Let's say you wanted Feedback Hub in your Multi App Kiosk.
You go to Device Portal > Apps > find your app in the drop down (in this example, feedback hub)
PackageFullName: Microsoft.WindowsFeedbackHub_1.1903.2331.0_x86__8wekyb3d8bbwe
Then you remove the version number and the build architecture. As well as extra underscores.
Microsoft.WindowsFeedbackHub_8wekyb3d8bbwe
Finally add on the !App
Microsoft.WindowsFeedbackHub_8wekyb3d8bbwe!App
If you find a way to find the AUMID from Unity before it's installed I'd like to know it.

Testing windows 10 Universal Application on XBOX One

Is it currently possible to test a UWP application on my own XBOX (not publish, just test on my own personal XBOX One console)?
Based on MS's faq: http://www.xbox.com/en-US/developers/ID...
"For developers working on Universal Windows Apps, you’ll be able to test your games on a retail Xbox One sometime after the second half of 2015"
However I can not find any good details explaining the process for testing/sideloading applications on an XBOX One. Any insight would be greatly appreciated.
You can now
Good news, you are ready to go today. Here are a number of links to get you started and sideloading:
Things to Know: https://news.xbox.com/2016/03/30/xbox-at-build-2016/
Xbox One Dev Mode Activation: http://support.xbox.com/en-US/xbox-one/apps/developer-mode-activation-app-faq
UWP on Xbox One: https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/index
Getting Started: https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/getting-started
and finally, a video on how to do this.
Not yet, but soon!
No, it is not possible to deploy a UWP app to an Xbox One yet (early 2016). Late 2015 was mentioned, but like many things, the release has been pushed back.
The best advice I can give is to wait for Build 2016 where it's expected we'll be given an update on the situation.
Prepare for Xbox One
In the meantime, as a developer, you can prepare your UWP apps for Xbox One by following some basic rules...
Make sure your UWP app works well at 1080p. If your PC monitor is a different resolution, use the simulator to test
As Xbox users use an Xbox controller (or voice or Kinect gestures) to navigate, make to test your app for proper keyboard support - as well as touch and mouse for phone/tablet and desktop users
Pay attention to current apps already on Xbox, those built-in and from the Store. Most apps on PC and phone simply won't suit or be useful on the Xbox. Consuming media (video, music, images) or small pieces of content is ideal.

how can i access laptop through mobile without using any internet connection

I wanted to access my laptop using my android mobile. I have already accessed using Team Viewer. But it require a Internet connection. I want to access my laptop on my android mobile.
Is there any way to connect.
Assuming your computer is running Windows you'll most likely want to use the built in Remote Desktop Protocol.
Microsoft has a free Andeoid app in the Google Play Store here.
Microsoft has a FAQ page for their Android app here which describes the necessary setup procedure.
If your computer is a Mac or running a Linux based OS you'll probably want to look into using VNC which is usually supported right out of the box although may require some configuration.

How can I sign a Windows Mobile application for internal use?

I'm developing a Windows Mobile application for internal company use, using the Windows Mobile 6 Professional SDK. Same old story: I've developed and tested on the emulator and all is well, but as soon as I deploy to advice I get an UnauthorizedAccessException when writing files or creating directories.
I'm aware that an application installed to a device needs to be signed but I'm running into roadblocks at every turn:
Using the project properties 'Devices' window I select 'Sign the project output with this certificate, and choose one of the sample certificates from the SDK. This results in a build error: "The signer's certificate is not valid for signing" when running SignTool.
If I try to run SignTool.exe from the commandline, I get an error telling me to run SignTool.exe from a location in the system's PATH.
I can't use the 'Signing' tab in the Project Properties to create a test certificate - this is greyed out (presumably for WinMobile projects?).
If at all possible, I would like to avoid having to go through Versign or the like to get a Mobile2Market certificate. If I have to go this route for a final version that's fine, but I need to at least be able to test the app on real devices.
Any advice would be most welcome!
First, make sure you really do need to sign it (you might be able to adjust the device security model).
If you do, then run signtool.exe, but from a Visual Studio command prompt. The easiest way to get there is fromt he Start menu, select Microsoft Visual Studio 2008->Visual Studio Tools->Visual Studio 2008 Command Prompt. This will set up all the proper pathing for you.

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