Camera starts at floor level 2019.2 + MRTK v2.0.0 - mrtk

For some reason everytime I load the scene on my Hololens 1 the camera starts at floor level and the scene content doesn't appear to anchor to the floor in the real world..
Using the MRTK demo project files I've created a scene and added in the MRTK packages, configured spatial perception in the player settings, turned on the spatial awareness settings, set to room scale, added observers (checked they're working), added the spatial collider and renderer to an empty game object, and scratched my head many times..
Anyone know what I'm missing/doing wrong?
Unity editor screenshot:

On HoloLens (1st gen and 2) the origin of the world is at the head. From the image you posted, it appears you are designing a VR style scene. In VR, the origin is generally the floor.
As #Perazim mentions, for VR style scenes on HoloLens, you will want to adjust the content placement to account for the origin being at the head. In the Mixed Reality Toolkit example scenes (ex: Demos\HandTracking\Scenes\HandInteractionExamples) the content is contained within a SceneContent object to facilitate easy adjustment.
The older, HoloToolkit contained a script that may come in handy in your scenario. While we have not yet ported it to MRTK v2.x, it should be reasonably straight forward to update.
Hope this helps!

Related

HoloLens: Spatial awareness in dynamic environments

My Hololens 2 application requires the system to disregard some basic changes in the environment after a hologram has been placed. Sometimes these changes are in close proximity to the hologram, i.e. the physical surface below the hologram shifts laterally while everything else in the room remains constant, or a physical object is registered with the hologram. Currently, these changes tend to cause my hologram to drift. Should I, after placing the hologram, simply turn off the spatial mesh observer in my MRTK? This is a fundamental issue about spatial awareness that I don't understand; how does spatial awareness works in dynamic environments, particularly when you want to ignore certain aspects that are changing. I appreciate any advice - I'm a clinician not a developer so much of this is new to me.
The following link is probably the place to start to inform yourself Coordinate systems.
Fortunately or rather unfortunately the problem you describe is mentioned in chapter "Headset tracks incorrectly due to dynamic changes in the environment". Apparently there is just the suggestion to use it in a less dynamic environment.
To effectively address this problem, one would probably need an AI algorithm that recognizes and responds to complex changes in space. However, this is only a suggestion.
We recommend that using Spatial Anchor to locate the hologram you placed.
The Spatial Anchor marks important points in the world to ensure that anchored holograms stay precisely in place.
If you are using this technology, you should note the locations where you create anchors should have stable visual features(that is, features that don't change often). For example, the physical surface you mentioned shifting laterally is not a good point to create anchors. But a static position with stable visual features around that physical surface would be a good point.
If you are new to the Spatial Anchor, you can start from here: Spatial Anchor

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I am running into a few issues however.
When scaling the Capsule Component (It being the Parent object), when walking up to a sprite on the TileMap, the map disappears until you move away again.
I am not sure entirely why. The player is not falling off the map, and it will reappear again if you move to the side a little, but when the player is small and is colliding with the TileMap, it disappears.
Player Resize Code:
GIF of the described Issue:
https://gyazo.com/e23d24cfc9af406c2808bcf73ea5dad4
Any help is appreciated guys!
This question has been resolved.
Turns out that this is an engine issue with Unreal Engine using the TileMap. The TileMap is currently experimental and does not correctly handle rendering tiles when the Capsule Component is Scaled.
This bug has been reported to Epic Games and is awaiting a hotfix in the upcoming patches.

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Should add a bit more info. My intention is to create a game within this setting/ambience, e.g. for the dojo, have two characters that will eventually fight each other.
Thanks.
Well, if you'd like to create a 3D indoor scene, you'll need to start by creating a 3D model of your scene. You can use free 3D modeling software like Blender to do this. If this is unfamiliar territory for you, you can see what downloadable options exist: TurboSquid
You can drag and drop your models right into Unity3D if they're in the proper format. After that you can continue fleshing out your scene by adding particle effects and lights.
Hope that helps.

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I think this is by design but it is causing me big problems since the space ship(s) should move independently along Paths and it is very tricky for me to do this by hand.
Is there another way - and/or has anyone some sample code?
Not sure of a workaround for your issue, but I have some suggestions on game development for iOS.
Your problem is one of the reasons why using GUI frameworks like UIKit/CoreGraphics for games isn't a good idea. For both performance reasons, as well as the fact as they aren't designed for it.
If you are looking for a simple framework for making games on iOS, have you looked at MonoGame? If you are doing lots of animations, we also use XNA Tweener along with MonoGame to get some lifelike animations.
PS - check out our game here.

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