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Your work is truly commendable, and I appreciate your efforts.
I have integrated hl2ss into the Holographic Remoting Sample Player and am using Unity for remote rendering. I am curious about how to synchronize Unity's coordinate system with that of hl2ss. I am aware of using UpdateCoordinateSystem() in UWP applications, but I'm unsure how to implement this in Holographic Remoting. I look forward to your guidance on this matter.
Best regards
The text was updated successfully, but these errors were encountered:
I cannot test this right now so I'm not sure it will work but:
Uncomment #define ENABLE_USER_COORDINATE_SYSTEM_SAMPLE in SamplePlayerMain.h
In SamplePlayerMain.cpp, in SamplePlayerMain::Initialize (lines 433-434) change m_userSpatialFrameOfReference = m_spatialLocator.CreateStationaryFrameOfReferenceAtCurrentLocation(float3(0.5f, 0.0f, -2.0f), quaternion(0, 0, 0, 1), 0.0); to m_userSpatialFrameOfReference = m_spatialLocator.CreateStationaryFrameOfReferenceAtCurrentLocation();
In SamplePlayerMain.cpp in SamplePlayerMain::SetWindow after InitializeStreams (hl2ss) add OverrideWorldCoordinateSystem(winrt::get_abi(m_userSpatialFrameOfReference.CoordinateSystem()))
Hi,
Your work is truly commendable, and I appreciate your efforts.
I have integrated hl2ss into the Holographic Remoting Sample Player and am using Unity for remote rendering. I am curious about how to synchronize Unity's coordinate system with that of hl2ss. I am aware of using UpdateCoordinateSystem() in UWP applications, but I'm unsure how to implement this in Holographic Remoting. I look forward to your guidance on this matter.
Best regards
The text was updated successfully, but these errors were encountered: