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My Unity 2020 packages:
\nUnity 2020 OpenXR Project Settings:
\nReputation: 11
I've been developing a Hololens 2 app in Unity 2019.4 using built-in XR/Windows Mixed Reality and remoting was working fine, hand tracking was perfect. Recently migrated to Unity 2020.3 LTS using OpenXR. Everything is working fine in the editor/player and I'm able to connect to my HL2 for remoting (following the instructions here) but then things get weird:
When I play remotely, the scene origin doesn't line up how it used to - often the scene loads behind and/or below me. During normal non-remoting play, the origin is exactly where I'd expect it. And I'm unable to get any kind of hand tracking in the headset.
I've tried importing DotNetWinRT and other troubleshooting steps but nothing works.
My Unity 2019 packages:
My Unity 2020 packages:
Unity 2020 OpenXR Project Settings:
Upvotes: 0
Views: 245
Reputation: 9
The simplest way to fix this when upgrading to Unity 2020 and switching to the OpenXR pipeline is to go to your scene's MixedReality Toolkit component and select the "DefaultHoloLens2ConfigurationProfile".
Alternatively, select the "Input" tab on the MixedReality Toolkit component and there pick the "DefaultHoloLens2InputSystemProfile".
This will include all the data providers you need for Unity's OpenXR pipeline.
Upvotes: 0
Reputation: 11
I needed to manually update the Input Data Providers in the MixedRealityToolkit. If I'd created this scene from scratch, I imagine these data providers would have been properly configured by Unity, but because I was migrating the scene from a previous Unity/Mixed Reality version, they never got updated.
Upvotes: 1