Stephen Hodgson

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This was an interesting read: https://docs.unity3d.com/Manual/NativePluginInterface.html

> You also need to take into account Normal maps yourself. When you know you're trying to load a normal map then you need to ensure the channels are set...

Even a simple rest API implementation would be nice, but of course gPRC is better. Seems kinda sus that there's not much support for .net The Firebase for Unity project...

The HoloToolkit-Unity repo uses this HoloToolkit repo as a base. The HoloToolkit-Unity is only for HoloLens development in the Unity 3d Editor.

Audio compression would definitely help. I wonder if there's already libraries for audio compression inside the toolkit that forgot to get implemented or if that is something developers will need...

Agreed, I also found this a bit confusing at first as well.

Look at https://github.com/Microsoft/MixedRealityToolkit-Unity/pull/1308 for an example of how to check the windows API compatibility.

Maybe Not. See https://github.com/Microsoft/HoloLensCompanionKit/issues/4#issuecomment-253691520 > Right now, Unity Remoting will only work while you are running your app inside of Unity. Hopefully remoting will be better supported in the future.

For the editor to work properly you need to launch the portal before launching Unity and make sure it stays open.