MixedRealityToolkit icon indicating copy to clipboard operation
MixedRealityToolkit copied to clipboard

Multiple Displays / Cameras Windows Mixed Reality Headset

Open reillydonovan opened this issue 7 years ago • 7 comments

I was wondering if there is a way to render a different camera in full screen to the main monitor when publishing a mixed reality headset application. Also, is there a way to test the MR app in the Unity editor without Unity crashing? I can only seem to publish to VS to get it to work, and when the app launches it runs in the MR portal which doesn't seem to go full screen... I would like to be able to have a monitor show a different cameras view in the environment in full screen while the HMD is running, is this possible? Thanks.

reillydonovan avatar Aug 18 '17 19:08 reillydonovan

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

StephenHodgson avatar Aug 18 '17 20:08 StephenHodgson

Also this issue belongs in the MixedRealityToolkit-Unity repository.

StephenHodgson avatar Aug 18 '17 20:08 StephenHodgson

Also this issue belongs in the MixedRealityToolkit-Unity repository.

And how about multiple displays? Is there way to launch app in VR and second camera to monitor display as non VR?

cyraxchel avatar Sep 10 '19 10:09 cyraxchel

@cyraxchel Are you trying to display what the VR user is seeing, or a camera from some other perspective?

keveleigh avatar Sep 10 '19 21:09 keveleigh

@cyraxchel Are you trying to display what the VR user is seeing, or a camera from some other perspective?

I'm trying display from some other camera.

cyraxchel avatar Sep 11 '19 06:09 cyraxchel

@keveleigh I want to play with VR, then take off head displays and interact with application on monitor (example - input some text in textfield, etc). And then return to play in VR. For me not principal what camera work in this scenario.

cyraxchel avatar Sep 12 '19 05:09 cyraxchel

You may be able to do this with Unity's multi-display support: https://docs.unity3d.com/Manual/MultiDisplay.html

I'm not sure if the enumerated displays will change when taking on/off the vr headset. I also don't know if VR experiences will enumerate additional monitors as displays. If they do, you can add another Unity camera to your scene that targets this additional display. Then in your application, activate the display as needed.

FWIW - you may experience different behaviors in editor/not in editor with multiple displays. You can't actually initialize the true second monitor when in the Unity editor.

chrisfromwork avatar Sep 12 '19 17:09 chrisfromwork