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The Forerunner offers most of the tools a runner needs — distance, pace, some interval options, the ability to pair with a chest strap. The screen itself is a low-resolution x pixels. By default the LCD screen is very dull — so much so that reading in darkness is impossible, but there is a backlight button at the top left. The Forerunner will last around a month as a normal watch, and offers 16 hours of GPS tracking.

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Enter the IP address of your HoloLens. Click Connect. Observe the number of milliseconds it takes for the GPU to render a frame. Stop the application from running on the device.

Observe the change in the number of milliseconds to render a frame. Redeploy the project to your device. We should now be running with triangles per cubic meter. Select the 3D View option in the left panel. Under Surface reconstruction select the Update button. Watch as the areas that you have scanned on your HoloLens appear in the display window. To save your room scan, press the Save button. Open your Downloads folder to find the saved room model SRMesh.

Copy SRMesh. In Unity, select the SpatialMapping object in the Hierarchy panel. Locate the Object Surface Observer Script component. Click the circle to the right of the Room Model property. Find and select the SRMesh object and then close the window. The SpatialMapping component will load the meshes from the saved room model so you can use them in Unity. Switch to Scene view to see all of your room model displayed with the wireframe shader.

Press the Play button again to exit preview mode. NOTE: The next time that you enter preview mode in Unity, it will load the saved room mesh by default. Chapter 2 - Visualization Learn the basics of shaders. Visualize your surroundings.

Click the circle to the right of the Surface Material property. Find and select the BlueLinesOnWalls material and close the window. Sets the color of the pixel for rendering. Build and Deploy Return to Unity and press Play to enter preview mode. Blue lines will be rendered on all vertical surfaces of the room mesh which automatically loaded from our saved scanning data.

Switch to the Scene tab to adjust your view of the room and see how the entire room mesh appears in Unity. Modify some properties and see how the changes appear in the Unity editor. In the Inspector panel, adjust the LineScale value to make the lines appear thicker or thinner. In the Inspector panel, adjust the LinesPerMeter value to change how many lines appear on each wall. Click Play again to exit preview mode. Build and deploy to the HoloLens and observe how the shader rendering appears on real surfaces.

Chapter 3 - Processing Learn techniques to process spatial mapping data for use in your application. Analyze spatial mapping data to find planes and remove triangles. Use planes for hologram placement. The SpatialProcessing prefab includes components for processing the spatial mapping data. We will use planes in our application to represent walls, floors and ceilings.

This prefab also includes RemoveSurfaceVertices. This can be used to create holes in the mesh, or to remove excess triangles that are no longer needed because planes can be used instead. Drag and drop the SpaceCollection object into the Hierarchy panel. In the Hierarchy panel, select the SpatialProcessing object.

Double-click on PlaySpaceManager. We will add functionality to this script to enable the following behavior: Stop collecting spatial mapping data after we exceed the scanning time limit 10 seconds. Process the spatial mapping data: Use SurfaceMeshesToPlanes to create a simpler representation of the world as planes walls, floors, ceilings, etc.

Use RemoveSurfaceVertices to remove surface triangles that fall within plane boundaries. Generate a collection of holograms in the world and place them on wall and floor planes near the user. Complete the coding exercises marked in PlaySpaceManager. Generic; using UnityEngine; using UnityEngine. Speech; using Academy. GetActivePlanes PlaneTypes.

Table PlaneTypes. Instance; if surfaceToPlanes! Instance; if removeVerts! After the room mesh is loaded from file, wait for 10 seconds before processing starts on the spatial mapping mesh. When processing is complete, planes will appear to represent the floor, walls, ceiling, etc. After all of the planes have been found, you should see a solar system appear on a table of floor near the camera.

Two posters should appear on walls near the camera too. Switch to the Scene tab if you cannot see them in Game mode. Press the Play button again to exit play mode. Build and deploy to the HoloLens, as usual. Wait for scanning and processing of the spatial mapping data to complete. Once you see planes, try to find the solar system and posters in your world.

Chapter 4 - Placement Determine if a hologram will fit on a surface. Change the Draw Planes property to Nothing to clear the selection. Change the Draw Planes property to Wall, so that only wall planes will be rendered. In the Project panel, Scripts folder, double-click on Placeable. The Placeable script is already attached to the posters and projection box that are created after plane finding completes.

All we need to do is uncomment some code, and this script will achieve the following: Determine if a hologram will fit on a surface by raycasting from the center and four corners of the bounding cube. Check the surface normal to determine if it is smooth enough for the hologram to sit flush on.

Render a bounding cube around the hologram to show its actual size while being placed. Render the shadow as red, if the hologram cannot be placed on the surface, or green, if it can. Re-orient the hologram to align with the surface type vertical or horizontal that it has affinity to. Smoothly place the hologram on the selected surface to avoid jumping or snapping behavior. Uncomment all code in the coding exercise below, or use this completed solution in Placeable.

Generic; using UnityEngine; using Academy. Horizontal; [Tooltip "The child object s to hide during placement. CreatePrimitive PrimitiveType. Cube ; boundsAsset. Quad ; shadowAsset. SetActive false ; shadowAsset. Lerp gameObject. RaycastHit centerHit; if! Set position and surfaceNormal.

IsEquivalentDistance centerHit. Raycast Camera. Abs gameObject. Abs surfaceNormal. LookRotation -surfaceNormal, Vector3. Euler rotationX, gameObject. When you see the solar system, gaze at the projection box below and perform a select gesture to move it around.

While the projection box is selected, a bounding cube will be visible around the projection box. Move you head to gaze at a different location in the room. The projection box should follow your gaze. When the shadow below the projection box turns red, you cannot place the hologram on that surface. When the shadow below the projection box turns green, you can place the hologram by performing another select gesture.

Find and select one of the holographic posters on a wall to move it to a new location. Notice that you cannot place the poster on the floor or ceiling, and that it stays correctly oriented to each wall as you move around.


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