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Hololens input #79

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njss opened this issue Oct 31, 2018 · 1 comment
Open

Hololens input #79

njss opened this issue Oct 31, 2018 · 1 comment
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@njss
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njss commented Oct 31, 2018

Is there a Hololens input implementation?
How hard it would be?

@zachkinstner
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Hi @njss, good question!

Hover UI Kit does not currently have an Input Module specifically for HoloLens, but, you should still be able to get started via the "Follow" Input Module:

This module converts Unity transforms to cursors. [... It] is compatible with any VR/AR SDK that provides position and/or rotation information via Unity transforms. For example, many mobile VR setups (like Gear VR or Google Cardboard VR) control the Unity camera's rotation. Mapping the "Look" cursor to that camera transform provides immediate Hover UI Kit support for those devices, without needing a device-specific input module.

I have not worked directly with the HoloLens yet, so I'm not completely familiar with its hand-input capabilities. Does the HoloLens API provide any positional information about your hands/fingers? If so, you could use the "Follow" input module to map those hand/finger transforms to other Hover UI Kit cursors (like "LeftIndex" or "RightThumb").

Or, to ask in a different way: how do you plan to interact with Hover UI Kit items via the HoloLens? Would you reach out to touch them, or look/gaze at them, or something else?

@zachkinstner zachkinstner self-assigned this Nov 1, 2018
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