24 April 2020

Migrating to MRTK2 - configuring, understanding and using Windows Mixed Reality controllers

Intro

Although the focus for Mixed Reality Toolkit 2 now understandably is on Microsoft's big Mixed Reality business player - HoloLens 2 - it's still perfectly doable - and viable, IMHO - to develop Windows Mixed Reality apps for WMR immersive headsets. Case in point: most of the downloads I get for my three Mixed Reality apps in the store come from people using immersive headsets - which is actually not that strange as immersive headsets are readily available for individuals whereas HoloLens (either 1 or 2) is not - and they cost 10-15% of an actual HoloLens to boot.

And the fun thing is, if you do this correctly, you can even make apps that run on both - with only minor device specific code. Using MRTK2, though, there are some minor problems to overcome:

  1. The standard MRTK2 configuration allows for only limited use of all the controller's options
  2. There are no samples - or at least none I could find - that easily shows how actually extend the configurations to leverage the controller's full potential
  3. Ditto for samples on how to intercept the events and use those from code.

I intend to fix all of the above in this article. Once and for all ;)

Configuration

If you have worked a bit with the MRTK2 before, you know what's going to follow: cloning profiles, cloning profiles and more cloning profiles. We are going some four levels deep. Don't shoot the messenger ;)

Assuming you start with a blank Unity app with the MRTK2 imported, first step is of course to clone the Default profile - or whatever profile you wish to start with, by clicking Copy & customize.

While you are at it, turn off the diagnostics

Next step is to clone the Input System Profile. You might need to drag the inspector a bit wider or you won't see the Clone button

Step 3 is to clone the Controller Mapping Profile:

Expand the "Controller Definitions" section. If you then select Windows Mixed Reality Left Hand Controller, you will notice a lot of events are filled in for the various controls - but also that a couple are not:

You can select something, but it's not applicable or already assigned to something else. The missing events are:

  • Touchpad Press
  • Touchpad Position
  • Touchpad Touch
  • Trigger Touch
  • Thumbstick Press

So we have to add these events. To achieve this, we have to do one final clone: the Default Input Actions Profile.

And then you simply can add the five missing events (or input actions, as they are called in MRKT2 lingo).

Mind to select "Digital" for all new actions except for Touchpad position. Make that a "Dual Axis". That last one will be explained later.

Now you can once again go back to Input/Controller/Input Mappings settings, and, assign the proper (new) events to the controller buttons. Don't forget to do this for both the right and the left hand controller.

And now finally there are events attached to all the buttons to the controllers. Now it's time to show how to trap them.

Understanding and using the events

The important thing to understand is that there are different kind of events, that all need to be trapped in a specific way. When I showed you to add the event types, all but one of them were digital types. Only one was "Dual Axis". There actually are a lot of different types of events:

I am not sure if I got all the details right, but this is what I found out:

  • a digital event, that's basically a click. You need to have a behaviour that implements IMixedRealityInputHandler to intercept this. Example: a click on the menu button
  • a single axis event is an event that gives you a single value. The only application for WMR controllers I have found is a way to determine how far the trigger is pushed inwards (on a scale of 0-1). You will need to implement IMixedRealityInputHandler<float>
  • a dual axis event gives you two values. The only application I found was the touchpad - it gives to the X,Y coordinates where the touchpad was touched. Range for both is -1 to 1. 0,0 is the touchpad's center. You will need to implement IMixedRealityInputHandler<Vector2>
  • a six dof (degrees of freedom) event will give you a MixedRealityPose. This enables you to determine the current grip and pointer pose of the controller. You will need to implement IMixedRealityInputHandler<MixedRealityPose>

Demo application

I created an application that demonstrates the events you will get and what type they are. If available, it will also display the values associated with the event. It looks like this:

Not very spectacular, I'll admit, but it does the trick. On the top row it displays the type of event intercepted, the bottom two rows show actual events with - in four cases - information associated with the events. When activated: the red circle will turn green.

Observations using the demo app

  • You will notice you'll get a constant stream of Grip Pose and Pointer Pose events - hence these two events and the MixedRealityPose type events indicator are always green
  • You will also get a constants stream of "Teleport Direction" events (of type Vector2) from the thumbstick even if you don't touch it. I have no idea why this is so. I had to filter those out, or else the fact Touchpad position is a Vector2 element got hidden in the noise.
  • Grip press is supposed to be a SingleAxis event, but only fires Digital events
  • If you touch the touchpad, it actually fires two events simultaneously - the Digital Touchpad Touch and the Vector2 Touchpad position.
  • Consequently, if you press the touchpad, you get three events - Touchpad touch, Touchpad Position and Touchpad Press.
  • The trigger button also is an interesting story as that fires three events as well. As soon start to press it ever so slightly, it fires the SingleAxis event "Trigger" that tells you how far the trigger is depressed. But at the lowest scale where "Trigger" registers, it will also fire the Digital "Trigger Touch" event. However, you will usually get a lot more "Trigger" events as it's very hard to keep the trigger perfectly still while it's halfway depressed.
  • And finally, when you fully press it, the Digital "Select" event will be fired.
  • Menu and Thumbstick press are simple Digital events as you would expect.

Key things to learn from the demo app

Registering global handlers

On top you will see the the ControllerInputHandler implementing being derived from BaseInputHandler and the four interfaces mentioned.

public class ControllerInputHandler : BaseInputHandler, 
    IMixedRealityInputHandler, IMixedRealityInputHandler<Vector2>, 
    IMixedRealityInputHandler<float>,
    IMixedRealityInputHandler<MixedRealityPose>

The important thing to realize is that this behaviour needs to handle global events. This implicates two things, first, you will have to register global handlers

protected override void RegisterHandlers()
{
    CoreServices.InputSystem?.RegisterHandler<IMixedRealityInputHandler>(this);
    CoreServices.InputSystem?.RegisterHandler<IMixedRealityInputHandler<Vector2>>(this);
    CoreServices.InputSystem?.RegisterHandler<IMixedRealityInputHandler<float>>(this);
    CoreServices.InputSystem?.RegisterHandler<IMixedRealityInputHandler<MixedRealityPose>>(this);
};

(and unregister them of course in UnregisterHandlers)

but second, if you use this in Unity, uncheck the "Is Focus Required" checkbox

This will ensure the global handlers being registered properly and being intercepted by this controller.

Discriminating between events of same type

It might not be immediately clear, but the only way I have been able to determine what exact event I get is to check it's MixedRealityInputAction.Description property. In the code you will seen things like

var eventName = eventData.MixedRealityInputAction.Description.ToLower();
if (eventName == "touchpad position")

In fact, you will see that the names of the event displayers in Scene hierachy are bascially the names of the events without spaces. I simply find them by name

After I simply load them in a dictionary in Start by looking for children in the "Events" object

foreach (var controller in _eventDisplayParent.GetComponentsInChildren<SingleShotController>())
{
    _eventDisplayers.Add(controller.gameObject.name.ToLower(), controller);
}
I simply find the back by looking in that dictionary and activating the SingleShot Controller. This class is part of a prefab that I used and explained in an earlier post.
private void ShowEvent(string eventName)
{
    var controller = GetControllerForEvent(eventName);
    if (controller != null)
    {
        controller.ShowActivated();
    }
}
private SingleShotController GetControllerForEvent(string controllerEvent)
{
    return _eventDisplayers[controllerEvent.ToLower().Replace(" ", "")];
}

I must say I feel a bit awkward about having to use strings to determine events by name. I guess it's inevitable if you want to be able to support multiple platforms and be able to add and modify events without actually having to change code and introduce types. This flexibility is what the MRTK2 intends to support, but it still feels weird.

Combining events

In the Immersive headset version of Walk the World you can zoom in or out by pressing on top of at the bottom at of the touch pad. But as we have seem, it's not even possible to detect where the user has pressed, only that he has pressed. But we can detect where he last touched, which most likely is at or very near where he last touched. How you can combine these the touch and press events to deserve and effect like I just described, is showed in the relevant pieces of the demo project code that copied below:

Vector2 _lastpressPosition;

public void OnInputChanged(InputEventData<Vector2> eventData)
{
    var eventName = eventData.MixedRealityInputAction.Description.ToLower();
    if (eventName == "touchpad position")
    {
        _lastpressPosition = eventData.InputData;
    }
}

public void OnInputDown(InputEventData eventData)
{
    var eventName = eventData.MixedRealityInputAction.Description.ToLower();
    if (eventName == "touchpad press")
    {
        // Limit event capture to only when more or less the top or bottom 
        // of the touch pad is pressed
        if (_lastpressPosition.y < -0.7 || _lastpressPosition.y > 0.7)
        {
            ShowEvent(eventName);
        }
    }
}

First, the touchpad position event keeps the last position into a member variable, then when the touchpad is pressed, we check where it last was touched. The event is only fired when the front 30% or back 30% was last touched before it was pressed. If you press the sides (or actually, touch the side before you press) nothing happens.

Conclusion

Interacting with the controller has changed quite a bit since ye olde days of the HoloToolkit, but it still is pretty much doable and usable if you follow the rules and patterns above. I still find it odd I have to determine what event is fired by checking it's description, but I may just be missing something. However, this method works for me, at least in my application.

Also, I am a bit puzzled by the almost-the-same-but-not-quite-so events around trigger and touchpad. No doubt some serious considerations have been made implementing it like this, but not having been around while that happens, it leaves confused about the why.

Finally, bear in mind you usually don't have to trap Select manually, and neither is the Thumbstick ('Teleport Direction') usually very interesting as those events are handled by the environment by default - the only reason I showed they them here was to demonstrate you could actually intercept them.

Demo project, as always, here on GitHub.

13 April 2020

Migrating to MRKT2 - multi-device behaviour switching and scaling

Intro

The MRTK2 allows for development for both HoloLens 1, HoloLens 2 and Windows Mixed Reality immersive headsets with nearly identical code. And a growing number of other platforms, but the focus is now understandably on HoloLens 2. Yet, if you want to make apps with a broad range, you might as well use the capabilities the toolkit offers to run one app on all platforms.

Rule-of-thumb device observations

  • On HoloLens 2, you typically want interactive stuff to be close by and relatively small, so you can leverage the touch functionality
  • On HoloLens 1 interactive stuff needs to be further away since the only control option you basically have is the air tap. But because it's further away, it needs to be bigger
  • On Windows Mixed Reality immersive headsets you want it also further away but even bigger still, as I have observed things seems to appear smaller on an immersive headset compared to HoloLens, and lower resolution headsets makes things harder to see things like small print compared to HoloLenses.

Basically this boils down to scaling and distance. Scaling usually is pretty simple to fix, but distance behavior is a bit more difficult, especially since the MRTK2 contains so much awesome behaviours for keeping for instance a menu in view, but it does not support different behavior for different devices.

I have come up with a rather unusual solution for this, and it works pretty well.

Meet the twins

I made two behaviours that work in tandem. The first one is pretty simple enough and is called EnvironmentScaler.

This simply scales the current game object to the value entered for the specific device type. Notice also there is a drop down that will enable you to select view how platform specific sizes will appear inside the Unity Editor.

The second one is a bit more odd. You see, for determining the right distance, I would like to use the standard Solver and RadialView combo. Of course I could have written a behaviour that changes the RadialView values based upon the detected platform. But then it would only have worked for RadialView. So I took a more radical and generic approach

As you can see, there is one Solver but no less that three RadialViews on the menu. They all have slightly different values for things like distance and Max view degrees. An if you start Play mode:

It simply destroys and removes the behaviors for the other platforms. Crude, but very effective. And no coding required. The only thing is - there is no way to distinguish those three RadialViews, so it's best to add them to your game object in the same order as they are listed in the EnvironmentSwitcher: for HoloLens 1, HoloLens 2 and WMR headsets.

The nuts and bolts

Both the switcher and the scaler have the same generic base class:

public abstract class EnvironmentHelperBase<T> : MonoBehaviour
{
    [SerializeField]
    private EditorEnvironmentType _editorEnvironmentType = EditorEnvironmentType.Hololens2;

    protected T GetPlatformValue(T hl1Value, T hl2Value, T wmrHeadsetValue)
    {
#if !UNITY_EDITOR
        if (CoreServices.CameraSystem.IsOpaque)
        {
            return wmrHeadsetValue;
        }

        var capabilityChecker = CoreServices.InputSystem as IMixedRealityCapabilityCheck;

        return capabilityChecker.CheckCapability(MixedRealityCapability.ArticulatedHand) ?
hl2Value : hl1Value; #else return GetTestPlatformValue(hl1Value, hl2Value, wmrHeadsetValue); #endif } private T GetTestPlatformValue(T hl1Value, T hl2Value, T wmrHeadsetValue) { switch (_editorEnvironmentType) { case EditorEnvironmentType.Hololens2: return hl2Value; case EditorEnvironmentType.Hololens1: return hl1Value; default: return wmrHeadsetValue; } } }

The GetPlatformValue method accepts three values - one for every platform supported - and returns the right one for the current platform based upon this simple rules:

  • If the headset is opaque, it's a WMR headset
  • If it's not opaque and it supports articulated hands, it's a HoloLens 2
  • Otherwise it's a HoloLens 1

And there's also the GetTestPlatformValue that returns a platform based upon what's selected in the _editorEnvironmentType field, that can be used for testing in the editor. I have noticed that the editor returns false for opaque and true for the articulated hand support, so by default the code acts like it's in running in a HoloLens 2. Hence my 'manual switch' in editorEnvironmentType so you can see what happens for the various devices inside your editor. For runtime code, whatever you selected in editorEnvironmentType in either behaviour is of no consequence.

EnvironmentScaler implementation

This is the very simple, as all the heavy lifting has already been done in the base class:

public class EnvironmentScaler : EnvironmentHelperBase<float>
{
    [SerializeField]
    private float _hl1Scale = 1.0f;

    [SerializeField]
    private float _hl2Scale = 0.7f;

    [SerializeField]
    private float _immersiveWmrScale = 1.8f;

    void Start()
    {
        gameObject.transform.localScale *= GetPlatformValue(_hl1Scale, _hl2Scale,
_immersiveWmrScale); } }

Simply scale the object to the value selected by GetPlatformValue. Easy as cake.

EnvironmentSwitcher implementation

public class EnvironmentSwitcher : EnvironmentHelperBase
{
    [SerializeField]
    private MonoBehaviour _hl1Behaviour;

    [SerializeField]
    private MonoBehaviour _hl2Behaviour;

    [SerializeField]
    private MonoBehaviour _immersiveWmrBehaviour;

    void Start()
    {
        var selectedBehaviour = GetPlatformValue(_hl1Behaviour, _hl2Behaviour, 
                                                        _immersiveWmrBehaviour);
        foreach (var behaviour in new[] {_hl1Behaviour, _hl2Behaviour,
_immersiveWmrBehaviour}) { if (behaviour != selectedBehaviour) { Destroy(behaviour); } } } }

Very much like the previous one, but now the values are not floats (for scale) but actual behaviors. It find the behaviour for the current device, the destroy all others.

The fun thing is - in this I used this specifically for three identical behaviours (that is, they are all RadialView behaviours) - one for every device. But it's just as easily possible to use three completely different behaviours, one for each device, and have the 'wrong' ones be rendered inoperative by this behaviour as well. This makes this approach very generically applicable.

Conclusion

Multi device strategy does not have to be complex. With these two behaviours you can make your app appear more or less the same on different devices, and still adhere to the device's unique capabilities.

Complete project, as always, here. Enjoy

01 April 2020

Migrating to MRTK2 - using the non-native keyboard in touch scenarios

Prelude

With apologies for the uncharacteristic hiatus in my blog - last month I had a HoloLens 2 available for development and test purposes, and utilizing that opportunity to the max had a bit more priority than actually blogging about it. Then the world got hit head-on by the Corona madness and I had other things on my mind. Now, in self-isolation, hoping to avoid the virus (as no doubt most of you are right now), I have finally started to crank out the backed up blog posts I had chalked up 'for later' while I was converting apps for HoloLens 2.

Intro

In the Mixed Reality Toolkit 2 you can use the beautiful system keyboard for text input and that works amazingly well - in HoloLens 2. Since MRKT2 development prioritizes HL2 development, and for good reason, this is not surprising. But in Immersive Headsets it works not so very well, and in HoloLens 1 it has the same problem.
Now since MRTK2.3 there's a new keyboard available - although actually it's an old keyboard - the Keyboard prefab, that used to reside in HoloToolkit\UX\Prefabs, has been renamed to the NonNativeKeyboard prefab and now sits in MixedRealityToolkit.SDK\Experimental. It has a few advantages over the native keyboard:
  • It is a Unity object, not a native object, so you can control size, rotation and position just like any other Unity object
  • It has basically the same API and usage as the old keyboard, which makes it attractive to use in existing applications.
  • It has a built-in button for speech recognition
  • It gives a consistent look & feel for your apps.
It also has a few quite distinct disadvantages:
  • It does not support touch events for HoloLens 2
  • It does not take into account the differences in apparent size in WMR headsets and HoloLenses
  • It should act different in various environments, (like being close when in HL2, and further away and bigger in other cases) which it does not
Now this, my friends, can be mitigated with a pretty simple add-on behaviour that I created. It takes care of positioning, platform dependent scaling and distance - but above all, it adds touch to the nonnative keyboard in a very simple way.

How it works

The start is simple enough: just some settings for each platform:
public class KeyboardAdapter : MonoBehaviour
{
    [SerializeField]
    private float Hl1Distance = 1.0f;
    [SerializeField]
    private float Hl1Scale = 1.0f;
    
    [SerializeField]
    private float Hl2Distance = 0.3f;
    [SerializeField]
    private float Hl2Scale = 0.3f;

    [SerializeField]
    private float WmrHeadSetDistance = 0.6f;

    [SerializeField]
    private float WmrHeadSetScale = 0.6f;

    [SerializeField] 
    private AudioClip _clickSound;

    private AudioSource _clickSoundPlayer;
}
Basically a couple of settings. For every platform support (HoloLens 1, HoloLens 2 and Mixed Reality headsets there is a distance from the user it will appear, and an apparent scale it will have. Also, you can assign a click sound for when a key is hit.
Almost all the heavy lifting happens in Start:
private void Start()
{
    _clickSoundPlayer = gameObject.AddComponent<AudioSource>();
    _clickSoundPlayer.playOnAwake = false;
    _clickSoundPlayer.spatialize = true;
    _clickSoundPlayer.clip = _clickSound;
    var buttons = GetComponentsInChildren<Button>();
    foreach (var button in buttons)
    {
        var ni = button.gameObject.AddComponent<NearInteractionTouchableUnityUI>();
        ni.EventsToReceive = TouchableEventType.Pointer;
        button.onClick.AddListener(PlayClick);
    }
}
The first four lines simply add and initialize the sound that is played when you tap a button. The next ones do the real work: they find every Button object in the keyboard, add a NearInteractionTouchableUnityUI to it, set the events to receive to "pointer" and add an event listener to the Button - that basically only serves to play the sound
The keyboard is built of Unity UI components, and adding a NearInteractionTouchableUnityUI and setting the EventToReceive to Pointer is all the is necessary to make the button 'think' it's clicked when it's actually touched. And if you have set the ClickSound to an audio file in the editor, it plays a sound now when you tap our touch it, too.
Then we have these two properties who return the right value depending on the platform the app is running on:
private float Scale => GetPlatformValue(Hl1Scale, Hl2Scale, WmrHeadSetScale);
private float Distance => GetPlatformValue(Hl1Distance, Hl2Distance, WmrHeadSetDistance);
Which is done by this little method:
private float GetPlatformValue(float hl1Value, float hl2Value, float wmrHeadsetValue)
{
    if (CoreServices.CameraSystem.IsOpaque)
    {
        return wmrHeadsetValue;
    }

    var capabilityChecker = CoreServices.InputSystem as IMixedRealityCapabilityCheck;

    return capabilityChecker.CheckCapability(MixedRealityCapability.ArticulatedHand) ? 
            hl2Value : hl1Value;
}
If the headset is opaque, then it's a Windows Mixed Reality headset (or at least not a HoloLens), and otherwise we determine based upon the capability of tracking hands whether it's a HoloLens 1 or 2.
This is used to determine to show the keyboard on the desired place and at the desired scale.
public void ShowKeyboard()
{
    NonNativeKeyboard.Instance.PresentKeyboard();
    NonNativeKeyboard.Instance.RepositionKeyboard(CameraCache.Main.transform.position + 
                                                  CameraCache.Main.transform.forward * 
                                                  Distance, 0f);
    NonNativeKeyboard.Instance.gameObject.transform.localScale *= Scale;
}
And that is really all. Some creative use of components already in the MRTK2.

Usage

Just drop a NonNativeKeyboard prefab from the MRTK2 in your scene, and drop this behavior on it. You then only have to take care of two things. First, set Min and Max scale both to 1, otherwise this will interfere with the way the keyboard is scaled by this behavior:

And of course, you have to set some parameters for the behavior itself. I have chosen what I like to think are reasonable settings for every platform:

And of course the sound that appears when you tap or touch the keyboard

How it looks

On a HoloLens 2( in my app Walk the World for HoloLens 2) it looks like this:

It is pretty close, as you are supposed to be able to touch it
On HoloLens 1 it looks like this:

Pretty much the same - bigger, but further away and thus easier to control with the air tap. Since this is a 2D picture, the differences between HoloLens 1 and 2 are actually hard to spot. And on Mixed Reality it looks like this - it look smaller, but that's because in a headset everything looks smaller. It's apparent size is the same as in HoloLens 1.

And finally, and action movie of touch enabled non native keyboard on a HoloLens 2. You can actually touch the buttons and they respond with a button press sound, as you see

Why no solvers?

You might have noticed I did not use any MRTK2 solvers to keep the keyboard floating in view when you when you move your head, our keep a dynamical distance. I did initially, but I found out that a keyboard that actually moves is very annoying when you are trying to type, especially when using touch type. Then the keyboard is close, and a move is easily triggered when you want to do things like first type the A (left), then the P (totally right). So I decided just to let it appear right in front of the user, and keep it there. If you don't use it, it automatically disappears after a configurable timeout. This is built into the keyboard, that is not my doing.

Conclusion

It's quite remarkable how you can make 'old' components interplay with the new HoloLens 2 interaction possibilities using the new components and a bit of imagination. Also, the MRTK2 made making apps that run on both HoloLens 1, HoloLens 2 and Windows Mixed Reality headsets a lot easier. Although it's clear MRTK2 prioritizes HoloLens 2 above all - and that's logical, because there's where the action and the business is. I fear the venerable trailblazing HoloLens 1, will quickly lose mindshare and disappear from the radar when HoloLens 2 becomes more widely available. I am not quite sure what to do with mine, but time will tell.
As usual, you can find the code of the little project here. If you want to run the app and see the keyboard, just say "Open Keyboard".

Post scriptum

I put the part that makes the NonNativeKeyboard touchable in a pull request to the MRTK2 that was merged at April 14, and will be part of the MRTK 2.4.0 release.

12 February 2020

HoloLens 2 - it's the interaction, stupid!

Intro

Tuesday, February 7, 2020 marked an important occasion to me. A HoloLens 2 arrived at my door. For the first time since March 2019, where I got to try a HoloLens 2 during the MVP Summit for a few minutes, I actually had my hands on a device. And what's more - I got a month to play, test and develop with it, courtesy of fellow MVP and Regional Director Philipp Bauknecht of MediaLesson GbmH, a real community hero, who has graciously provided me with this learning opportunity. I hope I will be someday be able to repay him this enormous favor.

Just having this device around and being able to test and develop with it, quite changed my views of it,  what's actually important - and what makes it a game changer.

Display

First of all, I am going to bring your hopes down a little. To an extent, HoloLens 2 suffers a bit from what I would like to coin as "the Apollo 12 effect". The whole world followed Neil Armstrong, Buzz Aldrin and Michael Collins to the Moon and where glued to very bad black & white screen while the first two men took their steps to the Moon. But a lot less people watched Apollo 12. Successive flights got even less attention (bar Apollo 13, but that was not because they landed, but almost died). People had literally seen this before and were - I kid you not - complaining about footage of men on the Moon eating up precious TV time from the football games. Subsequent flights after 17 were cancelled. People are extremely well equipped at accepting 'magic' and then getting bored with it.

As far as display goes, HoloLens 2 shows you virtual objects in 3D space that can interact with reality. This, my friends, is exactly what HoloLens 1 did.

It does this a lot faster, the view is brighter, the holograms are a lot more stable, and the thing almost everyone harped on - the field of view - has been considerably increased. I can almost imagine Alex Kipman shouting "we gave you bloody magic and all you kept telling me was the view was not big enough - are you happy now???"

There are other things: the device is a lot more ergonomic, it feels lighter but actually isn't very much - it's just better balanced. Donning it as easy as cake, taking it off as well, and charging via USB-C is a godsend - no more fiddling with MicroUSB on a wobbly end. I have seen more than one HoloLens 1 with a damaged charging port.

That's all very fine and welcome. But that's not what I mean by game changing. If we stay in space terminology - HoloLens 1 was like we suddenly had a fusion rocket. It is awesome, but parts of it were messy.

HoloLens 2 has a warp drive.

Interaction, interaction, interaction

Everyone who has ever used HoloLens 1 - or better still, tried instructing a newbie user to use one - knows the challenge. You can select something by pointing your head to a Hologram, then perform an air tap. Just tap your finger and thumb together. Easy as cake. And yet I have witnessed people who for some reason could not perform this simple task successfully. Either they pointed the cursor not correctly, or they made gestures that were almost but not quite an air tap, made it to slow or too fast, contorted their hands in a way that apparently confused the device, or started to make up gestures - that of course did not work at all. Whatever. Most people got it, but between 10-20% just never could get it to work reliably, if at all. The HoloLens 1 came with a little clicker for those people, apparently a last-minute addition - that almost no-one ever used. It either lost its charge at an inconvenient time, or (in most cases) got completely lost at all, it being a small device that easily was forgotten or dropped somewhere.

HoloLens 2 does not come with a clicker, and that's for a reason. If you make a gesture that even remotely resembles an air tap, it registers it as such - with such ferocity and accuracy that if you have a large contact surface you might even get some inadvertent air taps in (I will have to look into that for my app Walk the World, for instance). 

In addition, what everyone saw being demoed first by the amazing Julia Schwarz - the ability just to touch, grab and move Holograms works amazingly well. To such an extent that you can push buttons like they are real, grab, move and rotate things like they are real... everything with amazing accuracy. You can even have your hand visualized and then it looks like you have some computer-generated glove on your hands - it follows every little movement. The resulting interaction model is very natural. So natural that you actually at first expect haptic feedback when you push a 'button'. Maybe something for HoloLens 3 ;).

There are a few things you might want to explain when you instruct someone to use the device for the first time to speed things up - like that if you want to use the start button, that's on your wrist. No more bloom gestures – the Italians will appreciate that ;). You might want to explain how an air tap works, but it's likely people find that out by themselves as it is so easy now. Also, the device goes out of it's way to explain itself on first startup.The fact that it can not only track your hand but also recognizes all kinds of hand postures and gestures allows for much more detailed control , and my personal favorite is having menus popup when you hold one hand in a certain position. These hand palm menus can be very easily made, using no code at all, just using stuff that's included in the MRKT2 out of the box.

But wait, there's more

Voice commands, remember that? The thing that everyone used like crazy and then quickly came back from, as it did not always work in noisy environments, especially with a lot of talk around. And making an odd gesture in empty space and looking weird is one thing, but shouting repeatedly at a device makes you feel very awkward indeed. Whatever they did to it, it's now way more accurate and confident at recognizing speech. Even in a very loud room with people talking. Speech control is everywhere in HoloLens 2, and very easy to use reliably.

And then there's eye tracking. Remember you had to move your whole head to point the gaze cursor? It now tracks your eyes. I knows what your are looking at. I use this in AMS HoloATC to make an image of the actual airplane pop up when you look at the model. There are four (or five, depending on what you include) events that you can easily track. I also learned that on a real life device I make that happen way too fast and too nervously. Having a real device, I will be able to fix this in the near future.

Eye tracking also has some extra benefits - first of all, it allows the device to use Windows Hello login using iris recognition. Second, calibrating is a lot easier and faster. No longer do you have first close your one eye, then very very precisely move your finger in the right slot for a couple of times, and repeat that for the other eye - you now simply have to track a few holograms with your eyes, as they move though your view. And you really should do that - Microsoft pushed the envelope a lot further when it comes to display technology, so if you don't calibrate properly, there's a lot more chance of having a fuzzy view. Fortunately the device has a setting that automatically starts the calibration routine when it detects the user has changed (which it presumably does using the iris scan).

In conclusion

HoloLens 2 is an amazing device, with an amazing display technology - but it's the interaction model that makes it really special. This is what takes in over the top, makes it natural, simple to learn and easy to use. The hand/eye tracking removes the barrier of artificial gestures and make wandering around and interacting with Holograms at lot easier. This will make use of the device in business settings - especially industrial and manufacturing environments - a lot easier.

I love living in the future:)

22 January 2020

Mixed Reality apps failing the WACK - revisited

Intro

Last September I wrote about various hoops you had to jump through to get a Mixed Reality app to appear in the store and not have it to fail  the Windows Application Certification Toolkit (WACK). It's time for a little update, since part of what I wrote is no longer necessary, and some things have changed subtly.

The good news

I wrote how you manually had to mess with Package.AppManifest.xml, particularly how you had to remove the DirectX 10 dependency to make it (still) downloadable for HoloLens 1 devices. Provided you have been diligently installing the service updates that are issued for this device, by now your HoloLens 1 should have been updated to no longer reject apps that have this requirement. So no need to take this step anymore.

The bad news

The trick I wrote how to make sure some unsupported DLLs were not included does not work anymore. We have to resort to more drastic measures.

The problem

To recap: if you generate a C++ solution from the recommended Unity version (2018.4.x, LTS branch) you get the following errors in the WACK

  • HolographicAppRemoting.dll has failed the AppContainerCheck check.
  • PerceptionDevice.dll has failed the AppContainerCheck check.
  • UnityRemotingWMR.dll has failed the AppContainerCheck check.
  • The Supported API test will list 10 errors concerning UnityRemotingWMR calling unsupported APIs
  • The Debug configuration test will tell youUnity RemotingWMR is only built in debug mode
  • And if you try to build for x86 or ARM, the Package sanity test will tell you HolographicAppRemoting.dll, PerceptionDevice.dll and UnityRemotingWMR.dll are only available for x64.

I suggested editing the “Unity Data.vcxitems” file that is inside your store projects and change the contents of the DeploymentContent-tags for these files to false. That worked swell. Until, somewhere between Unity and Visual Studio versions upgrade, some brilliant person thought it a good idea to recreate that file whenever you change the architecture. So when you change the architecture from "x86" to "ARM" - something that happens automatically while creating multi-platform packages - you are greeted with this:

M previous solution does not work anymore, as the three offending DLLs are automatically added back to the file, and thus the WACK fails again. Some more brute force is being required.

The solution

If you expand the Il2CppOutputProject, you can simply see the offending DLL's. The solution is as simple as selecting and deleting them.

And then you can generate your packages, run the WACK again... and may get another failure:

This depends on the version of the WACK you have. As as you can read here, the Store has been updated to ignore this error. In other words, if you are down to this error, you are good to go for submission and (successful) certification in the Windows Store.

Mind you - as soon as you regenerate the solution from Unity, the project file may or may not be overwritten and you will need to repeat this. So - always always run the WACK before you submit - but then again, that's what you should do anyway.

Conclusion

The ever changing constellations of Unity and Visual Studio keep us throwing curveballs, but fortunately there's always been a way around. So far. Happy submitting!

15 January 2020

Mixed Reality apps failing MS Store validation on "10.5.1 Personal information" - and how to fix it

Intro

After fellow MVP (and RD, although not fellow-) Philipp Bauknecht discovered a bug in my AMS HoloATC app while testing it on his HoloLens 2 (what lunatic runs HoloLenses with DE-DE settings anyway :P) I created a fix for that and submitted the fixed app to the Microsoft Store on Saturday January 12th. I assumed it would pass right though. It did not. Monday morning I got a failure message:

That was not what I hoped, and certainly not what I expected

Parsing the message

I will admit to being rather confused, because I have a privacy policy link. In the Store. But apparently something has changed. If you want all the details, you can find them in the new App Developer Agreement, but the text in the failure basically says it all:

"For in-product include the privacy policy URL under the settings section"

So I need to add a privacy policy in the app. Okay. But they are expecting it under the settings section. This is clearly written with a desktop app in mind. But I don't have a main screen, let alone I can put a hamburger menu somewhere and put a "Settings" entry in this.

Solution part 1

So I could clearly not obey the letter of the law, but I can try to act in spirit. So I ventured out to see if I could get a privacy policy in the app in a way that would be acceptable to the Store testers. All my apps have like a "help" function, that you can activate by saying "help" or "show help". I actually advertise that on start-up with a floating text that is shortly visible after starting up the app.

This help screen looked like this:

And now looks like this

I actually added a text and a quad behind it, just ahead of the quad that is the main backdrop.

And on that quad there a very simple and crude behavior

using Microsoft.MixedReality.Toolkit.Input;
using UnityEngine;
using UnityEngine.WSA;

public class BrowserActivator : MonoBehaviour, IMixedRealityPointerHandler
{
    [SerializeField]
    private string _urlToOpen;

    public void OnPointerDown(MixedRealityPointerEventData eventData)
    {
        Launcher.LaunchUri(_urlToOpen,false);
    }

    public void OnPointerDragged(MixedRealityPointerEventData eventData)
    {
    }

    public void OnPointerUp(MixedRealityPointerEventData eventData)
    {
    }

    public void OnPointerClicked(MixedRealityPointerEventData eventData)
    {
    }
}

that launches a browser window when you tap on the text. In the app it looks like this:

And if you tap the indicated text, the app will move to the background and you will see this:

Or whatever URL you put into _urlToOpen in the editor. I took the exact same URL as in the Store. I am pretty sure this won't win me any design awards - but that's not the goal here. Note: these images where created with a HoloLens 1, as I am still lacking a HoloLens 2 (if anyone from Microsoft reads this - yes, that's a hint ;) ).

Solution part 2

Since I have no settings section, I thought it prudent to tell the testers where they could find the link to the privacy policy. So under "Submission options" I explained the why, where and how like this:

"IMPORTANT NOTE: this app failed App Policies: 10.5.1 Personal Information. Specifically, it missed an in app privacy policy. I was suggested to add it under section "settings" but there is no sections "settings", in fact, there are not sections at all, since this is not running in a window.
I have added a privacy policy tappable text in the help screen. You can access that by saying "help" or "show help", after you have initially placed the airport. This opens a browser and shows the privacy policy.
"

Proof of the pudding

As you can see, following this procedure took me through Store validation successfully. In fact, it took me through it twice - as it's Atlanta twin app ATL HoloATC got certified within hours after submitting with this addition.

Conclusion

Resuming:

  • Have some way in your app to popup the privacy policy web page.
  • Explain in Submission options to the testers where they can find it.

We can discuss at length how useful things like this are, if and how this could be communicated better to developers, if there needs to be guidance first before this is implement for the nice market of Mixed Reality apps - that don't have a window nor a settings section - whatever, this works, and while there is no official guidance on how to deal with privacy policies in apps like this, this article show you a way forward. Presumably, for the testers it's also just simply a matter of being mandated to tick off a box required by the legal department. And this is apparently an acceptable way of getting the box ticked. Job done.

No code sample this time - I assume everyone making MR apps will be able to re-create the two lines of actual code in the behaviour. And possible come up with a more elegant solution. But that was not the point of this - the point was getting in the store without a legal blocker.

24 November 2019

Migrating to MRKT2 - Interaction with irregular or complex objects

Intro

Interaction with objects that are not simple shapes like cubes, spheres, capsules etc. poses some challenges. The Mixed Reality Toolkit 2 offers some great components, but they all require a top level collider. Now consider this helicopter:

It consists of a lot of small objects. Default it does not even have a collider. You cannot add a Near Interaction Touchable on top of the object because it simply cannot find a collider. Now you can generate those on import, but that makes the object kind of heavy with regards to required processing power, and hooking all those colliders up up to their own Interaction Touchable is a lot of work.

There is a simpler way of doing that, fortunately. Actually, there are two variants of this, but I am going to show the one I think works the best (and is the most beautiful).








Adding a colliding 'catcher' to rule them all

First of all, we are going to add a surrounding object inside the model itself. I took a capsule, as this gives IMHO the most beautiful result

The result now is the helicopter is now almost completely covered in what looks like a giant suppository, which is definitely not what you want.

So by fiddling around I created this material. Note: it actual color is fully transparent black - basically 0,0,0,0. so that we can see the helicopter again.

But more importantly, it has a hover light override color of green with a light intensity of 0.4.

And now, if a cursor strikes the object, you get this what I think is rather pretty ghostly glow indicating this is your focused object.

Making it interactable

Making it actually interact with events is now pretty simple. Assuming your actual 'controller' behaviour needs to control the whole game object, it needs to sit on top - so it can do more things than just interaction (like moving the helicopter, for instance - which it does not do now). It looks like this:

using System;
using TMPro;
using UnityEngine;

public class InteractionResponder : MonoBehaviour
{
    [SerializeField]
    private TextMeshPro _text;

    private int _timesClicked;

    private int _timesTouched;

    private int _timesFocus;

    public void Click()
    {
        _timesClicked++;
        UpdateText();
    }
    
    public void TouchStart()
    {
        _timesTouched++;
        UpdateText();
    }

    public void OnFocus()
    {
        _timesFocus++;
        UpdateText();
    }

    private void UpdateText()
    {
        _text.text = string.Format("Clicked: {0}{1}Touched: {2}{1}Focused: {3}", 
            _timesClicked, Environment.NewLine, _timesTouched, _timesFocus);
    }
}

Super simple, basically only three event response methods that can be called - and it tries to display the text in a TextMeshPro object, that also sits in the HologramCollection, just like the Helicopter it self. As I said, the InteractionResponder behaviour will be sitting on the helicopter object itself:

Now we need go back to the SurroundingCapsule and add an Interactable and a Near Interaction Touchable Volume script to that. The latter is apparently new or something I missed: where an ordinary Near Interaction Touchable only takes a rectangular collider, the Volume script also takes a capsule:

Then, you will need to select "Select" for Input Actions, then drag the helicopter in the little box under OnClick like you usually do in this kind of event hookup, and select ÏnteractionResponder.Click.

Then you click "Add Event", select "InteractableOnTouchReceiver" and hook the On Touch event up to the InteractionResponder.TouchStart method (we will ignore the On Touch End event in this sample).

In a similar fashion, you will add another event, select "InteractableOnFocusReceiver" and hook that to the InteractionResponder.OnFocus event.

And if you have done everything right, and hit the play button in the editor, you will see this happening when you click, touch or focus:

Conclusion

With very little code and one extra component you can make an irregular and complex object like a helicopter have an easy to touch/focus/click target that also gives some subtle but very clear visual feedback about what is happening. And this is only a start - we might as well have it respond to touch by showing some direct feedback, or show that it knows it's focused, even without a cursor hitting it (eye gaze!). Life is going to get interesting and much more immersive once HoloLens 2 comes around!

Demo project can be found here.