In this learning path, we provide comprehensive instruction on developing mixed reality experiences for the Microsoft HoloLens 2 using Unreal Engine. Starting from a blank project, we navigate our way through standalone feature-specific courses and take advantage of the Mixed Reality Toolkit to learn and implement many of the skills and features required to build immersive, interactive, and performant experiences in mixed reality.
Prepare Unreal Engine for Mixed Reality Development
In this course, you will learn how to configure Unreal Engine to develop HoloLens applications. You’ll prepare the Engine for development by ensuring you have the prerequisites and the HoloLens 2 target platform installed.
Gaze and Head Interactions
Gaze input is the most basic form of interaction on the HoloLens. This course will walk through how to use HoloLens eye tracking to let users interact with your software with their gaze. It will explore best practices for gaze interactions, ranging from how to design natural-feeling interactions as well as how to avoid causing motion sickness.
Incorporate Hand Interactions with UX Tools
This course covers how essential hand controls are for creating a natural-feeling mixed reality experience. You'll learn how to use the Mixed Reality UX Tools open source library to create hand interactions and interactable objects in HoloLens experiences, as well as best practices and pitfalls to keep in mind when designing hand interactions for HoloLens.
Implement UI with UX Tools and Unreal Motion Graphics
In this course, you’ll learn how to build user interfaces (UI) for HoloLens. You’ll learn about how designing immersive UIs differs from traditional flat UIs, best practices about how to build an efficient UI for hand interactions, as well as how to set up and effectively use the UX Tools open-source library’s built-in UI components.
Sound Design for Spatial Audio
This course covers the importance of spatial audio in mixed reality experiences, how to use HoloLens’ spatial audio technology, and some quick debugging tips for when things don’t go as intended.
Designing for Voice
In this course, you’ll learn how to augment your existing user interfaces with voice-based controls. You’ll learn best practices for designing voice interfaces that augment, rather than replace, hand controls.
Mapping the Real World
Designing for HoloLens is different from other 3D environments because of the way you can capture and manipulate real-world spatial data. This course will explain how to use spatial mapping and room scan visualization to capture and render a 3D representation of the world around you that you can access directly in your applications. It will also explain the difference between using the stage frame of reference for smaller-scale experiences, and capturing and using spatial anchors to build larger world-scale experiences.
Retrieving Camera Data
This course will show you how to read the incoming data from our PV Camera located above the visor on the Hololens 2 and apply the feed directly to a texture for meshes or UI.
Tools & Principles for Project Optimization with HoloLens
In this course, you will gain an understanding of the Unreal Engine optimization tools available right out of the box. These tools are recommended as a first pass for when developers wish to quickly investigate application performance.
Prepare Your HoloLens App for Submission
This course will walk you through everything you need to take your finished HoloLens app and submit it for distribution on the Microsoft Store, as well as how to build and bundle an application for remote rendering.
Multi-User Experiences with Azure Spatial Anchors
In this course, we will access the Azure Portal to create a Spatial Anchor resource and collect our account information for access. We'll then add on to our Local Persistent Anchors system to also support Azure Spatial Anchors. After accessing the Spatial Anchor resource, we will be able to save, delete, and load them into our world.
You will learn how to:
- Set up a HoloLens and Unreal Engine development environment.
- Build HoloLens apps that use AR-specific features such as hand and head tracking, world mapping, and voice input.
- Implement interactive functionality using Blueprints.
- Appreciate the technical constraints around building HoloLens apps for standalone hardware, and some of the techniques for achieving acceptable performance.
- Prepare a finished HoloLens application for building and submitting to the Microsoft Store.
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