Hello, I am trying to take a photo from the Hololens in the new version of unity 2018.2.5, in the other version of unity i was all good, but now it's not working. The only thing i update is unity to version 2018.2.5f1. I update the Hololens and Unity to the new version 2018.2.6f1, today. but it keeps on crashing. Here it is the crash log. Bug report is number: 1076629. Hope the Unity team fix this soon, because it's impossible to work with Hololens without the camera!!!! We can't do Computer Vision!!!!!!!!!!! This is a critical problem for all the users of Hololens
Hello @rafaelsistrade, I checked your bug report number and it appears it's been marked as a duplicate to an issue we are already tracking. At this time I don't have a date when the fix will be ready but wanted to reach out here as well to let you and other users who might find this thread know it's on our radar and we're working on it.
I have now a public issue tracker link for you, but no good news beyond that unfortunately. https://issuetracker.unity3d.com/issues/windowsmr-failure-to-take-photo-capture-in-hololens
I went ahead and bumped our developers about this issue this morning, so hopefully it can get some attention real soon. Apologies for the slow turn around on it, it's been a busy time!
Really good news then. Thanks for the attention in this problem. It's really important this in the Hololens.
Hi, I'm facing this issue on following versions of Unity as well : 2017.4.12 2018.1.9f2 2018.2.11f1 It is occurring since my hololens updated to RS4, it was working perfectly before =(. @rafaelsistrade do you have this on those version of Unity as well ? Here is a test project It is also critical for me.
I have the same problems. And it happened the same time as the RS4 was out. It's also critical for me as well. I have the project stopped because of this.
Hello Everyone: I also have the same issue. So, I created a workaround for me and those that need to use the camera in the HoloLens by using MediaCapture. The workaround allows to take, save, and display photons in the HoloLens and it satisfies my needs. So, I am sharing this here to maybe help someone else that can't wait like me (I discovered this issue last Friday and it seems that it is going on for a long time): https://github.com/MSAlshair/HoloLensMediaCapture I also posted the comment in the public tracker, https://issuetracker.unity3d.com/issues/windowsmr-failure-to-take-photo-capture-in-hololens Thank you!
Update: Good news everyone, my engineer just got the fix for this in today so we're getting it through the QA pipeline ASAP and have it out to you all real soon. We are also crafting up backport fixes for 18.2 and 17.4, those might be on a slightly longer timeline however.
It was merged to our staging branch 6 days ago, so I would expect to see it in the next release of 18.2. Don't see any reason it wouldn't be in the next update from what I know.
Not yet in the release 2018.2.15f1, that went out today, at least it's not mentioned in the fixes. Maybe in the 2018.16?
Oh that's embarrassing, apologies. I misread and crossed up lines of thought. It was merged to 18.3 staging, not 2, we're still working on the backports. I'm super sorry for that misinformation I gave. It looks to have shipped in 2018.3.0b9 already which was released a couple days ago. I am poking shoulders and sending messages trying to find an estimate on the backport for 18.2 today and tomorrow. Will update as soon as I find something out concrete for you. https://unity3d.com/unity/beta/2018.3.0b9 "XR: Fixed serialization faliure in HoloLens photocapture when using .Net that would cause the app to crash. (1024727)" Man, I made a muck of that one
I'll see if I can twist some arms to get this done sooner. I know how frustrating this is for you all.
Update: Spoke to my devs in greater length today about this issue and here's where we landed. 18.3's release date will be very close to when the backport for 18.2 would need to land to help you guys out. As mentioned above it's already fixed in 18.3 so we have decided to let the 18.2 fix ride its natural course and advise an upgrade to 18.3 if you need immediate resolution to this issue. Both 18.2 and AND 17.4 LTS version will receive their fixes but because of the release date for 18.3 it will be nigh impossible to get priority on an 18.2 fix over 18.3 work that is in the pipeline already as the whole focus right now is releasing 18.3 in the best quality we can.
Will the fix for this be in a 2018.2 release? It is a critical bug and important to me to have in the 2018.2 series.
Hello. It is possible to install de version 2018.3 on the top of the version 2018.2.16 and don't lose anything from the project?
What are you trying to ask, I appears that the question is missing context of your target goal? I would say install 2018.3 and you would have both editors to be able to use. You could update your project to 2018.3, however be cautious because we don't support downgrading a project back a revision of the editor. It can be done, but it can be very messy since it is not a supported path.
Well in our case, updating to 2018.3 is no option what so ever, as Unity 2018.3 introduces Nested Prefabs and breaks nearly every old Prefab we have at this time (MRTK). We need a fix in 2018.2.
Can you elaborate on why upgrading to 18.3 is not an option? MRTK I believe does have an 18.3 compatible package so it should play nicely with our 18.3 as long as they have done proper upgrading in their project.
The other option is, to take the new MRTK (which is BETA) and basicly rewrite most of the application. https://github.com/Microsoft/MixedRealityToolkit-Unity/releases
It appears the 18.2 backport was rejected due to 18.2 no longer being supported. I didn't get news of that myself, I just found it now while digging up the bug and history. Unfortunately that leaves me with the only option I can give is to upgrade to 18.3+ for the fix which definitely did land there.
Hello. I am using Unity 2018.3.13 and still have this issue : Failed to prepare for photo capture (hr = 0xC00D3704)
Hello @Fangh, that error code is a little ambiguous in its error message, "Hardware MFT failed to start streaming due to lack of hardware resources.", but I suspect it's the camera might be in use by your app or another app that's already running on the device. Confirm both that there is no other app running that might be using the camera or streaming from it, and also ensure you have the proper capabilities enabled in your Publishing Settings in your Player Settings.
It was because Vuforia.VuforiaBehaviour.Instance.enabled was true. I disable it before taking a picture then enable it after the picture has been taken. Thank you.