Hi, I have a problem with the new Update of Unity(2017.3.0b4). When I tried to compile my project, the build fails. I did some tests and it's the hololens input (scripts) in my eventsystem who created the error I don't know how can I fix that ! Thanks, Mattéo
Hello Italiani, Sorry for the trouble, this is definitely a bug. We happen to already be aware of this bug and our developers are already aware of it. Though the bug is not publicly accessible, it is something we're looking into. I can try to remember to update this thread when it's fixed, but currently I don't have an estimate when that will be.
I forgot to mention, you should be able to build successfully by switching to .Net for now. This seems to only affect IL2CPP scripting backend builds.
Thanks for your answer. The build succeeds but when I launched the app on the hololens. I didn't see my Canvas with the UI Object. In the editor, I see my canvas with UI elements.
Check that your canvas is on "World Space". Select it in the hierarchy and check in the Inspector panel, there is a "Render Mode" setting.
Yes, my canvas is on "World Space" in the "Render Mode" setting. When I launched with the editor unity, the canvas works. But with the build, it's an other history. A wrong setting to make my build , maybe ? Thanks for your help !
Interesting. Looking at the inspector panel your canvas is very large. Maybe try reducing the size and tagalong distance to see if that makes it visible, I'm hoping it's there but so big it's not being shown in the HoloLens. If that doesn't work, private message me a minimum repro project and we'd be happy to take a closer look to narrow down if it's a bug or something we can help you solve.
I solved my problem. I disable Simple Tagalong Script and box collider. Maybe that now my script don't find my main camera. I updated my Unity b4 to Unity b5
It's strange, my panel it's always behind me (I activated Simple Tagalong Script and Box collider) I use the CalculateFrustumPlanes func, maybe that ?
I solved the problem, i don't use "GeometryUtility.TestPlanesAABB(_frustumPlanes, _tagalongCollider.bounds);" to know if my canvas is in the frustum camera but " bool moveRight = _frustumPlanes[_frustumLeft].GetDistanceToPoint(fromPosition) < 0; bool moveLeft = _frustumPlanes[_frustumRight].GetDistanceToPoint(fromPosition) < 0; bool moveDown = _frustumPlanes[_frustumTop].GetDistanceToPoint(fromPosition) < 0; bool moveUp = _frustumPlanes[_frustumBottom].GetDistanceToPoint(fromPosition) < 0;"