Hi Uniteers, I am doing research on Windows Mixed Reality Headset (WMRH) headsets as well as the integration process into Unity if there is anything available yet. I am trying to identify all the aspects of these devices which can affect the development process. I already have experience in developing to the Hololens so I believe I know some of the process already. Will the building process be similar to Hololens? Create/Update the visual studio project and from there deploy to device? When will WMRH be available in Unity? From Microsofts own guides they say that WMRH is not available in public build and can only be obtained through a Microsoft Account Manager (is this a person or a tool?). I downloaded the latest beta, 2017.1.0b9 but could not find anything WMRH related. However, I noticed the release notes stating "VR: Fixed crash on HoloLens and Windows Mixed Reality caused by large amounts of input data overflowing queue", So maybe there is something I am missing? The WMRH platform allows hardware manufacturers to roll out their own headsets and controllers now currently counting Acer and HP. From a developers point-of-view will their be any technical differences we should take into account? From their corresponding product pages their specifications looks close to identical. Because WMRH technically is just an ordinary VR headset but with inside-out tracking, similar to the Hololens is the idea still to use "WorldAnchors" in the project to anchor objects? If you know of any other factors that can affect development one way or another, I would love to hear it.