Search Unity

  1. Unity 2019.2 is now released.
    Dismiss Notice

WMR headsets in standalone build (exe)

Discussion in 'Windows Mixed Reality' started by G33RT, Nov 28, 2017.

  1. G33RT

    G33RT

    Joined:
    Dec 27, 2013
    Posts:
    22
    I understood that these headsets can only be used in Universal Windows 10 Application builds. Is it (ever?) going to be possible to use these headsets in a standalone build (exe)? If yes, any time soon? And if yes, will they also run on previous Windows versions (7/8)?

    Geert
     
  2. ChimeraScorn

    ChimeraScorn

    Official Microsoft Employee

    Joined:
    Apr 20, 2017
    Posts:
    25
    G33RT, I'd love to understand what you would be trying to achieve by going to a standalone exe. Can you elaborate a bit on the usecase?
     
  3. G33RT

    G33RT

    Joined:
    Dec 27, 2013
    Posts:
    22
    Hi, I have it up and running already using SteamVR with this:

    https://support.microsoft.com/en-us...0-play-steamvr-games-in-windows-mixed-reality

    Installation was a breeze since I already had SteamVR installed for the Vive. But I suppose this will only work on Windows 10.

    And still, I'd prefer a scenario without Steam ... but it's a start.

    About the usecase: I built a system that "generates" VR-apps on-the-fly based on 3D models. I want these apps to run on any maching without any installation, also from a USB stick.
     
  4. ChimeraScorn

    ChimeraScorn

    Official Microsoft Employee

    Joined:
    Apr 20, 2017
    Posts:
    25
    Got it... Is there a reason you generate new apps vs. having the models loaded into a single player? Do you have a reference to your product I could take a look at? It sounds really cool, and I'd love to see more about it. :)
     
  5. markjanzen88

    markjanzen88

    Joined:
    May 31, 2017
    Posts:
    68
    would this work for normal exe steam VR projects compiled in unity or just steam vr project that is published on the steam store?
     
  6. G33RT

    G33RT

    Joined:
    Dec 27, 2013
    Posts:
    22
    Hi! Works perfectly for normal exe's built with Unity, no need for publishing. It works, but still, a pitty that the end user must have Steam installed.
     
  7. SimonDarksideJ

    SimonDarksideJ

    Joined:
    Jul 3, 2012
    Posts:
    1,634
    Simple answer @G33RT is No, MR apps won't run as EXE's.

    The SDK that is MixedReality is embedded within the Windows UWP platform (aka Windows 10), so to use it natively, you have to build / deploy for UWP.

    However, as stated above, You can use the SteamVR SDK and build / deploy to an exe, which will run on Windows 10 under Mixed Reality via SteamVR.

    Hope that helps
     
    SimRuJ likes this.
  8. markjanzen88

    markjanzen88

    Joined:
    May 31, 2017
    Posts:
    68
    thanks for the explanation guys. i tried this yesterday and I can now get all our old Steam VR exe's to work with WMR as a stop gap until we start making UWP native apps (and most likely ditch Steam VR).
     
    SimonDarksideJ likes this.
  9. Vern_Shurtz

    Vern_Shurtz

    Joined:
    Mar 6, 2009
    Posts:
    263
    I have a similar question. I develop very specialized VR Training apps and Presentations using the Vive and Rift. In those situations it's easy enough to deploy the apps to a limited number of devices, less then a dozen in most cases. I just received the Samsung Odyssey HMD and I am really impressed with the quality. I see WMR as a better solution for my clients especially when it comes to the inside out tracking and no need for the cameras or lighthouse components that the Rift and Vive use.

    I have two Hololens devices and have developed a few apps to them for in house use and deploying from Visual Studio has worked well but in the above scenario all of the deployed systems are in various locations nationwide and some are even in Semi Truck Trailer rigs going from event to event. I see deploying custom apps and updates to these systems could be an issue with WMR. Most of these systems are rarely connected to the internet.

    Downloading a Unity app to a USB drive in a hotel and then installing on the systems is quick and easy. (Unzip file to a folder, run exe...). Even an untrained presenter can do that... although setting up the Rift and Vive can be an issue with the less technically savvy unless permanently mounted in a truck or a display system.

    How would deployment in this scenario be best achieved for WMR?

    Thanks,
     
    seb_krueger likes this.
  10. Unity_Wesley

    Unity_Wesley

    Unity Technologies

    Joined:
    Sep 17, 2015
    Posts:
    557
    You can install to WMR the same way you would a HoloLens, however you would use Local Machine instead of Remote Machine. You could in theory have the ziped folder of the unity app like a HoloLens and then unzip and install to the local machine when you need to even if the head set is no plugged in.

    Or you can use the exe form of the app and install via steam Windows MR
     
  11. SimonDarksideJ

    SimonDarksideJ

    Joined:
    Jul 3, 2012
    Posts:
    1,634
  12. holo-krzysztof

    holo-krzysztof

    Joined:
    Apr 5, 2017
    Posts:
    19
    Actually, (many) UWP APIs can also be called from Desktop apps, so theoretically it would be possible to do this. The Remoting Host Sample features a Win32 app and it works (when deployed on Windows 10 >= 1607).

    However, in practice this requires explicit support from Unity and complicates the(ir internal) build process by a considerable margin so it's not going happen, unfortunately.

    Anyway, I seriously hope OpenXR becomes a thing soon and exposes a single API to deal with all AR/VR devices.
     
  13. Pithos

    Pithos

    Joined:
    Mar 31, 2015
    Posts:
    8
    I missed this older thread and opened another very similar one recently.

    There's no technical reason it can't be done. The Unity editor itself is a Win32 app and can output directly to WMR devices - that should be proof enough for everyone. I've talked with people from the WMR team at Microsoft and they've confirmed there's no technology blocking Win32 apps from accessing WMR.

    It appears to be more political in nature. I believe it's this: Microsoft wants to make money by having you make UWP apps which naturally go on the Windows store. Unity doesn't want to upset Microsoft in any way. As a result, direct WMR support is UWP only.

    That's unfortunate - UWP has flaws and shortcomings that Win32 apps do not, and so we're forced to use the SteamVR workaround, which costs us haptics (though not for much longer) and likely some performance as well.
     
  14. jariwake

    jariwake

    Joined:
    Jun 2, 2017
    Posts:
    90
    I was searching for information on this issue and ended up here. So almost a year since the last post, is there anything new on this matter? We are using MR headsets in our VR apps (standalone windows exe:s) with the Steam VR plugin. The practice has shown the running your app on Steam VR which runs on Mixed Reality Portal is far from being reliable - sometimes the controllers do now show up or are oriented wrong, sometimes the processes are not closed properly etc. There is just too many layers of complexity I guess.

    It would be great if it would be able to use MR headsets directly in the standalone builds. Is there any change this would be possible at some point?
     
  15. geertm

    geertm

    Joined:
    May 3, 2018
    Posts:
    3
    I remember a post a few months ago and was under the impression that Unity was going to take this up. But since then I don't find anything (in their roadmap) … anyone more info on this? Someone from Unity?

    Using Steam is a no-go in corporate environments, this really is a major problem. Just being able to use WMR from an exe would be a such a breakthrough ...
     
    jariwake and SimRuJ like this.
  16. jariwake

    jariwake

    Joined:
    Jun 2, 2017
    Posts:
    90
    @Unity_Wesley care to comment on this?
    Beign able to use MR headsets directly from (non-UWP) standalone builds would simplify things so much!
     
    seb_krueger and geertm like this.
  17. jariwake

    jariwake

    Joined:
    Jun 2, 2017
    Posts:
    90
    Still hoping for an answer from someone at Unity...o_O
     
    seb_krueger and JoelGab like this.
  18. JoelGab

    JoelGab

    Joined:
    Jul 17, 2018
    Posts:
    20
    +1 to that, Standalone builds are a must, UWP just doesn't work in our project.

    We even participated in a Microsoft hackathon with Microsoft engineers, who basically said making our app in UWP is impossible. Simply because its a desktop and VR application.
    UWP assumes one or the other which is slightly ridiculous, our app can never really be FULLY VR or FULLY DESKTOP, they suggested 2 separate UWP apps side by side, but that would require additional complexities that shouldn't be needed in the first place.

    The push for "UWP AND ONLY UWP" seems to be a swing and miss.
     
  19. soleron

    soleron

    Joined:
    Apr 21, 2013
    Posts:
    130
    I think I read some time back that WMR would be now also supporting standalone (non UWP) as well. When was the last time you tried doing this? I am building such a standalone build as we speak. In the past I would get a nag that this was not doable. This time no nag screen came up. I'll edit with the results of it after completion.
     
  20. Unity_Wesley

    Unity_Wesley

    Unity Technologies

    Joined:
    Sep 17, 2015
    Posts:
    557
    We will support building standalone and UWP builds for Windows MR in furture 2019 builds
     
    seb_krueger and JoelGab like this.
  21. G33RT

    G33RT

    Joined:
    Dec 27, 2013
    Posts:
    22
    I suppose it will appear on some roadmap? Could anyone give a slightly more precise indication on when this will be available?
     
  22. SimonDarksideJ

    SimonDarksideJ

    Joined:
    Jul 3, 2012
    Posts:
    1,634
    Interesting @Unity_Wesley I've not seen anything publically road-maped to enable WinMR in a standalone build (not using SteamVR)
    So are you saying that Unity is going to enable direct access without the MR Portal in the same way that Unreal already provides?
     
    JoelGab likes this.
  23. JoelGab

    JoelGab

    Joined:
    Jul 17, 2018
    Posts:
    20
    I'm hoping they mean exactly that. It would be so much nicer. And now that software developed in Unity has become more and more popular, this means enterprise companies purchasing VR Software made in unity, don't need to sign up to a Gaming Service and download SteamVR and a WMR bridge.
     
  24. G33RT

    G33RT

    Joined:
    Dec 27, 2013
    Posts:
    22
    So Unreal has this already? I've been waiting for this since mid 2017 … pls Unity, prioritize this, Steam in a corporate environment is just not possible.
     
    JoelGab likes this.
  25. G33RT

    G33RT

    Joined:
    Dec 27, 2013
    Posts:
    22
    > We will support building standalone and UWP builds for Windows MR in furture 2019 builds

    Ok, we're halfway 2019. Unity, any updates on this?
     
    JoelGab likes this.
  26. Unity_Wesley

    Unity_Wesley

    Unity Technologies

    Joined:
    Sep 17, 2015
    Posts:
    557
    I can't comment or announce anything yet as I'm unsure about what is public. I'm forwarding this thread to someone you might have the answer or info that can be shared to the public
     
  27. joejo

    joejo

    Unity Technologies

    Joined:
    May 26, 2016
    Posts:
    563
    Current builtin VR/XR in Unity will only support UWP. The new XR SDK system we are working and (and announced previews of) supports Desktop and UWP build targets for HMD targeted applications.

    For HoloLens devices, UWP is the only supported target since that is the only platform those devices run on.

    As for MRP (Mixed Reality Portal) that is the standard entry point for WMR and there isn't anything we can do about it. Anything that spins up WMR will spin up MRP. We have no control or access to that process or how it runs.
     
  28. G33RT

    G33RT

    Joined:
    Dec 27, 2013
    Posts:
    22
    Spinning up MRP seems ok as long as the exe that's been launched gets focus in VR, right? Sounds good. When can we get access to an Alpha? In which release will it be integrated?
     
  29. darkdescendant

    darkdescendant

    Joined:
    Feb 8, 2019
    Posts:
    3