Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
HoloLens Beginner???s Guide

You're reading from   HoloLens Beginner???s Guide Join the AR revolution with HoloLens

Arrow left icon
Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786464729
Length 376 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Jason M. Odom Jason M. Odom
Author Profile Icon Jason M. Odom
Jason M. Odom
Arrow right icon
View More author details
Toc

Table of Contents (11) Chapters Close

Preface Welcome to the New World FREE CHAPTER HoloWorld I am in Control User-Friendly Interface Now That Is How It Should Sound Not So Blank Spaces The Tools of the Trade Share What You Have Got Putting It All Together Fixing Problems

What this book covers

Chapter 1, Welcome to the New World, will introduce Microsoft HoloLens and its capabilities, as well as introduce and install the tools we will use to develop software for the device.

Chapter 2, HoloWorld, outlines how to build our first basic application. It will include the entire process from start to running on HoloLens.

Chapter 3, I Am in Control, covers the pillars of HoloLens input, Gaze Gesture, and Voice. We will also get into some of the elements of Unity development, such as Prefabs.

Chapter 4, User-Friendly Interface, takes you through C# scripting at a high, and teaches you to use what you have learned to build some interactive user interface elements. We then get to see these elements at work.

Chapter 5, Now That Is How It Should Sound, teaches you to take the knowledge accrued in the earlier chapters and begin your book project. We then learn about sound: AudioSources, AudioListener, and Spatialized Audio.

Chapter 6, Not So Blank Spaces, covers one of the major elements that help HoloLens create the magic that it is capable of--spatial mapping. We then use the spatial map in the context of our project so that we can learn how to move objects around our spatial map.

Chapter 7, The Tools of the Trade, focuses on the World Anchor, World Anchor Manager, and World Anchor Store. These important elements of persistence are a must-know. We then create a simple in-game debug output to help us track down problems.

Chapter 8, Share What You Have Got, explains the Holographic Sharing service that Microsoft provides as part of the HoloToolkit. This service allows us to create multiuser experiences for HoloLens.

Chapter 9, Putting It All Together, takes some of everything we have learned and brings it together to help us round out our project and make a playable game.

Chapter 10, Fixing Problems, showcases what debugging and profiling options exist within the confines of our tools, Unity and Visual Studio, and there are many.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image