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mbaytas avatar mbaytas commented on May 30, 2024

Some time ago, we have spent quite a lot of time hacking on the HoloLens 1. Unfortunately networking on that device was a challenge. Basically the HoloLens 1 hardware and Unity use different namespaces for networking-related functions. Specifically, Unity uses the System.Net namespace, while the HoloLens uses Windows.Networking.

This was an infamous pain point among HoloLens developers. The conclusion is that any networking code that works in the Unity Editor and Emulator will not work on the HoloLens device, and vice versa. Thus, you need to use statements like #if !UNITY_EDITOR to have code that runs selectively, based on where it is running. As you might imagine, this makes debugging very challenging.

In one particular case, we were able to establish a UDP connection using the following Unity project and C# app:

Unfortunately the HoloLens side of it was not super stable. We even had experiences where changing comments or spaces in the code would break functionality!

It might be the case that these issues are addressed in HoloLens 2, which we have not yet tested. About a year ago, we tried the Magic Leap headset, and we did not have any issues. We have a complete example Unity project for that device: https://github.com/mbaytas/QTM-MagicLeap

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trueivorian avatar trueivorian commented on May 30, 2024

Thanks for the reply! I didn't find a solution in the end with HoloLens 1, but will consider Magic Leap implementations in future!

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