HoloLens Beginner's Guide

Create interactive and intuitiveness HoloLens applications with ease

HoloLens Beginner's Guide

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Jason Odom

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Create interactive and intuitiveness HoloLens applications with ease
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Book Details

ISBN 139781786464729
Paperback376 pages

Book Description

HoloLens revolutionizes the way we work and interact with the virtual world. HoloLens brings you the amazing world of augmented reality and provides an opportunity to explore it like never before.

This is the best book for developers who want to start creating interactive and intuitive augmented reality apps for the HoloLens platform.

You will start with a walkthrough of the HoloLens hardware before creating your first app. Next you will be introduced to the various HoloLens sensors and find out how to program them efficiently so that they can interact with the real world seamlessly. Moving on, you will learn how to create smart animations and add video overlay that implements real-time tracking and motion-sensing abilities to your HoloLens app. Finally, you will learn how to test your app effectively.

Table of Contents

Chapter 1: Welcome to the New World
What exactly is the HoloLens?
What you need to develop for the HoloLens
Installing the software
Unity3d quick overview
Summary
Chapter 2: HoloWorld
Hello World!, as its customary
Saving the scene
Objects and components
First project
Physics simulations
Building the project in Unity
Summary
Chapter 3: I am in Control
Prefabs
Installing the HoloToolkit
User Input overview
Gaze
Gesture
Voice
Animation
Mecanim
Here is the Game Plan
Our first script
Materials, textures, and shaders
Changing the color
Time to build and test
Summary
Chapter 4: User-Friendly Interface
Reloading
Unity C# scripting
A quick example
User interface design
The Unity camera and HoloLens
Unity UI
Any object can be an interface object
Summary
Chapter 5: Now That Is How It Should Sound
Audio overview
Here is what it is all about
Unity audio components
Spatial sound and HoloLens
Let's listen to our work
Summary
Chapter 6: Not So Blank Spaces
Spatial Mapping
Let's get into this
Spatial Mapping in practice
Our new Skeeball machine
The home stretch
Summary
Chapter 7: The Tools of the Trade
Persistence
World Anchors
The in-game debug window
In-game menu
Summary
Chapter 8: Share What You Have Got
Networking
Making the Skeeball game a shared experience
A very simple first step
Spawning our Skeeball machine
Filling in the blanks
The payoff
Summary
Chapter 9: Putting It All Together
Our main Prefab
Importing the RampColliders
When bounding boxes collide
Finishing the Prefab
GameBall Prefab
Finishing touches
ApplicationManager
Summary
Chapter 10: Fixing Problems
The Application Manager
Debugging
Profiling and fixing performance
Simplygon
Summary

What You Will Learn

  • Write an app that responds to verbal commands
  • Communicate between devices in the boundaries of the UWP model
  • Create sounds in the app and place them in a 3D space
  • Build simple apps that display holograms
  • Interact with the physical environment while taking physical boundaries into account

Authors

Table of Contents

Chapter 1: Welcome to the New World
What exactly is the HoloLens?
What you need to develop for the HoloLens
Installing the software
Unity3d quick overview
Summary
Chapter 2: HoloWorld
Hello World!, as its customary
Saving the scene
Objects and components
First project
Physics simulations
Building the project in Unity
Summary
Chapter 3: I am in Control
Prefabs
Installing the HoloToolkit
User Input overview
Gaze
Gesture
Voice
Animation
Mecanim
Here is the Game Plan
Our first script
Materials, textures, and shaders
Changing the color
Time to build and test
Summary
Chapter 4: User-Friendly Interface
Reloading
Unity C# scripting
A quick example
User interface design
The Unity camera and HoloLens
Unity UI
Any object can be an interface object
Summary
Chapter 5: Now That Is How It Should Sound
Audio overview
Here is what it is all about
Unity audio components
Spatial sound and HoloLens
Let's listen to our work
Summary
Chapter 6: Not So Blank Spaces
Spatial Mapping
Let's get into this
Spatial Mapping in practice
Our new Skeeball machine
The home stretch
Summary
Chapter 7: The Tools of the Trade
Persistence
World Anchors
The in-game debug window
In-game menu
Summary
Chapter 8: Share What You Have Got
Networking
Making the Skeeball game a shared experience
A very simple first step
Spawning our Skeeball machine
Filling in the blanks
The payoff
Summary
Chapter 9: Putting It All Together
Our main Prefab
Importing the RampColliders
When bounding boxes collide
Finishing the Prefab
GameBall Prefab
Finishing touches
ApplicationManager
Summary
Chapter 10: Fixing Problems
The Application Manager
Debugging
Profiling and fixing performance
Simplygon
Summary

Book Details

ISBN 139781786464729
Paperback376 pages
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