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HoloLens Beginner???s Guide

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

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786464729
Length 376 pages
Edition 1st Edition
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Author (1):
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Jason M. Odom Jason M. Odom
Author Profile Icon Jason M. Odom
Jason M. Odom
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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

I am in Control

In this chapter, we will cover the ways we can interact with HoloLens using the input system. This device has been designed around three pillars of control: Gaze, Gesture, and Voice (GGV). Although traditional controllers, such as a keyboard, mouse, and even game controllers, will work with the HoloLens, in most cases, GGV should be the go-to solution for the problems that we, as developers, need to solve.

Before we get there, we will start using the HoloToolKit in this chapter. In order to be successful, we will need to look at a couple of related Unity design concepts that we will use repeatedly, such as prefabs and parent/child relationship.

As we collect user input, we need to show a change to let the user know that their input was received. To help facilitate this need, we will learn some of the basics of Unity's animation system. We will expand our knowledge...

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