Vuforia brings an important capability to HoloLens – the power to connect AR experiences to specific images and objects in the environment. You can use this capability to overlay guided step by step instructions on top of machinery or to add digital features to a physical product.
Enterprise developers – you can use VuMarks to uniquely identify each piece of machinery on a factory floor – right down to the serial number. VuMarks are scalable into the billions and can be designed to look just like a company logo. They are the ideal solution for adding AR to any product that HoloLens can see.
Existing Vuforia apps that were built for phones and tablets can easily be configured in Unity to run on HoloLens. You can even use Vuforia to take your new HoloLens app to Windows 10 tablets such as the Surface Pro 4 and Surface Book.
- Visual Studio 2015 Update 3 or Later
- Unity 2017.2 with Vuforia 6.5 or Later
Installation and Configuration
You will need to install the above versions of Visual Studio and Unity and then configure Unity to use Visual Studio and the preferred IDE and compiler. You will also need to install Visual Studios tools for Unity, see the article below for a link to this installer.
Getting Started with Visual Studio Tools for Unity - MSDN
Unity - Manual: Visual Studio C# Integration
When installing Unity, be sure to install the Windows Store platform, and also the .Net Scripting Backend. Windows Store components can also be installed afterwards from the Build Settings dialog when the Windows Store platform is selected.
Vuforia introduced support for HoloLens in Vuforia 6.1.
See: Developing for Windows 10 in Unity to learn how to set-up your Windows 10 build environment for Unity and Visual Studio.
The best starting point, to understand the structure and organization of a Vuforia HoloLens project in Unity, is with the Unity HoloLens sample. This provides a complete HoloLens project as well as a pre-configured scene that can be deployed to a HoloLens.
The scene implements a Vuforia ARCamera, along with the Build Settings necessary to deploy a HoloLens app. It shows how to use Image Targets and Extended Tracking to recognize an image and augment it with digital content in a HoloLens experience.
You can easily substitute your own content in this scene to begin experimenting with the creation of HoloLens apps that use Vuforia.
To deploy the sample, follow the steps in the Building and Executing the sample section. When you build a Windows Store app, Unity generates a Visual Studio project and launches the Visual Studio IDE. You can then build a UWP executable and install that on your HoloLens.
Installing the Unity HoloLens Sample
Configuring a Vuforia App for HoloLens
Developing a Vuforia app for HoloLens is fundamentally the same as developing Vuforia apps for other devices. You'll need to configure the appropriate XR settings and enable Extended Tracking on your targets. You can then apply the build settings described in the Building and Executing a Vuforia app for HoloLens section. That’s all that’s needed to enable Vuforia to work with the HoloLens spatial mapping and positional tracking systems.
- Configure the appropriate XR Settings
- Enable Extended Tracking on your targets
The Role of Extended Tracking
Extended Tracking creates a map of the environment to maintain tracking even when a target is no longer in view. It is Vuforia’s counterpart to the Spatial Mapping performed by HoloLens.
When you enable Extended Tracking on a target, you enable the pose of that target to be passed to the HoloLens Spatial Mapping engine. In this way, targets can exist in both the Vuforia and HoloLens spatial coordinate systems, though not simultaneously.