The Windows 10 SDK works best on the Windows 10 operating system. This SDK is also supported on Windows 8.1, Windows 8, Windows 7, Windows Server 2012, Windows Server 2008 R2. Note that not all tools are supported on older operating systems. Visual Studio 2015 also has hardware requirements.
The HoloLens emulator is based on Hyper-V and uses RemoteFx for hardware accelerated graphics. To use the emulator, make sure your PC meets these hardware requirements:
If your system meets the above requirements, please ensure that the "Hyper-V" feature has been enabled on your system through Control Panel -> Programs -> Programs and Features -> Turn Windows Features on or off -> ensure that "Hyper-V" is selected for the Emulator installation to be successful.
Visual Studio 2015 Update 3 | If you choose a custom install, ensure that Tools (1.4) and Windows 10 SDK (10.0.10586) is enabled under Universal Windows App Development Tools node. All editions of Visual Studio 2015 Update 3 are supported, including Community. |
HoloLens Emulator (build 10.0.14393.0) |
The emulator allows you to run apps on Windows Holographic in a virtual machine without a HoloLens. Build 10.0.14393.0 includes the latest updates to the HoloLens OS. If you have already installed a previous build of the emulator, this build will install side-by-side. This package also includes holographic DirectX project templates for Visual Studio. Note: Your system must support Hyper-V for the Emulator installation to succeed. Please reference the System Requirements section below for the details. |
Unity 5.5.0f2 - Release Candidate 2 | The Unity engine is an easy way to get started building a holographic app. |
Vuforia | Last known release: 6.1 issued November 16th, 2016 Vuforia enables you to create holographic apps that can recognize specific things in the environment and attach experiences to them. Review the getting started guide to learn how easy it is to extend the capabilities of your holographic apps with the Vuforia Engine. |
One at a time, in order
You may see an error while installing the emulator that you need "Visual Studio 2015 Update 1 and UWP tools version 1.2". There are two possible causes of this error:
You may also see an error installing the emulator on a non-PRO/Enterprise/Education
SKU of Windows or if you do not have Hyper-V feature enabled.
MacBook Pro | MacBook Air |
---|---|
MacBook Pro (15-inch, Late 2016) MacBook Pro (13-inch, Late 2016, Four Thunderbolt 3 Ports) MacBook Pro (13-inch, Late 2016, Two Thunderbolt 3 Ports) MacBook Pro (Retina, 15-inch, Mid 2015) MacBook Pro (Retina, 13-inch, Early 2015) MacBook Pro (Retina, 15-inch, Mid 2014) MacBook Pro (Retina, 13-inch, Mid 2014) MacBook Pro (Retina, 15-inch, Late 2013) MacBook Pro (Retina, 13-inch, Late 2013) MacBook Pro (Retina, 15-inch, Early 2013) MacBook Pro (Retina, 13-inch, Early 2013) MacBook Pro (Retina, 13-inch, Late 2012) MacBook Pro (Retina, Mid 2012) MacBook Pro (13-inch, Mid 2012) MacBook Pro (15-inch, Mid 2012) |
MacBook Air (13-inch, Early 2015) MacBook Air (11-inch, Early 2015) MacBook Air (13-inch, Early 2014) MacBook Air (11-inch, Early 2014) MacBook Air (13-inch, Mid 2013) MacBook Air (11-inch, Mid 2013) MacBook Air (13-inch, Mid 2012) MacBook Air (11-inch, Mid 2012) |
MacBook | iMac |
---|---|
MacBook (Retina, 12-inch, Early 2016) MacBook (Retina, 12-inch, Early 2015) |
iMac (Retina 5K, 27-inch, Late 2015) iMac (Retina 4K, 21.5-inch, Late 2015) iMac (21.5-inch, Late 2015) iMac (Retina 5k, 27-inch, Mid 2015) iMac (Retina 5K, 27-inch, Late 2014) iMac (21.5-inch, Mid 2014) iMac (27-inch, Late 2013) iMac (21.5-inch, Late 2013) iMac (27-inch, Late 2012) iMac (21.5-inch, Late 2012) |
Mac mini | Mac Pro |
Mac mini (Late 2014) Mac mini Server (Late 2012) Mac mini (Late 2012) |
Mac Pro (Late 2013) |
update 'DrawVisualMeshes' script:
/// <summary>
/// Determines if the spatial mapping meshes should be rendered.
/// </summary>
public bool DrawVisualMeshes
{
get
{
return drawVisualMeshes;
}
set
{
drawVisualMeshes = value;
if (drawVisualMeshes)
{
spatialMappingRenderer.renderState = SpatialMappingRenderer.RenderState.Visualization;
spatialMappingRenderer.visualMaterial = DrawMaterial;
}
else
{
spatialMappingRenderer.renderState = SpatialMappingRenderer.RenderState.None;
}
}
}