Unity project folder: HoloLens2GetStartedAppįollow the major Step sections in sequence, below.Repo directory: HoloLens2_GettingStarted.You can use the completed project (from the repo or from following the steps below) as a baseline to add more WebView2 functionality and other features to your HoloLens 2 Unity app.Ī completed version of this tutorial project is available in the WebView2Samples repo: Learn about WebView2 concepts and interactions in Unity.Ī completed version of this Getting Started project is available in the WebView2Samples repo.Configure a WebView2 prefab that displays webpage content in your HoloLens 2 app.Add the Microsoft Mixed Reality WebView plugin for Unity, by using the Mixed Reality Feature Tool.Create an initial Unity project for HoloLens 2 development.Install the Mixed Reality Toolkit, by using the Mixed Reality Feature Tool.Set up your development tools for creating HoloLens 2 Unity apps that use WebView2 to display web content.For more information, see Update HoloLens 2.įor WebView2-enabled 2D applications on HoloLens 2, see Get started with WebView2 in WinUI 2 (UWP) apps. WebView2 is only supported on HoloLens 2 devices running the Windows 11 update. To access this preview, you must be enrolled in the Windows Insider Program see Start receiving Insider builds in Insider preview for Microsoft HoloLens. The WebView2 Preview is available in the Insider Preview for Microsoft HoloLens. WebView2 on HoloLens 2 and the WebView plugin for Unity are both in Preview and are subject to change before general availability. But that doesn’t mean we can’t work around it.This tutorial is for developers using WebView2 in immersive HoloLens 2 Unity applications. Unity’s unique approaches to doing very normal things is always confusing, even for experienced devs. private GameManager _myGameManager // we assign THIS through the inspector instead Now when we instantiate our prefab, we set the public property. I will cover this at a later time public GameManager MyGameManager Let’s go back to our PlayerController and change our private field into a public property: using UnityEngine So how do we workaround this? By using property injection! So your object is a prefab which means you can’t simply drag a scene object into the slot in the inspector. We can assign a GameManager by simply dragging our Scripts object (the one which has the GameManager attached) onto this slot in the inspector! Easy-peasy. This can be achieved by creating a field of the behaviour type that we want to access like so: using UnityEngine The first – and best – way to access another behaviour instance is to already have a direct reference to it. Direct reference through a serialized field There are a few ways we can accomplish this. ![]() We need a way to reference our GameManager so that we can increment the Score property. Internal class PlayerController : MonoBehaviour Let us also assume the premise of your game is that you wish to increment the score whenever the player jumps: using UnityEngine Now let us say you have a PlayerController behaviour, attached to an object named Player. Internal class GameManager : MonoBehaviour ![]() This class might contain a public property such as Score: using UnityEngine ![]() Let’s say you have a simple behaviour, a GameManager, attached to an object named Scripts. This post is about how to get a reference the traditional way in Unity. Zenject and Ninject are a couple of popular ones. However, there are a few packages available which mimic it and bring this methodology to Unity. Due to the nature of how a MonoBehaviour is instantiated, we cannot have a parametered constructor. Unity makes this very familiar workflow extremely difficult. If you have worked in other applications of C#, you probably understand the concept of dependency injection on some level. This is inefficient! It means that the more objects you add to your scene, the slower these methods become and it gets even worse if you are calling them multiple times.Ī non-exhaustive list of Find methods to avoid include: Whenever you call a Find method, Unity must traverse your entire scene hierarchy and check every single object until it finds a match and the methods which return arrays will always traverse the entire hierarchy regardless. However, there is always a better solution. Find methods in Unity are an often-tempting solution to referencing a scene object.
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