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Merge pull request #103 from chrisfromwork/buildReviewDoc
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Address more build review feedback
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chrisfromwork authored Jul 8, 2019
2 parents 3c6a93f + 32cb044 commit b051ac5
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25 changes: 17 additions & 8 deletions README.md
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Expand Up @@ -4,19 +4,28 @@ Spectator View is an augmented reality product that enables viewing HoloLens exp

## Getting Started

These are the simple instructions to get started with Spectator View by adding it to your project.
### Obtaining the Code

Active development occurs in MixedReality-SpectatorView's master branch. It's suggested to consume Spectator View code from one of the release branches compared to the master branch.

>Note: Spectator view uses symbolic linked directories in its sample projects, which results in large file paths. It's suggested to place your Unity project in a short named directory (such as C:\sv). Otherwise, file paths may become too long to resolve in Unity.
### Basic Setup

Below are simple instructions for adding Spectator View to your project. For more robust setup instructions, see the 'Setup' section below.

1. Ensure you have all of the [Software & Hardware](doc/SpectatorView.Setup.md##Software%20%26%20Hardware%20Requirements).
- Ensure you have added the appropriate platform dependencies to your project (ARCore/ARKit)
2. Download the Spectator View repository.
3. Copy the contents of `src\SpectatorView.Unity\Assets` to `MixedReality.SpectatorView` folder in the Assets folder of your project.
4. Based on which localizer you wish to have, add the appropriate [Spatial Localizer Dependencies](doc/SpectatorView.Setup.md##Spatial%20Localizer%20Dependencies).
5. Add the `MixedReality.SpectatorView/SpectatorView/Prefabs/SpectatorView.prefab` prefab to your primary scene.
6. Configure the localization methods you wish to use: [Spatial Localizer Dependencies](doc/SpectatorView.Setup.md##Spatial%20Localizer%20Dependencies).
7. Generate and check-in Asset Caches to your project repo: [Before Building](doc/SpectatorView.Setup.md###Before%20Building)
8. Build & Deploy your primary scene onto the hosting device.
9. Configure the IP Address of the host device in the spectating scene for each platform `MixedReality.SpectatorView/SpectatorView/SpectatorView.<Platform>.unity` you will deploy to.
10. Build & Deploy your spectating scenes onto the spectating devices.
4. Choose a [Spatial Alignment Strategy](src/SpectatorView.Unity/Assets/SpatialAlignment/README.md) and spatial localizer.
5. Add the appropriate [Spatial Localizer Dependencies](doc/SpectatorView.Setup.md##Spatial%20Localizer%20Dependencies) based on your chosen spatial localizer.
6. Add the `MixedReality.SpectatorView/SpectatorView/Prefabs/SpectatorView.prefab` prefab to your primary scene.
7. Configure the localization methods you wish to use: [Spatial Localizer Dependencies](doc/SpectatorView.Setup.md##Spatial%20Localizer%20Dependencies).
8. Generate and check-in Asset Caches to your project repo: [Before Building](doc/SpectatorView.Setup.md###Before%20Building)
9. Build & Deploy your primary scene onto the hosting device.
10. Configure the IP Address of the host device in the spectating scene for each platform `MixedReality.SpectatorView/SpectatorView/SpectatorView.<Platform>.unity` you will deploy to.
11. Build & Deploy your spectating scenes onto the spectating devices.

> Note: Some platforms require a special build step, for build information see: [Building & Deploying](doc/SpectatorView.Setup.md###Building%20%26%20Deploying)
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5 changes: 5 additions & 0 deletions doc/SpectatorView.Setup.md
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Expand Up @@ -132,3 +132,8 @@ If you would like to try out an example before setting up your own application t
* iOS: [SpectatorView.iOS](../src/SpectatorView.Unity/Assets/SpectatorView/Scenes/SpectatorView.iOS.unity)

>Note: You will need to update the SpectatorView prefab's 'User Ip Address' field to your HoloLens's IPAddress for the SpectatorView.Android and SpectatorView.iOS scenes when building these examples.
## Troubleshooting

### __Issue:__ DirectoryNotFoundException: Could not find a part of the path "*.asmdef"
Spectator view uses symbolic linked directories in its sample projects, which results in large file paths. A DirectoryNotFoundException can occur if these file paths become too long. To fix this, place your Unity project in a directory with a shorter name, such as c:\proj.
2 changes: 2 additions & 0 deletions samples/README.md
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Expand Up @@ -45,3 +45,5 @@ If you happened to run step 3 above when Unity was open, you will notice that th
There is a known issue with `MixedRealityToolkit-Unity` codebase that produces build issues due to deeply nested AsmDef files. You will see build errors such as:

DirectoryNotFoundException: Could not find a part of the path "X:\...<SOME_PATH>...\samples\Build2019Demo.Unity\Assets\MixedRealityToolkit-Unity\MixedRealityToolkit.Examples\Demos\Utilities\InspectorFields\Inspectors\MixedRealityToolkit.Examples.Demos.Utilities.InspectorFields.Inspectors.asmdef"

To work around this issue for the time being, place your project in a directory with a shorter name, such as c:\proj.

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