About HoloLens 2, Unity, Mixed Reality Feature Tool, Mixed Reality Toolkit, and the WebView pluginīy combining HoloLens 2, Unity, the Mixed Reality Toolkit, and the WebView plugin for Unity, you can create immersive mixed-reality experiences that seamlessly integrate web content. 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. Note while instantiating the object, don't forget to SetActive true.This tutorial is for developers using WebView2 in immersive HoloLens 2 Unity applications. And since the object are is disabled in hierarchy it is not working but holding all the property of its prefab, just like the prefab itself. What basically we are doing here is instead of using prefab we are using object as a reference for instantiating objects. Set Active(true) the instantiated object.Now where ever you have code to instantiate the prefab originally, replace it with this Unpacked Prefab object from hierarchy.Disable the Unpacked Prefab in hierarchy.Now attach the references of other object to the script of Unpacked Prefab.you can drag and drop you prefab in hierarchy.What you can do is make prefab instances particularly for that scene. If I am getting your question right, you want your prefab's public variables to have objects reference from the scene. Var inPrefabVariable = RefManager.MyRef1 In case 2,3 you may use static variables or singleton pattern.Ĭase 2: public class SceneObject1 : MonoBehaviour Var item = GameObject.FindWithTag("MyTag") Īdd a script to your scene object and store the reference there internal GameObject MyRef Īdd an empty game object (reference manager) in your scene with a script to store all references //assign these in inspector There are many workarounds for this case, most of them involve a static variable.Īssign a Tag to your scene object and then find it by searching through objects var all = FindObjectsOfType() It's because prefabs have a template-like nature and thus are unaware of the scene. Unity does not allow you to reference scene objects to prefabs. Store the reference to the object in a global variable (a public static variable of an appropriate class) so all the instantiated prefabs can access it.
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