Wednesday, June 20, 2018

Unity Standard Assets Water and HoloLens

Turns out the Unity water prefab from Standard Assets hololdoesn't work with Single Pass Instanced on HoloLens — unless I close one eye. It works with Multi Pass, but still doesn't appear in a photo.

Just so I remember next time...


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  13. 💬 Comment on "Unity Standard Assets Water and HoloLens":

    Interesting observation! 🌊 The Unity water prefab can be tricky when working with HoloLens, especially with rendering modes like Single Pass Instanced. The "close one eye" workaround is amusing but highlights the challenges of optimizing visual effects for mixed reality. Switching to Multi Pass might work, but as you pointed out, the water still doesn't appear in a photo, which can be frustrating.

    ✨ For developers looking to tackle such rendering issues, exploring data Science courses in Delhi could be incredibly beneficial. Data science skills can provide insights into optimizing rendering pipelines, analyzing performance metrics, and even understanding how machine learning can enhance graphics rendering in real-time applications like HoloLens.

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  14. Interesting observation on the Unity Standard Assets Water prefab and its compatibility issues with Single Pass Instanced rendering on HoloLens. The fact that it works when one eye is closed is a clear indication of stereo rendering discrepancies. While Multi Pass provides a temporary solution, the water not appearing in a photo suggests deeper issues related to how certain shaders handle holographic rendering pipelines.

    For developers working on mixed reality projects, understanding how rendering techniques impact performance and visual fidelity is crucial. This is where data science can play a role—analyzing performance metrics, user interactions, and rendering efficiency to optimize experiences. For those interested, there are excellent data Science courses in Delhi that cover data-driven approaches to VR/AR development, including optimization techniques.

    Exploring custom shaders compatible with Single Pass Instanced rendering or using Universal Render Pipeline (URP) could also help resolve these issues for future projects.

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