World Locking Tools for Unity provides a stable and reliable world-locked coordinate system, binding the virtual/holographic world to the physical world.
World Locking Tools take the burden of world-locking holograms off of the developer, as well as enabling scenarios that were previously unreachable. It currently supports the HoloLens family of devices.
World Locking Tools locks the entire holograph space of your application to the physical world. A hologram put in position relative to physical world features will stay fixed relative to those features, as well as remaining fixed relative to other holograms.
World Locking Tools scale naturally with both the size and complexity of the scene. Large models, large collections of models, and multi-room environments are all handled gracefully.
For the most up-to-date documentation, see the World Locking Tools for Unity documentation portal.
Dive into the full documentation, beginning with the organization of the documentation itself, from the Guides section.
Or a quick overview of key concepts behind World Locking Tools is contained in this FAQ.
Or skip straight into introduction of key concepts, leading to further details of concepts and solutions, beginning in the Concepts section.
Easy and efficient
World Locking Tools is both powerful and easy to use. Furthermore, it strives to supply only as much as a specific application requires. Any World Locking Tools feature not required by an application will incur no cost in resources or performance.
These ideas are further explored in the conceptual guide. To complement the theoretical description, pragmatic samples are provided, along with how-to articles to walk through the steps involved in building applications using the World Locking Tools’ stable and reliable coordinate system.
Further, reference materials for interfacing through script with World Locking Tools is included in the API Documentation.
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How to Contribute
This project welcomes contributions and suggestions. Most contributions require you to agree to a Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us the rights to use your contribution. For details, visit https://cla.microsoft.com.
When you submit a pull request, a CLA-bot will automatically determine whether you need to provide a CLA and decorate the PR appropriately (e.g., label, comment). Simply follow the instructions provided by the bot. You will only need to do this once across all repos using our CLA.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact firstname.lastname@example.org with any additional questions or comments.
View the How To Contribute page for the most up to date instructions on contributing to World Locking Tools for Unity.