There are two ways to deploy applications built with MRTK to your windows device, the Univeral Windows Platform (UWP) and the Standalone Platform. Applications built for HoloLens 1 or HoloLens 2 must target UWP, while applications built for WMR headsets may target either UWP or Standalone.
Building and deploying MRTK to HoloLens 1, HoloLens 2 and WMR headsets (UWP)
Instructions on how to build and deploy for HoloLens 1 and HoloLens 2 (UWP) can be found at building your application to device. These steps also allow you to deploy to WMR headsets.
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When deploying your application to your device in Visual Studio, you need to configure Visual Studio slightly differently depending on the device. The configurations are as follows
Platform
Configuration
Architecture
Target
HoloLens 2
Release or Master
ARM64
Device
HoloLens 1
Release or Master
x86
Device
WMR Headsets
Release or Master
x64
Local Machine
Tip: When building for HoloLens 1, HoloLens 2, or WMR, it is recommended that the build settings "Target SDK Version"
and "Minimum Platform Version" look like they do in the picture below:
The other settings can be different (for example, Build Configuration/Architecture/Build Type and others can always
be changed inside the Visual Studio solution).
Make sure that the "Target SDK Version" dropdown includes the option "10.0.18362.0" - if this is missing,
the latest Windows SDK needs to be installed.
Unity 2019/2020 and HoloLens
If a HoloLens app appears as a 2D panel on device, make sure the following settings have been configured in Unity before deploying your UWP app:
If using the legacy built-in XR support (Unity 2019 only):
Navigate to Edit > Project Settings, Player
Under XR Settings in the UWP tab, make sure Virtual Reality Supported is enabled and the Windows Mixed Reality SDK has been added to SDKs.
Make sure the configuration profile is the DefaultXRSDKConfigurationProfile
Navigate to Edit > Project Settings, XR-Plugin Management and make sure Windows Mixed Reality is enabled.
Build and deploy in Visual Studio
Building and deploying MRTK to WMR Headsets (Standalone)
Standalone builds of MRTK can be used on WMR headsets. A Standalone build for a WMR headset requires the following extra steps:
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Unity's XR SDK also supports native WMR in Standalone builds, but does not require SteamVR or WMR plugin. These steps are required for Unity's legacy XR.
Plan and execute an endpoint deployment strategy, using essential elements of modern management, co-management approaches, and Microsoft Intune integration.