Mixed Reality Dev Days 2022
as the organisers put it
Access all recorded content from Mixed Reality Dev Days 2022 including the introduction of Mixed Reality Toolkit 3 (MRTK3) Public Preview. Give your mixed reality (MR) and virtual reality (VR) apps more polish with less effort with MRTK3 and other open-source technologies like StereoKit (using C#) or Babylon.js (using JavaScript). Join the Mixed Reality Developer Program to learn about the latest developments and events.
who it's for
mixed reality developers, Unity developers, xr interaction engineers, StereoKit developers, WebXR developers, Unreal developers, community and developer relations
topics
MRTK3 modular packages; Unity XR Interaction Toolkit; Mixed Reality OpenXR plugin; StereoKit .NET apps; Babylon.js web XR; Azure Remote Rendering workflows; ONNX Runtime inference in Unreal; moving platform stabilization; HoloLens thermal API; 3D canvas UI with data binding; spatial anchors and scene understanding; editor play-mode input simulation
| title | author | length |
|---|---|---|
| Welcome to Day 1 | April Speight, Cassie Breviu | 32m |
A fast tour of Day 1 highlights the actual tech: MRTK3 ships interactive gaze pinch manipulation, new data binding/beaming and a modular architecture split… | ||
| Keynote | Jesse McCulloch, Andrew London | 31m |
HoloLens gets major OS updates every six months, monthly Patch Tuesday fixes and Insider builds about every two weeks; notable features include Moving Platform… | ||
| Keynote Review | April Speight, Cassie Breviu | 16m |
Announcements list concrete outcomes: MRTK3 Public Preview is available through the Mixed Reality Feature Tool with documentation and reusable packages; a… | ||
| Introducing MRTK3 – Shaping the future of the MR Developer Experience | Grace Hsu, Brent Jackson | 47m |
MRTK3 claims a fresh, modular packages architecture that lets projects pick and update pieces independently, an OpenXR-first stack built on Unity Input System… | ||
| Discussion on Experiences and Getting Started in Mixed Reality | April Speight, Cassie Breviu, Jesse McCulloch | 01h 03m |
Covers the practical: MRTK evolved into MRTK3 Public Preview with modular Unity packages, a Unity play-mode simulator and samples so projects start faster; a… | ||
| Getting started with your first MRTK3 project | Max Wang, Dave Kline | 46m |
Step‑by‑step instructions for adding MRTK3 to a Unity 2020/2021 LTS project using the Mixed Reality Feature Tool, enabling the Mixed Reality OpenXR plugin and… | ||
| Hosts Share their Experiences with Mixed Reality Development | April Speight, Cassie Breviu | 13m |
Walkthrough of starting an MRTK 3 project: install the Mixed Reality Feature Tool, pick only the MRTK 3 packages you need, and use the editor to test grab and… | ||
| MRTK3 Interaction building blocks | Finn Sinclair, Roger Liu | 50m |
MRTK3 reworks input around Unity’s XR Interaction Toolkit, removing MRTK v2 monoliths and splitting interaction state from visuals so buttons and manipulators… | ||
| Discussion on How to Get Started with MRTK3 | Grace Hsu, Jesse McCulloch, April Speight | 37m |
Overview of MRTK3 features and next steps: the release is a MRTK3 public preview with a new modular package architecture (smaller Unity packages to speed build… | ||
| Building Rich UI for MR in MRTK3 | Finn Sinclair, Yoon Park | 41m |
MRTK3 replaces prefab hell with a hybrid Canvas that combines Unity’s RectTransform layout (resizable grids, anchors, 24/32 mm design units) with full 3D… | ||
| Welcome to Day 2 | April Speight, Cassie Breviu | 24m |
Recap of Day 1 and roadmap for Day 2 cover concrete tools and demos: a working ONNX Runtime Unreal plugin for efficient neural inference in games, a new… | ||
| Building Developer Community Panel | Sean Ong | 01h 01m |
Panelists trade concrete tactics: use MRTK, Azure Kinect, Tilt Five SDK and Niantic’s Lightship ARDK to lower onboarding friction; run hackathons, a fast-track… | ||
| Discussion on StereoKit | April Speight, Cassie Breviu, Nick Klingensmith | 09m |
StereoKit is an OpenXR C# library packaged as .NET Standard 2.0 that focuses on rapid mixed reality app development rather than game-grade rendering. The 0.3.6… | ||
| Working with Dynamic Data and Theming in MRTK3 | Michael Hoffman, Yoon Park | 50m |
MRTK3 ships a Data Binding and Theming package that hooks Unity UI to C# objects, JSON, dictionaries and REST endpoints with data bound RESTful joke service… | ||
| Building Community and Creating Technical Content to Enable Others | April Speight, Cassie Breviu, Ivana Tilca | 01h 09m |
Starts with a first project built in Flash Macromedia interactive CD form, then a university team ships a Gadget Loka energy-saver for Windows Vista gadgets… | ||
| #Open - Deploy Everywhere with OpenXR and MRTK3 | Roger Liu, Kurtis Eveleigh | 48m |
Claim: MRTK3 plus Unity’s OpenXR path lets one code once and deploy to HoloLens 2, Quest, Leap and others using the mixed reality OpenXR plugin and Unity’s… | ||
| Discussion on Graphic Tools for Unity in MRTK3 | April Speight, Cassie Breviu, Cameron Micka | 13m |
Graphics Tools for Unity in MRTK3 Public Preview is a standalone, open‑source package with its own GitHub, docs, API reference and importable sample scenes. It… | ||
| Ask Us Anything – MRTK3 panel discussion | Curtis Ely | 51m |
Panelists announce MRTK3 Public Preview and describe concrete plumbing: Unity + OpenXR + the Unity Input System as the path so future device features like eye… | ||
| StereoKit - Mixed Reality using .NET | Nick Klingensmith | 50m |
StereoKit is a lightweight, code-first C# library built on OpenXR that runs on HoloLens 2, Quest, Windows and Linux and ships as .NET packages; it provides… | ||
| StereoKit - Building a Mixed Reality App | Nick Klingensmith | 50m |
Shows how to assemble a full mixed‑reality app with StereoKit using the Visual Studio templates (two options: .NET Core and UWP) and a four‑project universal… | ||
| StereoKit - Architecture and Internals | Nick Klingensmith | 54m |
A compact C-core engine with C# bindings that exposes asset management (hashed IDs, ref counts), platform backends for Win32, UWP, Android, Linux and Web, and… | ||
| MR and the Web with Babylon.js 5.0 | Raanan Weber, Gary Hsu | 37m |
Babylon.js 5.0 claims concrete WebXR additions: WebXR light estimation, image tracking, and layers, plus backwards-compatible 5.x releases and a roadmap to 6… | ||
| Unity XR Interaction Toolkit | DORRENE BROWN, Dave Ruddell | 41m |
Shows Unity’s XR Interaction Toolkit 2.x as a concrete package with a sample project and editor wiring: action-based controllers (OpenXR requires the new input… | ||
| Updates on OpenXR for Mixed Reality | YIN LI (OLIVER), ALEX TURNER | 52m |
Latest progress shows OpenXR is now integrated into Unity via Unity’s OpenXR plugin plus a Microsoft Mixed Reality OpenXR plugin that adds HoloLens 2 features… | ||
| Unreal Engine 5: The OpenXR Convergence | Jeff Fisher | 41m |
Unreal Engine is switching Windows Mixed Reality and HoloLens support to OpenXR now, using the core OpenXR plugin plus platform extension plugins like… | ||
| Introduction to Deep Learning Models in Unreal | Cassie Breviu | 41m |
Uses a PyTorch style‑transfer model exported to ONNX and runs real‑time, frame‑by‑frame inference in Unreal Engine 5 via the Neural Network Inference plugin… | ||
| Azure Remote Rendering | Andrew London | 45m |
Service reached GA in April 2021 and now streams high‑fidelity 3D to HoloLens 2 and Windows using an SDK, the ART desktop uploader and ARR Inspector. Standard… | ||
| HoloLens in Vehicles: Moving Platform Mode | Joshua Elsdon | 51m |
Moving Platform Mode lets HoloLens 2 track correctly inside moving vehicles by fusing the headset IMU with four tracking cameras and adding vehicle motion… | ||
| HoloLens 2 Power Thermal Notification SDK and its Integration into Remote Assist | Chuck Horkin | 41m |
PowerThermalNotification is an SDK that lets apps subscribe or poll for mitigation level 0–3 and a finer thermal score 100–0, suppress specific platform… | ||
| Discussion on Azure Remote Rendering + Event Close | April Speight, Cassie Breviu, Andrew London | 28m |
Cloud service renders high‑poly models and raw LiDAR scans on HoloLens or Windows by uploading FBX/GLB/gltf or point‑cloud files to Blob Storage, converting… | ||
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