Holoportation SDK

Real-time volumetric communication and photorealistic 3D presence. Follow the tutorials, request the SDK, and reach the team for support.

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Tutorials

Learn the essential workflows for getting started with the HoloMIT SDK through this three-part tutorial series. From installing and configuring the SDK in Unity, to creating your first functional multiplayer experience, and finally integrating pre-recorded or real-time volumetric content, these tutorials guide you through the key features and setup processes of the HoloMIT development environment.
You will learn how to validate your project configuration, set up menu and session scenes, establish multiplayer connectivity, configure volumetric capture and playback, and prepare your project for deployment. Whether you are integrating HoloMIT into a new Unity project or exploring its volumetric communication capabilities, this series provides a practical introduction to the SDK’s core development workflow.

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The video provides a guide for installing and configuring the HoloMIT SDK within a Unity project. The process is outlined as follows:

1. Preparation:

  • Before beginning, ensure the system meets all necessary prerequisites by reviewing the supported platforms and requirements on the official documentation page.

2. SDK Installation:

  • Open the Unity Package Manager.
  • Select the plus icon in the top-left corner and choose “Add package from git URL”.
  • Input the SSH link for the repository to import the package.

3. Project Configuration:

  • Once imported, a project validation window will appear near the play button or within the HoloMIT tab.
  • This tool displays red icons for mandatory errors and yellow icons for recommended fixes.
  • Users can resolve these issues automatically using the “Fix all” button or manually via the “Edit” button.
  • Optionally, assign the HoloMIT preset in the tag manager.

4. Platform Settings:

  • Choose between OpenXR or Oculus based on project requirements.
  • For MetaQuest 3, select Oculus; this selection automatically resolves DirectX 12 errors, as DirectX 11 is recommended for the HoloMIT Windows platform.

5. Verification:

  • Confirm the setup by checking the root folder for a generated camera_config.json file and ensuring config.json is present within the StreamingAssets folder.
  • Upon successful verification, the installation is complete, and development can begin.

This video provides a step-by-step guide for setting up a functional online multiplayer session using the HoloMeet SDK.

Initial Setup and Menu Configuration

  • Verification: Open the setup wizard and confirm the config.json file in the streaming assets folder has a green check mark.
  • Menu Scene Creation: Create a new scene for the login screen and delete the default main camera, as the SDK provides its own optimized camera system.
  • Applying the Menu: Navigate to the HoloMeet menu, select “Quick Setup,” and add the menu. This automatically adds necessary controllers, the pipeline initializer, and self-representation tools.
  • Connection Test: Enter Play mode and confirm an active connection by looking for a green cloud icon in the top left corner. From here, you can register or log in as a user.

Pilot Scene Setup

  • Creating the Scene: Create a new “pilot” scene and repeat the camera deletion process used for the menu scene.
  • Quick Setup: Use the “Quick Setup” tool again to add the pilot setup, which installs the required manager and player route prefabs.
  • Synchronization: Ensure the name of your pilot scene exactly matches the “scene to load” parameter defined in the menu scene.
  • Build Settings: Add both the menu and pilot scenes to your build settings to ensure the scene manager can facilitate a smooth transition.

Creating a Build

  • Finalizing Scenes: When preparing for a build, remove any unused scenes from the build settings and arrange the required scenes in the correct order.
  • Configuration Files: Before building, ensure the config.json file is correctly placed in the root folder and located within the HoloMeet data streaming assets folder. This allows for future parameter adjustments, such as modifying the data set path or live rendering mode.

This tutorial covers integrating volumetric video into a project using HoloMeet. The process is broken down into the following steps:

Testing Pre-recorded Volumetric Data:

  • Download the samples folder via the Unity package manager to access the pipeline tester script.
  • Download and unzip the example dataset from the documentation.
  • Copy the contents of the provided camera_config.json into the camera_config.json file located in the Unity project’s root folder.
  • Configure the camera type to “recorder” and ensure the input path points to the extracted dataset.
  • Open the test pipeline scene in the samples folder and press play to verify the playback.
  • If issues arise, check the capture.log file in the root folder for errors.

Integrating into the Lobby:

  • Open the menu scene, access the settings, and under “self-representation preview,” select “hollow capture point cloud”.
  • After logging in, the user will appear as a volumetric representation to others in the room.

Real-Time Streaming:

  • HoloMeet supports depth cameras such as the Orbbec Femto Bolt and Azure Kinect via a USB 3.0 connection.
  • Verify the camera streams using the manufacturer’s official viewer application before returning to Unity.
  • Use the provided template for live cameras located in packages/com.i2cat.hollow/streaming assets/camera_config.json.
  • Copy this to the project root, update the camera type to match the device (Orbbec or Kinect), and build the project.

Advanced Playback Options:

  • To avoid hard-coding paths, use the “hollow recording playback system” by dragging the recording prefab into a scene.
  • The “source type” can be set to “absolute path” for specific locations or “hollow selector” to act as a file system librarian for dynamically switching between datasets.
  • The sample folder includes UI scripts for building custom playback controls and menus.
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