Basic steps to create a Looking Glass app

#1

First, although the “Getting Started” website was helpful, it made some assumptions that you may appreciate to have laid out (as I would have):

  • The hardware

    • The Looking Glass can be thought off like a specialized “computer monitor” (or “computer display”).
    • It connects to your computer like an additional monitor/display.
      • For Windows, it should be treated as an extension display.
      • For Mac, it should be treated as a duplicate display.
    • The display resolution is most likely different than your main display.
      • 2560 x 1600 (2K) for the Standard Looking Glass
      • 3840 x 2160 (4K) for the Large Looking Glass
    • It does not have a speaker, so audio for content sent to this additional display should be assigned to the computer’s main speakers.
  • Creating content

    • The easiest way to create content for it is to use the “Unity” game compiler (free for personal use), since the Looking Glass team created a plug-in to output the game 3D content with the necessary signal to the Looking Glass.
    • The Unity game compiler makes it easy to create applications for many platforms (Windows, macOS, Windows Store, Linux, iOS, Android OS, etc.).
    • At this time (January 2019), it is best to use the “2018-02” version of Unity for the best results with the Looking Glass plug-in.
    • You should familiarize yourself with the basics of the Unity user interface, including scenes, assets, components, parameters, and the Project settings dialog.
    • A great place to download and purchase animated 3D models to use with Looking Glass is Sketchfab.com, especially since they created a model importer for Unity.
  • Leap Motion

    • The Leap Motion controller (which comes with some Looking Glass bundles) allows for cool interaction with the Looking Glass content.
    • The small device tracks detailed hand/finger positions/movement from a wide field of view above the sensor.
    • At this time (January 2019), interactive Looking Glass apps were developed with the Leap Motion beta version (“Orion”; not available for Mac) of the drivers due to the much improved tracking over the last official drivers (v2.0).

Now, in case this is helpful to someone here, here are the basic steps I worked out (with help from the excellent Looking Glass staff) on how to create a basic app with an animated character from Sketchfab (free download or purchased model):

  1. Create a new “3D” project in Unity (for now use the 2018-02 version for best results)

  2. Rename “SampleScene” to “OpeningScene”

    • Leave “Main Camera” and “ Directional Light” default components in place
  3. Edit Player Settings

    • Display Resolution Dialog = Hidden By Default
    • Color Space = Linear (vs. Gamma)
  4. Load Post Processing Stack asset

    • Note: Download this custom asset package from the Unity asset store: “Post Processing Stack (v1 for now)”
    • Create new Post-processing asset, and rename it to “LookingGlassPostProcessing”
    • Assign "LookingGlassPostProcessing” parameters
      • Ambient Occlusion = ON
      • Color Grading = ON (configured to Filmic with a typical Contrast value of 1,5)
  5. Load HoloPlay asset

    • Note: Download this custom asset package from the Looking Glass site: “HoloPlay SDK for the Looking Glass 0.1.4”
    • Copy the “HoloPlay Capture” complex component from “example scene” to the start of “OpeningScene”
      • Add “Post-processing behavior” Effects component, and assign to “LookingGlassPostProcessing”
    • Copy “Quit” component from “example scene” to the end of “OpeningScene"
  6. Load Sketchfab asset

    • Note: Download this custom asset package from the Unity asset store: “Sketchfab for Unity”
    • Rename model “scene.gltf” file to “Model Name.gltf" (substitute “Model Name” with a descriptive name for the model)
    • Import “Model Name.gltf" with Sketchfab importer (best to drop from Windows File Explorer into File Name field)
    • Delete Sketchfab asset
    • Rename original model file back to “scene.gltf”
  7. Copy primary model of the imported asset to “OpeningScene” (after “Directional Light” component)

    • Find assigned/desired animation, and turn on “Loop” parameter
    • Drop main animation construct into model component in scene
    • Ensure desired animation is in workflow
    • Scale / position model as desired for Looking Glass
  8. Add sounds and music

Although I am still a novice, please feel free to reply here with any questions on details of any of the above steps.

Have fun,

Steve

2 Likes
#2

I haven’t tried your steps, but I appreciate that you created them to help the community, so thanks!

1 Like
#3

Thanks for the appreciation :slight_smile:

1 Like
#5

Also note, to share a copy of the app, create a new folder at your destination with just a copy of:

  1. EXE’s and DLL’s from the main project folder
  2. “xxxxxx_Data” sub-folder
  3. “Mono” sub-folder.

Note: You do not need the Unity project sub-folders:

  1. “Assets”
  2. “Library”
  3. “Packages”
  4. “Project Settings”

This way your shared folder should take less than 100MB instead of close to 1GB or more.

#6

Note: If you are using the latest official release, Post Processing Stack v1 is no longer working and v2 causes all kinds of wackiness when applied to the Holoplay Capture camera. Any word on this issue?

#7

If you are referring to the latest version of Unity, I noted above that for now you can NOT use the latest version of Unity in general for the HoloPlay plugin to work.

#8

I meant that last question more for the LGF team. We really can’t just stay on 2017. In order to fully utilize the final version of the LWRP, we’ll need to have the ability to go to 2019 let alone 2018.