10 Things I learnt from my first HoloLens app
summary
Build of a minimalist HoloLens game called Paddle Bounce uses Unity + the Mixed Reality Toolkit and Visual Studio to prototype in-editor with gaze/hand simulation, then deploys as a UWP x86 app. Physics uses a Rigidbody mass ~27 g, a physics material with bounciness ~0.9, and audio via the Microsoft spatializer. Spatial mapping prevents the ball from “falling off into the ether.” Debugging happens live in the editor and on-device; result is a working MVP with clamped FOV, input handlers, and source on GitHub.
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chapters (23)
- 0:00HoloLens and mixed reality intro
- 1:12What is mixed reality
- 3:39Windows mixed reality dev
- 7:10Unity setup for HoloLens
- 11:00Pedal bounce app demo
- 12:05Camera and scene setup
- 14:34Ball and paddle objects
- 18:32Preview in Unity editor
- 19:57Physics and gravity added
- 23:51Hand interaction enabled
- 27:02Paddle draggable
- 28:49First C# paddle script
- 33:10Debugging in Unity/Visual Studio
- 38:47Deploy to HoloLens
- 44:38Spatial mapping added
- 47:30Sound effects for ball
- 49:15Collision detection and sound
- 51:03Materials and textures
- 54:11Wooden paddle textures
- 55:36Final visuals and decals
- 57:21Multiple balls instantiated
- 58:50Rebuild and redeploy
- 1:00:18Final demo and Q&A
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