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Path Planning For Hololens

As part of our movement to develop learning tools using new technologies, I’ve create a demo app for Microsoft Hololens. It consists of different demos on its capabilities.

The Hololens has a particularly powerful feature, it is able to scan around you and create a 3d map of your environment. And hence you can make a virtual mouse move on your sofa and jump onto your table since the virtual mouse knows the 3d environment around you. But this poses a problem, the mouse need to know how to move around the 3d environment. This is called path planning.

 

 

Unity has a native path planning algorithm. It involves defining which part of your 3d objects is “walkable”. Consequently, it will calculate possible paths for those 3d objects. This is their Navmesh system. However, the calculations must be done prior to building the game whereas for the Hololens the 3d map is created during runtime. So we can’t use the Navmesh system.

I therefore used an existing path planning program called Simply A* from the Unity Asset store. It is a grid based A* algorithm. It requires a lot of modification in order to be used with the Hololens.

And once a path is created, correct animation has to be run with the path. So a straight path will use a walking animation, while a vertical path will use a jumping animation.

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