Looking Glass Documentation
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  • Looking Glass User Guide
  • NEW! ✨Looking Glass Go✨
  • Displays
    • 🔮Looking Glass Go
      • ⚡Get Started with Looking Glass Go
      • 📱Using the Go Mobile App
      • 🔆Liteforms™
      • 🖥️Standalone and Desktop Modes
      • 🔌Power and LED States
      • 🪄Default Playlist
      • ⏭️What's Next?
      • 👜Accessories
      • ⚙️Advanced Playlist Creation
      • ⚙️Manual Firmware Update
      • ❓Common Troubleshooting Issues
    • 🔮Looking Glass 16" Light Field Displays
      • 🪄Looking Glass 16" Light Field Display (Landscape)
      • 🪄Looking Glass 16" Light Field Display (Portrait)
      • ❓Common Troubleshooting Issues
    • 🔮Looking Glass 32" Light Field Displays
      • 🪄Looking Glass 32" Light Field Display (Landscape)
      • 🪄Looking Glass 32" Light Field Display (Portrait)
      • ❓Common Troubleshooting Issues
    • 🔮Looking Glass 65" Light Field Display
    • 🔮Looking Glass Portrait
      • ⚡Get Started with Looking Glass Portrait
      • 🎇Demo Holograms
      • ❓Common Troubleshooting Issues
  • Software Tools
    • 📚Overview
    • 🌉Looking Glass Bridge
      • ✨Using Looking Glass Bridge
      • 🪟Display Settings on Windows
      • 🍎Display Settings on macOS
      • 🐧Display Settings on Linux
      • 👷Troubleshooting
    • 📽️Looking Glass Studio
      • 📚Using Looking Glass Studio
      • RGB-D Photo / Video
      • Quilt Images / Video
      • iPhone Portrait Photos
      • Android Depth Photos
        • Samsung Portrait Mode
      • Light Field Photosets
      • Exporting Holograms
      • Troubleshooting
    • 🧊Looking Glass Blocks
      • ✨Convert any image into a hologram
      • ⬆️Uploading, editing and sharing Quilts
      • 🥽Viewing your holograms on different platforms
    • 🎬Hologram Video
    • 🔆Liteforms™
      • 🪟Get Started on Windows
      • 🍎Get Started on MacOS
      • 🧙Making Custom Liteforms
      • 🏪Configure Liteforms for Kiosk Setup
    • 👀Looking Glass Model Viewer
    • 🧪Experiments
      • 📽️Media Encoder
      • ⏩Looking Glass Media Encoder
  • Key Concepts
    • 🔑Hologram 101
      • 🎉Making great holograms
      • 🌎Holograms in the real world
      • 👾Holograms, but virtual
    • 🔍How does Looking Glass Work?
    • 📸Virtual Camera
    • 🧊3D Design Guidelines
      • Lighting
      • Post-Processing
      • Scene Composition
      • Materials & Textures
      • Performance
    • 💡Quilts
      • 🎬Quilt Video Encoding
    • 💡Light Fields
      • ⚡Linear Light Field Capture
    • 📽️Filming a Looking Glass
  • Creator Tools
    • 🎨Overview
    • 🔌Unity
      • ⚡Using Unity with Looking Glass
      • Setting up your Development Environment
      • Example Scenes
      • Prefabs
        • Hologram Camera
        • 3D Cursor
        • Dual Monitor Application
      • Script Reference
        • HologramCamera.cs
        • LKGDisplaySystem.cs
        • QuiltCapture.cs
        • Cursor3D.cs
        • OrbitControls.cs
        • BlockUploader.cs
        • MobileDMAController.cs
        • iOS Sample Scene Scripts
          • ChangeInteractionModality.cs
          • XYSlider.cs
          • XYSpotlight.cs
          • AudioRotateControl.cs
          • ModelController.cs
          • DemoIOSUIController.cs
          • PageHandler.cs
          • PageConnectHandler.cs
          • PageCalibrateHandler.cs
          • PageTestHandler.cs
          • DynamicAlcove.cs
      • Package Integrations
        • Built-in Render Pipeline Post-Processing
      • Developing for iOS
      • Depth of Field and Other Post-Processing Effects
      • Quilt Video Audio and Playback
      • Developing for Ultraleap Hand Tracking on Looking Glass
      • Looking Glass Pro (Legacy)
      • Additional Support
      • Change Log
    • 🍹Blender
    • 🔌Unreal Engine
      • 🗒️Change Log and Old Versions
      • 💽Installing the Unreal Engine plugin
      • 🎥Using the Unreal Engine Plugin
        • Using the HoloPlay Capture
        • Exporting Quilt Images and Video with Sequencer
      • Accessing HoloPlay Data with Blueprint Scripting
      • Packaging the Project
      • Unreal Engine 4 (Legacy Support)
        • Unreal Engine 4 Quick Start
          • Using the HoloPlay Capture
          • Exporting Quilt Images and Video with Sequencer
    • 🌐WebXR
      • 🔶PlayCanvas
      • 3️⃣3️⃣ Three.JS
      • ⚛️React-Three-Fiber
      • 🌈Spline
  • Tutorials
    • 📱Running Looking Glass Displays with iOS Devices
    • Ⓜ️Capturing Light Fields in Maya
    • 🧑‍🔬Using ShaderToy with Looking Glass
    • 🎨Sculpting with Adobe Medium and Looking Glass
    • 🔍Turn Videogames Holographic with Refract
    • 🖐️Building with Leap Motion
  • Developer Docs
    • ⚙️Looking Glass Bridge SDK
      • 🪛Web Application Integration
      • 🔌Integrating Native Applications
      • 📓Native Function Reference
    • 🐦Looking Glass Core Migration Guide
  • Third Party Software
    • 🗡️3D Slicer
    • 🔬VTK (Visualization Toolkit)
    • 🗺️ParaView
    • 🔩Community Made Tools & Projects
  • Legacy Software
    • 📡3D Model Importer
      • 3D Model Importer App Guide
      • 3D Model Importer App Reference
    • 🎭Diorama
      • Change Log
    • 🎞️Depth Recorder
    • 📸Lightfield Photo App
    • 🍍Looking Glass Core Overview
    • 🍽️Looking Glass Core SDK
      • C API Overview
        • HoloPlayCore.h
          • State Functions
          • General-Query-Functions
          • Device-Query-Functions
        • libHoloPlayCore.h
        • HoloPlayShaders.h
    • 🔰Looking Glass Core JS
      • API
        • HoloPlayCore.Client
        • HoloPlayCore.Message
        • HoloPlay Service Related
        • examples
  • Legacy Hardware
    • 🔻Looking Glass 8.9"
    • 🔻Looking Glass 15.6"
    • 🔻Looking Glass 8K
    • 🔻Looking Glass 16"
    • 🔻Looking Glass 32"
    • 🔻Looking Glass Pro
  • 💬Contact Us
  • 🛠️FAQ & Troubleshooting
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On this page
  • Known Issues
  • Troubleshooting
  • Output additional logs
  • 3D image off-center in Editor
  • Manually choose position of the Looking Glass window
  • Helpful Links

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  1. Creator Tools
  2. Unity

Additional Support

Known Issues

  • The Unity 6 Render Graph is not yet supported

  • Changing the OS display settings (i.e. window arrangement) after casting to the Looking Glass can cause issues

  • 3D cursor isn't supported in URP

  • Initial frames recorded with the Quilt Capture component are black while calibration is initialized

  • (Unity 2021) Scenes do not have full lighting when they are built but not open

  • (Windows) Having the taskbar show on your Looking Glass device will offset the center of the 3D scene - it is recommended that you hide your taskbar on the Looking Glass.

  • (Linux) The editor preview window may use an incorrect position in certain OS display arrangements.

  • (Mac) Builds resize and reposition for a few seconds before appearing on the Looking Glass

Troubleshooting

Output additional logs

An lkg-settings.json file can be used to output additional logging information in a user-configurable manner. This is useful when debugging. It works in both the Unity Editor and builds.

The LKG Unity Plugin searches for it to be next to (not inside of) the Assets folder, to affect your project during development in the Unity editor, or next to your Unity build's main executable, as a plaintext file named lkg-settings.json.

Default Example

By default, there is no lkg-settings.json file. To populate the default file, you may select through the top menu bar in the Unity editor, LookingGlass → lkg-settings.json → Reset, and it will be created (if needed) and reset to the default values for you. This makes it easier to edit, since you can see the fields and customize them as you see fit for your own project and workflow.

The default lkg-settings.json should look like this:

{
    "loggingFlags": "All",
    "queryingLoggingFlags": "None",
    "enableHologramDebugging": false,
    "hologramDebuggingKeys": [
        "LeftCtrl",
        "LeftAlt",
        "LeftShift"
    ],
    "skipUserGameViews": false
}

Fields

The lkg-settings.json format corresponds to our C# struct, LookingGlass.LKGSettings, which is documented in the C#-XML documentation comments.

For easy access to viewing LKGSettings.cs, you may use the following default shortcuts if you're developing on Windows:

  • Visual Studio: Ctrl + T to search for codebase symbols, "LKGSettings" should appear.

  • VS Code: Ctrl + P to search all files by name, "LKGSettings.cs" should appear.

Note that for ease of human editing, any enum values stored in lkg-settings.json are stored as their enum value string names.

Thus, for example, the C# value of BridgeLoggingFlags.None will be serialized in the JSON file as the string, "None", rather than 0.

  • loggingFlags: (string (C#: BridgeLoggingFlags enum))

    • Determines how much is logged with LKG Bridge by default, when using the LKGDisplaySystem (and internally, BridgeConnectionHTTP).

  • queryingLoggingFlags: (string (C#: BridgeLoggingFlags enum))

    • Every couple of seconds, LKG Bridge is queried for the most up-to-date LKG displays connected to your system.

    • This overrides the amount of logging specifically for these API calls (over "loggingFlags"), since these calls can easily spam your Unity console/log file.

  • enableHologramDebugging: (bool)

    • Determines whether or not hologram debugging snapshots can be taken.

    • The keys to press that will take a hologram debugging snapshot, if hologram debugging is enabled ("enableHologramDebugging" must be set to true).

  • skipUserGameViews: (bool)

    • When set to true, this forces non-Preview GameView windows (The user's GameViews) in the Unity editor to NOT have their resolution automatically match the Looking Glass.

    • This may be useful for example if you are developing with a high-resolution Looking Glass, but do not wish to slow down your Unity editor to render high-resolution GameViews.

3D image off-center in Editor

On Windows, if your 3D image is off-center, this is likely due to your taskbar being present on the Looking Glass device. To disable your taskbar, open "Taskbar Settings" on Windows and, under "Multiple displays," untoggle "Show taskbar on all displays."

If, for whatever reason, you're unable to hide your taskbar, you may use the Center Offset slider on the HologramCamera.cs component to adjust the center manually. This will only affect the editor and won't cause any issues in builds.

Manually choose position of the Looking Glass window

There are some edge cases where our windowing solution will position the Looking Glass window incorrectly. To circumvent these cases you can try manually specifying the window position. Open your assets tab and click "Create" you'll see there's an option for "Looking Glass" -> "Manual Preview Settings"

Once you've created the Hologram Camera Preview Settings you can check "Manual Position" and then modify the X and Y position. 0,0 is the bottom left of your main monitor. If your Looking Glass display is located to the right of an HD (1920x1080) monitor then the X and Y position would be 1920, 0. Since you're shifting it 1920 pixels to the right, and 0 pixels up or down. If your monitor is to the left of your main monitor, the X offset would be negative resolution of the looking glass display. For a Portrait, that would be -1536.

Helpful Links

PreviousLooking Glass Pro (Legacy)NextChange Log

Last updated 3 months ago

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hologramDebuggingKeys: (string[] (C#: []))

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