• Home
  • Guides
  • API Documentation
WLT documentation has moved.

We are publishing both conceptual docs and API references on docs.microsoft.com. For conceptual docs, please visit our new landing page. For API references, please visit the Core WLT section of the dot net API explorer and related pages. Existing content will remain here but will not be updated further.

  • Guides
  • How-tos
  • Trouble Shooting
Search Results for

    Show / Hide Table of Contents
    • About this documentation
    • World Locking Tools Concepts
      • Introductory FAQ
      • The Basic Idea
      • Advanced Topics
        • Architecture
          • World Locking Manager
          • Anchor management
          • Fragment management
          • Attachment point management
          • Alignment management
          • Frozen World Engine DLL
        • Coordinate Spaces
        • SessionOrigin
        • Persistence
        • Space Pins
        • Attachment Points
        • Fragments
        • Refit Operations
    • How-tos
      • Quick Start
        • Before You Start
        • Most Basic Setup
        • Loss of Tracking
        • Across Sessions
        • Pinning It Down
      • Initial Setup
      • Install from MR Feature Tool
      • Cross Platform with XR SDK
      • Combining World Locking Tools with Azure Spatial Anchors
      • Tools and Visualizers
      • Trouble Shooting
      • World Locking Tools Contexts
      • Sample Applications
        • World Locked Physics Sample
        • Space Pin Sample
        • Ray Pin Example
        • World Locking Tools with Azure Spatial Anchors Sample
      • Contributing
      • Coding Conventions
      • Release Process
    • Notice

    Trouble shooting

    Annoying issues will be noted here.

    World Locking issues

    Low frame rate

    World Locking Tools should have no discernable impact on your framerate. (An exception is that the visualizations will eventually drag down your framerate after many anchors have been created, but the visualizers are just for diagnostics, not for shipping with your application.)

    If you see a framerate drop after adding World Locking Tools to your application, check your Unity logs. That usually means an exception is being repeatedly generated.

    Missing dll's etc.

    This has been seen from the Frozen World Engine dll. Go to NuGet for Unity:

    NuGet > Manage NuGet Packages > Installed

    uninstall and re-install the latest FrozenWorld.Engine package. See NuGet Setup.

    Alternately, install using the MR Feature Tool and have dependencies installation handled for you.

    Missing 'FrozenWorld' namespace

    Errors like the following (usually a lot):

    Assets\WorldLocking.Engine\Plugin.cs(10,37): error CS0234: The type or namespace name 'FrozenWorld' does not exist in the namespace 'Microsoft.MixedReality' (are you missing an assembly reference?)

    It is missing the FrozenWorld.Engine DLL. See NuGet Setup.

    Alternately, install using the MR Feature Tool and have dependencies installation handled for you.

    It's not working

    Check the Unity logs for errors and exceptions.

    Check that your scene camera is attached to at least one other object. See the setup in WorldLocking.Examples.WorldLockingPhysicsSample for example. If you are doing dynamic camera manipulation, you may need to keep the WorldLockingManager informed of the current camera. See WorldLockingManager.AdjustmentFrame and WorldLockingManager.CameraParent.

    More general Unity/AR problems

    "DirectoryNotFoundException: Could not find a part of the path"

    The path has grown too long. See fuller explanation here.

    "A remote operation is taking longer than expected" message box then failure to deploy

    Check your USB connection. A bad cable, a bad port, missing IPOverUSB, can all cause this. But it's probably somewhere on the communication path from your PC to your device.

    Missing Windows SDK components

    Mismatch between Visual Studio version indicated in Unity versus Visual Studio version you're trying to build with. Check:

    Unity > File > Build Settings > Visual Studio Version

    Especially dangerous is if that's set to Latest Installed and you have multiple versions of Visual Studio installed.

    On HoloLens, application starts up as a slate, rather than an AR experience

    If targeting the Unity's built-in VR support, also known as Legacy XR, then check:

    Unity > Project Settings > Player > XR Settings

    You must have Virtual Reality Supported checked, and the Windows Mixed Reality in Virtual Reality SDKs.

    If using Unity's AR Subsystems / XR SDK, then check that you've followed all the steps here. Likely culprits are missing one of the required packages, or if using MRTK, that the appropriate profile has not been setup on the MixedRealityToolkit object.

    When building for ARM on HoloLens2, app stops at startup. ARM64 works fine

    Known issue.

    The fix is either disable Graphics Jobs under

    Project Settings > Player > Other Settings > Graphics Jobs

    or just build for ARM64.

    • Improve this Doc
    In This Article
    • World Locking issues
      • Low frame rate
      • Missing dll's etc.
      • Missing 'FrozenWorld' namespace
      • It's not working
    • More general Unity/AR problems
      • "DirectoryNotFoundException: Could not find a part of the path"
      • "A remote operation is taking longer than expected" message box then failure to deploy
      • Missing Windows SDK components
      • On HoloLens, application starts up as a slate, rather than an AR experience
      • When building for ARM on HoloLens2, app stops at startup. ARM64 works fine
    Back to top Generated by DocFX