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Use Holographic Remoting to stream holographic content to your HoloLens in real time. Holographic Remoting has two main uses:
(Unity or Unreal): You want to preview and debug your app during the development process: You can run your app locally in the Unity editor on your PC in Play Mode and stream the experience to your HoloLens. Holographic Remoting provides a way to quickly debug your app without building and deploying a full project. This type of app is a Holographic Remoting Player app.
(Unity, Unreal, or C++): You want the resources of a PC to power your app instead of relying on the HoloLens on-board resources: You can create and build an app that has Holographic Remoting capability. The user experiences the app on the HoloLens, but the app actually runs on a PC, which allows it to take advantage of the PC's more powerful resources. Holographic Remoting can be especially helpful if your app has high-resolution assets or models and you don't want the frame rate to suffer. This type of app is a Holographic Remoting Remote app.
In either case, inputs from the HoloLens--gaze, gesture, voice, and spatial mapping--are sent to the PC. The PC renders content in a virtual immersive view and sends the rendered frames to the HoloLens.
Note
When developing a remote application, you must use either the Windows Mixed Reality API or the OpenXR API. Mixing both APIs within the same application isn't supported.
Important
Holographic Remoting for HoloLens 2 is a major version change. Remote applications for HoloLens (1st gen) must use NuGet package version 1.x.x and remote applications for HoloLens 2 must use 2.x.x. This change means that remote applications written for HoloLens 2 aren't compatible with HoloLens (1st gen) and vice versa.