1. Import and setup the Microsoft Mixed Reality Toolkit. (Recommend using [MixedRealityFeatureTool](https://www.microsoft.com/en-us/download/details.aspx?id=102778))
* Select MenuItem[Tools/OpenCV for Unity/Open Setup Tools].
* Click the [Move StreamingAssets Folder] button.
* Leave the following files and delete the rest. ("StreamingAssets/OpenCVForUnity/objdetect/haarcascade_frontalface_alt.xml", "lbpcascade_ frontalface.xml")
* Leave the following files and delete the rest. ("StreamingAssets/DlibFaceLandmarkDetector/sp_human_face_68.dat", "sp_human_face_68_for_mobile.dat", "sp_human_face_17.dat", "sp_human_face_17_for_mobile.dat" and "sp_human_face_6.dat")
1. Configure settings in the "Project Settings" window.
* Add Define Symbols: the following to `Scripting Define Symbols` depending on the XR system used in your project; Legacy built-in XR: `BUILTIN_XR`; XR Plugin Management (Windows Mixed Reality): `XR_PLUGIN_WINDOWSMR`; XR Plugin Management (OpenXR):`XR_PLUGIN_OPENXR`.
* Enable `WebCam` Capabilties in Publishing settings tab.
1. (Optional) Setup a performance environment suitable for Holorens. (See [https://docs.microsoft.com/en-us/windows/mixed-reality/develop/unity/recommended-settings-for-unity](https://docs.microsoft.com/en-us/windows/mixed-reality/develop/unity/recommended-settings-for-unity))
1.**Build the project:** You can now build the Unity project, which generates a Visual Studio Solution (which you will then have to also build). With the Build Settings window still open, click **Build**. In the explorer window that appears, make a new folder called `App`, which should live as a sibling next to the 'Assets` folder. Then click Select Folder to generate the VS solution in that folder. Then wait for Unity to build the solution.
1.**Open the VS Solution:** When the solution is built, a Windows explorer folder will open. Open the newly-built VS solution, which lives in `App/HoloLensWithDlibFaceLandmarkDetectorExample.sln`. This is the solution that ultimately gets deployed to your HoloLens.
1.**Configure the deploy settings:** In the Visual Studio toolbar, change the solution platform from `ARM` to `x86` if you are building for Hololens1 or to `ARM64` if you are building for Hololens2; Change the deploy target (the green play button) to `Device` (if your HoloLens is plugged into your computer), or `Remote Machine` (if your HoloLens is connected via WiFi).
1.**Run the app:** Go to **Debug > Start Debugging**. Once the app is deployed to the HoloLens, you should see some confirmation output in the Output window.
1. Create a new project. (`HoloLensWithDlibFaceLandmarkDetectorExample`)
1. Import the Microsoft Mixed Reality Toolkit.
* Add MRTK3 (MRTK3 - MRTK Input, MRTK UX Components, MRTK UX Components (Non-Canvas)) and OpenXR(Platform Support - Mixed Reality OpenXR Plugin) to the project using "Mixed Reality Feature Tool".
* * Set up the MRTK3. (XR System: OpenXR)
1. Import the OpenCVForUnity.
1. Import the DlibFaceLandmarkDetector.
1. Import the HoloLensCameraStream.
1. Import the HoloLensWithDlibFaceLandmarkDetectorExampleMRTK3.unitypackage.
1. Add the "Assets/HoloLensWithDlibFaceLandmarkDetectorExample/*.unity" files to the "Scenes In Build" list in the "Build Settings" window.
1. Configure settings in the "Project Settings" window.
* Add `XR_PLUGIN_OPENXR` to the list of Define Symbols.
* Enable `WebCam` Capabilties in Publishing settings tab.
1. Build the project; open it in VS2022, set the deployment target to `ARM64` and deploy it to the Hololens2 actual device.
* [Setting up a new Unity project with MRTK3](https://learn.microsoft.com/en-us/windows/mixed-reality/mrtk-unity/mrtk3-overview/getting-started/setting-up/setup-new-project)