Events
May 19, 6 PM - May 23, 12 AM
Calling all developers, creators, and AI innovators to join us in Seattle @Microsoft Build May 19-22.
Register todayThis browser is no longer supported.
Upgrade to Microsoft Edge to take advantage of the latest features, security updates, and technical support.
When you put on a Windows Mixed Reality immersive (VR) headset, you enter the Windows Mixed Reality home. The home is visualized as a house on a cliff surrounded by mountains and water, but you can choose other environments and even create your own). Within the home's space, a user is free to arrange and organize the 3D objects and apps that they care about any way they want. A 3D app launcher is a “physical” object in the user’s mixed reality house that they can select to launch an app.
Floaty Bird 3D app launcher example (fictional app)
There are 3 steps to creating a 3D app launcher:
The Windows Mixed Reality environment your app launcher lives in is part familiar, part fantastical/sci-fi. The best launchers follow the rules of this world. Think of how you can take a familiar, representative object from your app, but bend some of the rules of actual reality. Magic will result.
When you look at your app launcher, its purpose - to launch your app - should be obvious and shouldn’t cause any confusion. For example, be sure your launcher is an obvious-enough representative of your app that it won’t be confused for a piece of decor in the Cliff House. Your app launcher should invite people to touch/select it.
Fresh Note 3D app launcher example (fictional app)
3D app launchers live in the Cliff House and their default size should make sense with the other “physical” objects in the space. If you place your launcher beside, say, a house plant or some furniture, it should feel at home, size-wise. A good starting point is to see how it looks at 30 cubic centimeters, but remember that users can scale it up or down if they like.
The app launcher should feel like an object a person would be excited to have in their space. They’ll be virtually surrounding themselves with these things, so the launcher should feel like something the user thought was desirable enough to seek out and keep nearby.
Astro Warp 3D app launcher example (fictional app)
Your 3D app launcher should instantly express “your app’s brand” to people who see it. If you have a star character or an especially identifiable object in your app, we recommend using that as a significant part of your design. In a mixed reality world, an object will draw more interest from users than just a logo alone. Recognizable objects communicate brand quickly and clearly.
Your app deserves more than just putting your logo on a flat plane and calling it a day. Your launcher should feel like an exciting, 3D, physical object in the user’s space. A good approach is to imagine your app was going to have a balloon in the Macy’s Thanksgiving Day Parade. Ask yourself, what would really wow people as it came down the street? What would look great from all viewing angles?
Logo only
More recognizable with a character
Flat approach, not surprisingly, feels flat
Volumetric approach better showcases your app
Model with subtle details in the texture
Avoid high-contrast, small, busy patterns
Flat type without a backdrop can be hard to view from certain angles and in certain environments
Type with a built-in backdrop can work well
Extruded type can work well if you shade the sides
Type colors that work
Type colors that work
Type colors that cause trouble include:
Type colors that cause trouble
The lighting for your app launcher comes from the Cliff House environment. Be sure to test your launcher in several places throughout the house so it looks good in both light and shadows. The good news is, if you’ve followed the other design guidance in this document, your launcher should be in good shape for most lighting in the Cliff House.
Good places to test how your launcher looks in the various lights in the environment are the Studio, the Media Room, anywhere outside and on the Back Patio (the concrete area with the lawn). Another good test is to put it in half light and half shadow and see what it looks like.
Make sure your launcher looks good in both light and shadows
The end format of your 3D app launcher will be a .glb file, which is made using the PBR (Physically Based Rendering) pipeline. This can be a tricky process - now is a good time to employ a technical artist if you haven't already. If you’re a brave DIY-er, taking the time to research and learn PBR terminology and what’s happening under the hood before you begin will help you avoid common mistakes.
Fresh Note 3D app launcher example (fictional app)
We recommend that you use Adobe Substance Painter to author your final file. If you’re not familiar with authoring PBR shaders in Substance Painter, here’s a tutorial.
(Alternately 3D-Coat, Quixel Suite 2, or Marmoset Toolbag would also work if you’re more familiar with one of these.)
Events
May 19, 6 PM - May 23, 12 AM
Calling all developers, creators, and AI innovators to join us in Seattle @Microsoft Build May 19-22.
Register todayTraining
Module
Configure 3D assets for mixed reality in Unity - Training
Get step-by-step instructions on how to place Prefab 3D assets and models into a Unity scene. Learn about Unity Scriptable Objects and mixed reality design considerations before deploying to a HoloLens 2.