I realize this question was asked elsewhere, but the answers seem to direct towards the paring process between Hololens and a PC, which is part of my problem.
I made an app in Unity and exported to Visual Studio. When I try to run it on the Hololens, I get this error:
Error DEP6957 : Failed to connect to device using Universal Authentication. Please verify the correct remote authentication mode is specified in the project debug settings.
I understand that the first time you run, you should be prompted to pair both the PC and the device, but I never got this request, and I have no field to input the Hololens PIN that is found on the Settings app. I tried both with the USB cable and by WIFI, following instructions from: https://developer.microsoft.com/EN-US/WINDOWS/HOLOGRAPHIC/holograms_100, but with no success.
Is there anything that I can do to debug, and succeed in trying my app on the Hololens?
P.S. I am running visual studio on Windows 8, and I can't download the emulator because it seems that I'm lacking Hyper-V. Hope this helps.
Thanks.
I was in a similar situation recently. I don’t have the pro windows 10 version therefore no Hyper-V. However i was able to establish the connection Using the Hololens App from the Windows store, after connecting i created a new user and then i was able to pair using Wifi and USB
If after the update to windows 10 the problem still happens, here is a simple way to solve it.
First I was running applications in the Hololens already when suddenly I got the error message described in the original question.
So, I went to the Project Properties. The Debug Tab. There there is the "Remote Machine" space. My Hololens was selected there. But I pressed the [Find] Button and in the window that appeared I selected my hololens (it was on). Alternatively you could put the Hololens IP address there. Put Ok and voila! it works as before
Building for Hololens requires UWP. To build UWP app for Unity these requirements must be met:
Like you mentioned, you are using Windows 8 but Windows 10 is required. You can read more bout this on Unity blog.