HolographicSpace.CameraAdded Event


Occurs when a HolographicCamera is added to the current HolographicSpace.

// Register
event_token CameraAdded(TypedEventHandler<HolographicSpace, HolographicSpaceCameraAddedEventArgs const &> const& handler) const;

// Revoke with event_token
void CameraAdded(event_token const* cookie) const;

// Revoke with event_revoker
CameraAdded_revoker CameraAdded(auto_revoke_t, TypedEventHandler<HolographicSpace, HolographicSpaceCameraAddedEventArgs const &> const& handler) const;
public event TypedEventHandler<HolographicSpace,HolographicSpaceCameraAddedEventArgs> CameraAdded;
function onCameraAdded(eventArgs) { /* Your code */ }
holographicSpace.addEventListener("cameraadded", onCameraAdded);
holographicSpace.removeEventListener("cameraadded", onCameraAdded);
- or -
holographicSpace.oncameraadded = onCameraAdded;
Public Custom Event CameraAdded As TypedEventHandler(Of HolographicSpace, HolographicSpaceCameraAddedEventArgs) 

Event Type


Windows 10 requirements

Device family
Windows 10 (introduced in 10.0.10586.0 - for Xbox, see UWP features that aren't yet supported on Xbox)
API contract
Windows.Foundation.UniversalApiContract (introduced in v2.0)


Apps can use this event to set up any per-camera resources they may need.

Unless the deferral is taken, once all event handlers are complete, the system will include this camera in the list of cameras that the app must render to each frame.

If you take a deferral and you've specified the D3D11_CREATE_DEVICE_SINGLETHREADED flag on your device, be sure to explicitly continue any work you spin off on your single Direct3D thread to avoid undefined behavior.

Applies to