Rapid feedback with Unity's Tooling

I'm certain I'm not unique in my coding style--where at certain points, I find myself quickly iterating through the rapid development > deployment > testing > development > deployment > ... cycle. It is for this reason I was delighted when Unity added Holographic Simulation right inside Unity. I was similarly delighted, with remoting, which allowed even higher testing fidelity with less friction that would otherwise be required. In the following sections, we will discuss each in turn and then move on to deploying to the HoloLens emulator and the HoloLens device itself from Visual Studio.

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