Open
Conversation
Update to latest MRTK version
Mrtk development
Update to latest mrtk_development
Based on user feedback, users were unsure whether the paragraphs relate to the following sections.
In the second paragraph in "Eye-gaze-specific BaseEyeFocusHandler": "In this demo, there are two 3D holograms that [start will] turn depending on"
Adding example for using hand rays and eye targeting
This reverts commit a776655.
Grab ray starting position is now the average of the index tip and the thumb tip. Also adjusted a test to work with changes.
Shortening internal references to sections: (EyeTracking_TargetSelection.html#2-independent-eye-gaze-specific-eyetrackingtarget) -> (#2-independent-eye-gaze-specific-eyetrackingtarget).
"Hence, you can process multiple inputs at once. For example, combine fast eye targeting with hand gestures." -> "Hence, you can process multiple inputs at once - for example, combining fast eye targeting with hand gestures."
…icrosoft/MixedRealityToolkit-Unity into prerelease/2.0.0_stabilization
Co-Authored-By: Will <wiwei@microsoft.com>
Co-Authored-By: Will <wiwei@microsoft.com>
A previous change to this updated an existing enum by adding a value in the middle of the enum - this is backwards incompatible because the same value is persisted in various profiles, where enums are stored as integer values, rather than string values. This means that something that used to refer to "pinch" now referred to this new thing, and the same off-by-one problem would affect all of the other options below the new enum
…images for key solver types
…rfaceMagnetismInspector.cs Co-Authored-By: Will <wiwei@microsoft.com>
fix typo in ci template
Fix the backwards-incompatible enum change
….com/Troy-Ferrell/MixedRealityToolkit-Unity into users/trferrel/solvers-examples-docs
…lvers-examples-docs Solver Examples & Documentation Updates
Pre-RTW cleanup: remove unactionable debug log messages
…lIconDepth Fix Icon Materials that Don't Respect Depth
…theme is used on reenabling an interactable -added missing physicaltouch set in handPressCompleted of physicalPressEventRouter - rearranged if in untouched event in event router so it's behaving like the other events in that class
fixed button highlights for buttons that use themes on leaving button sideways and disabling button
…nor-cleaning Minor cleanup passthrough
Fix for issue microsoft#5423 Controllers shown at original place after teleporting in VR. The fix is in the BaseController.cs file. In the function: protected virtual bool TryRenderControllerModel(Type controllerType, InputSourceType inputSourceType) we add MixedRealityPlayspace.AddChild(controllerObject.transform); This line should actually be moved inside TryAddControllerModelToSceneHierarchy function so that even if we use the platform controller visualization, they will be correctly added to under MixedRealityPlaySpace game object.
Due to microsoft#5250's change plus microsoft#5528's change to parent the controllers to the playspace
647b0ca to
385965e
Compare
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Fix for issue microsoft#5423 Controllers shown at original place after teleporting in VR.
Overview
This fix addresses the issue microsoft#5423 Controllers shown at original place after teleporting in VR.
Changes
The fix is in the BaseController.cs file.
In the function:
protected virtual bool TryRenderControllerModel(Type controllerType, InputSourceType inputSourceType)
we add MixedRealityPlayspace.AddChild(controllerObject.transform);
This line should actually be moved inside TryAddControllerModelToSceneHierarchy function
so that even if we use the platform controller visualization, they will be correctly added to under MixedRealityPlaySpace game object.