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Fix for issue #5423#1

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fix_issue5423
Open

Fix for issue #5423#1
anuraag016 wants to merge 86 commits intomrtk_developmentfrom
fix_issue5423

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@anuraag016 anuraag016 commented Aug 6, 2019

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.

sostel and others added 30 commits July 1, 2019 15:57
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"
- Added newline after OnSelect()
- Fixed typos, e.g., : "Hence, hence ..."
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."
Co-Authored-By: Will <wiwei@microsoft.com>
Co-Authored-By: Will <wiwei@microsoft.com>
wiwei and others added 17 commits August 5, 2019 09:25
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
…rfaceMagnetismInspector.cs

Co-Authored-By: Will <wiwei@microsoft.com>
Fix the backwards-incompatible enum change
…lvers-examples-docs

Solver Examples & Documentation Updates
Pre-RTW cleanup: remove unactionable debug log messages
@anuraag016 anuraag016 marked this pull request as ready for review August 6, 2019 10:09
wiwei and others added 11 commits August 6, 2019 08:20
…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
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
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9 participants