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Michael Zappe
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Shorten alt text, fix punctuation, fully spell hl, and remove unused image
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articles/remote-rendering/how-tos/performance-tracing.md

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@@ -75,7 +75,7 @@ You now have an ETL file that you can open in WPA.
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To record a trace on a HoloLens, boot up your device and enter its IP address into a browser to open up the *Device Portal*.
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![Device Portal](./media/wpr-hl.png)
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![Device Portal](./media/wpr-hololens.png)
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1. On the left, navigate to *Performance > Performance Tracing*.
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1. Select **Custom profiles**

articles/remote-rendering/quickstarts/deploy-to-desktop.md

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# [Standalone](#tab/UnityStandalone)
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1. In the standalone build VR support is automatically disabled. No steps are needed here.
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In the standalone build VR support is automatically disabled. No steps are needed here.
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# [UWP](#tab/UnityUWP)
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1. Open *Edit > Project Settings...*
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1. Select **XR Plugin Management** in the menu to the left.
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1. Select the **Universal Windows Platform settings** tab.
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1. Disable **OpenXR**.\
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![A screenshot showing the Project settings in the Player menu, highlighting the disabled checkbox for 'Virtual Reality Support' in the 'XR Settings' under the 'Universal Windows Platform' tab in Unity 2020 and later](./media/unity-2020-disable-xr.png)
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![A screenshot showing the Project Settings menu with a disabled "OpenXR" setting.](./media/unity-2020-disable-xr.png)
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---
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1. Open *File > Build Settings*.
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1. Change *Platform* to **PC, Mac & Linux Standalone**
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1. Set *Target Platform* to **Windows**.\
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![A screenshot showing the Build Menu, highlighting the chosen platform of 'PC, Mac & Linux Standalone', and the setting 'Target Platform' being 'Windows' in Unity 2021 and later.](./media/unity-2021-build-settings-pc-standalone.png)
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![A screenshot showing the Build Menu with the settings set for a standalone build.](./media/unity-2021-build-settings-pc-standalone.png)
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1. Select **Switch Platform**.
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1. When pressing **Build** (or 'Build And Run'), you're asked to select some folder where the *.exe* should be stored.
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# [UWP](#tab/UnityUWP)
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1. Open *File > Build Settings*.
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1. Change *Platform* to **Universal Windows Platform**\
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![A screenshot showing the Build Menu, highlighting the chosen platform of 'Universal Windows Platform', the 'Switch Platform' button in Unity 2021 and later.](./media/unity-2021-build-settings-pc.png)
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![A screenshot showing the Build Menu with the settings set for a UWP build.](./media/unity-2021-build-settings-pc.png)
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1. Select **Switch Platform**.
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1. When pressing **Build** (or 'Build And Run'), you're asked to select some folder where the solution should be stored.
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1. Open the generated **Quickstart.sln** with Visual Studio.
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1. Change the configuration to **Release** and **x86**.
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1. Switch the debugger mode to **Local Machine**.\
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![A screenshot showing the Visual Studio and highlighting the 'Solution Configurations' being Release, the 'Solution Platforms' being 'x86' and the 'Debugger mode' being 'Local Machine'.](./media/unity-deploy-config-pc.png)
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![A screenshot showing the Visual Studio configuration and debugger mode](./media/unity-deploy-config-pc.png)
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1. Build the solution.
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---

articles/remote-rendering/quickstarts/deploy-to-hololens.md

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1. Open *File > Build Settings*.
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1. Change *Platform* to **Universal Windows Platform**\
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![A screenshot showing the Build Menu, highlighting the chosen platform of 'Universal Windows Platform', the 'Switch Platform' button in Unity 2021 and later.](./media/unity-2021-build-settings-hl.png)
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![A screenshot showing the Build Menu with the settings set for a UWP build in Unity 2021 or later.](./media/unity-2021-build-settings-hololens.png)
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1. Select **Switch Platform**
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1. When pressing **Build** (or 'Build And Run'), you're asked to select some folder where the solution should be stored
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# [Unity 2020](#tab/Unity2020Build)
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1. Open *File > Build Settings*.
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1. Change *Platform* to **Universal Windows Platform**\
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![A screenshot showing the Build Menu, highlighting the chosen platform of 'Universal Windows Platform', the 'Switch Platform' button in Unity 2020.](./media/unity-2020-build-settings-hl.png)
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![A screenshot showing the Build Menu with the settings set for a UWP build in Unity 2020.](./media/unity-2020-build-settings-hololens.png)
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1. Select **Switch Platform**
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1. When pressing **Build** (or 'Build And Run'), you're asked to select some folder where the solution should be stored
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1. Open the generated **Quickstart.sln** with Visual Studio
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1. Change the configuration to **Release** and **ARM64**
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1. Switch the debugger mode to **Remote Machine**\
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![A screenshot showing the Visual Studio and highlighting the 'Solution Configurations' being Release, the 'Solution Platforms' being 'ARM64' and the 'Debugger mode' being 'Remote Windows Debugger'.](media/unity-deploy-config.png)
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![A screenshot showing the Visual Studio configuration and debugger mode.](media/unity-deploy-config.png)
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1. Build the solution
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1. In the Solution Explorer, select the 'Quickstart' project
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1. Go to *Properties*

articles/remote-rendering/quickstarts/deploy-to-quest.md

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1. Change *Platform* to **Android**
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1. If you want to be able to debug the APK, enable *Development Build*.
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1. Select **Switch Platform**
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![A screenshot showing the Build Menu, highlighting the chosen platform of 'Android', the 'Switch Platform' button, and the setting 'Development Build' in Unity 2020.](media/unity-deploy-config-android.png)
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![A screenshot showing the Build Menu with the settings set for an Android build in Unity.](media/unity-deploy-config-android.png)
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1. When pressing **Build** (or 'Build And Run'), you're asked to select a folder where the APK should be stored.
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1. Once the APK file is finished, it needs to be deployed to your device using `adb`.
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1. Open a command prompt, navigate to the APK file and run `adb install <YourFileName.apk>`
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