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Michael Zappe
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A bit more custom-models.md improvements
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articles/remote-rendering/tutorials/unity/custom-models/custom-models.md

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@@ -34,13 +34,13 @@ The [official guide](https://learn.microsoft.com/training/modules/learn-mrtk-tut
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## Import assets used by this tutorial
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Starting in this chapter, we'll implement a basic [model-view-controller pattern](https://en.wikipedia.org/wiki/Model%E2%80%93view%E2%80%93controller) for much of the material covered. The *model* part of the pattern is the Azure Remote Rendering specific code and the state management related to Azure Remote Rendering. The *view* and *controller* parts of the pattern are implemented using MRTK assets and some custom scripts. It's possible to use the *model* in this tutorial without the *view-controller* implemented here. This separation allows you to easily integrate the code found in this tutorial into your own application where it will take over the *view-controller* part of the design pattern.
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Starting in this chapter, we'll implement a basic [model-view-controller pattern](https://en.wikipedia.org/wiki/Model%E2%80%93view%E2%80%93controller) for much of the material covered. The *model* part of the pattern is the Azure Remote Rendering specific code and the state management related to Azure Remote Rendering. The *view* and *controller* parts of the pattern are implemented using MRTK assets and some custom scripts. It's possible to use the *model* in this tutorial without the *view-controller* implemented here. This separation allows you to easily integrate the code found in this tutorial into your own application where it takes over the *view-controller* part of the design pattern.
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With the introduction of MRTK, there are many scripts, prefabs, and assets that can now be added to the project to support interactions and visual feedback. These assets referred to as the **Tutorial Assets**, are bundled into a [Unity Asset Package](https://docs.unity3d.com/Manual/AssetPackages.html), which is included in the [Azure Remote Rendering GitHub](https://github.com/Azure/azure-remote-rendering) in '\Unity\TutorialAssets\TutorialAssets.unitypackage'.
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1. Clone or download the git repository [Azure Remote Rendering](https://github.com/Azure/azure-remote-rendering), if downloading extract the zip to a known location.
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2. In your Unity project, choose *Assets -> Import Package -> Custom Package*.
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3. In the file explorer, navigate to the directory where you cloned or unzipped the Azure Remote Rendering repository, then select the '.unitypackage' found in **Unity -> TutorialAssets -> TutorialAssets.unitypackage**
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3. In the file explorer, navigate to the directory where you cloned or unzipped the Azure Remote Rendering repository, then select the *.unitypackage* found in **Unity -> TutorialAssets -> TutorialAssets.unitypackage**
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4. Select the **Import** button to import the contents of the package into your project.
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5. In the Unity Editor, select *Mixed Reality Toolkit -> Utilities -> Upgrade MRTK Standard Shader for Lightweight Render Pipeline* from the top menu bar and follow the prompts to upgrade the shader.
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1. In the Inspector, under the **MixedRealityToolkit** component, switch the configuration profile to *ARRMixedRealityToolkitConfigurationProfile*.
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1. Press *Ctrl+S* to save your changes.
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This will configure MRTK, primarily, with the default HoloLens 2 profiles. The provided profiles are preconfigured in the following ways:
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This configures MRTK, primarily, with the default HoloLens 2 profiles. The provided profiles are preconfigured in the following ways:
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- Turn off the profiler (Press 9 to toggle it on/off, or say "Show/Hide Profiler" on device).
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- Turn off the eye gaze cursor.
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- Enable Unity mouse clicks, so you can click MRTK UI elements with the mouse instead of the simulated hand.
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## Manage model state
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We need a new script called **RemoteRenderedModel** that is for tracking state, responding to events, firing events, and configuration. Essentially, **RemoteRenderedModel** stores the remote path for the model data in `modelPath`. It listens for state changes in the **RemoteRenderingCoordinator** to see if it should automatically load or unload the model it defines. The GameObject that has the **RemoteRenderedModel** attached to it is the local parent for the remote content.
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We need a new script called **RemoteRenderedModel** that is for tracking state, responding to events, firing events, and configuration. Essentially, **RemoteRenderedModel** stores the remote path for the model data in `modelPath`. It listens for state changes in the **RemoteRenderingCoordinator** to see if it should automatically load or unload the model it defines. The GameObject that has the **RemoteRenderedModel** attached to it's the local parent for the remote content.
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Notice that the **RemoteRenderedModel** script implements **BaseRemoteRenderedModel**, included from **Tutorial Assets**. This connection allows the remote model view controller to bind with your script.
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```
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In the most basic terms, **RemoteRenderedModel** holds the data needed to load a model (in this case the SAS or *builtin://* URI) and tracks the remote model state. When it's time to load, the `LoadModel` method is called on **RemoteRenderingCoordinator**, and the Entity containing the model is returned for reference and unloading.
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In the most basic terms, **RemoteRenderedModel** holds the data needed to load a model (in this case the SAS or *builtin://* URI) and tracks the remote model state. When it's time to load model, the `LoadModel` method is called on **RemoteRenderingCoordinator**, and the Entity containing the model is returned for reference and unloading.
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## Load the Test Model
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Let's test the new script by loading the test model again. For this we need a Game Object to contain the script and be a parent to the test model, and we also need a virtual stage that contains the model. The stage stays fixed relative to the real world using a [WorldAnchor](/windows/mixed-reality/develop/unity/spatial-anchors-in-unity?tabs=worldanchor). We use a fixed stage so that the model itself can still be moved around later on.
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Let's test the new script by loading the test model again. For this, we need a Game Object to contain the script and be a parent to the test model, and we also need a virtual stage that contains the model. The stage stays fixed relative to the real world using a [WorldAnchor](/windows/mixed-reality/develop/unity/spatial-anchors-in-unity?tabs=worldanchor). We use a fixed stage so that the model itself can still be moved around later on.
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1. Create a new empty Game Object in the scene and name it **ModelStage**.
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2. Add a World Anchor component to **ModelStage**

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