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Merge pull request #6893 from keveleigh/header-casing
Update casing in docs headers (phase 1)
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.github/ISSUE_TEMPLATE/bug-report.md

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If applicable, add screenshots to help explain your problem.
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## Your Setup (please complete the following information)
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## Your setup (please complete the following information)
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- Unity Version [e.g. 2018.3.11f1]
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- MRTK Version [e.g. v2.0]
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## Target Platform (please complete the following information)
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## Target platform (please complete the following information)
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- HoloLens
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- HoloLens 2

.github/ISSUE_TEMPLATE/documentation-issue.md

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## Describe the Issue
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## Describe the issue
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A clear and concise what the issue
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## Feature Area
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## Feature area
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What's incorrect? What's missing?
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## Existing Doc Link
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If this is about something in an existing document, please provide link
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## Existing doc link
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If this is about something in an existing document, please provide link
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## Additional context
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Add any other context about the problem here.

.github/issue_template.md

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## Overview
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## Expected Behavior
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## Expected behavior
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## Actual Behavior
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## Actual behavior
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## Steps to reproduce
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_(Links to sample github project preferred)_
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## Unity Editor Version
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## Unity editor version
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## Mixed Reality Toolkit Release Version
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## Mixed Reality Toolkit release version

Assets/MixedRealityToolkit.Examples/Demos/Gltf/Models/Avocado/README.md

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![screenshot](../../../../../../Documentation/Images/gltf/avocado_screenshot.jpg)
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## License Information
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## License information
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[![CC0](http://i.creativecommons.org/p/zero/1.0/88x31.png)](http://creativecommons.org/publicdomain/zero/1.0/)
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To the extent possible under law, Microsoft has waived all copyright and related or neighboring rights to this asset.

Assets/MixedRealityToolkit.Examples/Demos/README.md

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This folder contains a simple demonstration scene showing several of the solver options and how they can be applied in a scene.
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## Standard Shader
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## Standard shader
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The MRTK standard shader is specifically customized for use in Mixed Reality environments and enabling several advanced effects "out of the box".
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Assets/MixedRealityToolkit.Examples/Demos/StandardShader/README.md

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# What is the "MixedRealityToolkit/Standard" shader?
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# MixedRealityToolkit/Standard shader
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The MixedRealityToolkit/Standard shader is a collection of shading techniques for mimicking [**Microsoft's Fluent Design System**](https://fluent.microsoft.com/) within Unity 3D.
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The goal of this shader is to have a single, flexible shader that can achieve visuals similar to Unity's Standard Shader, implement Fluent Design System principles, and remain performant on mixed reality devices.
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## Example Scenes
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## Example scenes
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To explore a Unity scene demonstrating materials which use many of the MixedRealityToolkit/Standard's features open **Scenes\MaterialGallery.unity** within Unity's editor, or deploy to a mixed reality device.
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To compare the Unity Standard shader to the MRTK Standard shader open **Scenes\StandardMaterialComparison.unity** within Unity's editor, or deploy to a mixed reality device.

Assets/MixedRealityToolkit.SDK/Experimental/PulseShader/README.md

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# Pulse Shader
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# Pulse shader
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![MRTK_SpatialMesh_Pulse](https://user-images.githubusercontent.com/13754172/68261851-3489e200-fff6-11e9-9f6c-5574a7dd8db7.gif)
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Assets/MixedRealityToolkit.SDK/Experimental/ScrollingObjectCollection/README.md

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# Scrolling Object Collection
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# Scrolling object collection
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The ScrollingObjectCollection is an Object Collection that natively scrolls 3D objects. It supports scrolling pressable buttons and Interactables as well as non-interactive objects. This collection supports both near and far input. In order to use ScrollingObjectCollection, objects must use the MRTK Standard Shader in order for the clipping effect to work properly.
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## Getting started with Scrolling Object Collection
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## Getting started with scrolling object collection
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For convenience, there are two ScrollingObjectCollection Prefabs available to use. One is configured to work with 32x92mm PressableButton prefabs, and the other is for any object in a 32x32x32mm container.
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Assets/MixedRealityToolkit.SDK/Features/UX/Scripts/Controllers/README.md

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Currently we provide components for:
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## Controller Visualizer
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## Controller visualizer
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Provides a singular function for rendering controller models in a scene, whether it's a generic model for all controller, or controller specific models.
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The framework is flexible enough to allow you to provide offsets to rotate and reposition the model as it's drawn
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> Scaling isn't affected, it's up to you to pre-scale models appropriate to use in your Mixed Reality Scene
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### Controller Visualizer usage
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### Controller visualizer usage
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Using the visualizer is extremely simple, just add it to an existing GameObject in your scene and provided you have configured your controller correctly, they will simply be instantiated into the scene at runtime when controllers are detected.
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* [MixedReality Controller Configuration Profile configuration](../../../../Profiles/MixedRealityControllerConfigurationProfile.md)
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### Controller Visualizer notes
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### Controller visualizer notes
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The controller visualizer is still in active development, new features that will be added in the future include:
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* Ability to interrogate a given model to extract attachment nodes
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* Ability to use Animation configuration for a given model
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* Ability to use animation configuration for a given model
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* Configuration to be able to animate models from actions by animation or change in pose

Assets/MixedRealityToolkit.SDK/Features/UX/Scripts/PressableButtons/README.md

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This folder contains the scripts necessary for making Interactable buttons that support Speech, Far Interaction and Near Interaction (Physical hand pressing)
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## High Level Description
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## High level description
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PhysicalButtonMovement is similar to HandInteractionPress.
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It uses External Object Targeting (EOT) to move an Interactable element along a press direction vector.
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PhysicalButtonMovement needs a large BoxCollider on the Ignore Raycast layer (which it sets automatically)
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It tracks the position of both index tip fingers and uses this to move the button as needed.
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## States and Events
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## States and events
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It then calls into a PhysicalPressEventRouter and calls events related to Touch, Press, Unpress (Default Click), and Untouch.
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## Touch Button & Button Cage
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## Touch button & button cage
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Pressable buttons feature a normally invisible mesh called a 'Button Cage' or a 'Button Box'
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## PhysicalButtonMovement Customization
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## PhysicalButtonMovement customization
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You can customize variables within the PressableButtons, such as the dimensions of the detection box collider.
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