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Update README_BoundingBox.md
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Documentation/README_BoundingBox.md

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![Bounding box](../Documentation/Images/BoundingBox/MRTK_BoundingBox_Main.png)
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The [`BoundingBox.cs`](https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/UX/Scripts/BoundingBox/BoundingBox.cs) script provides basic functionality for transforming objects in mixed reality. A bounding box will show a cube around the hologram to indicate that it can be interacted with. Handles on the corners and edges of the cube allow scaling or rotating the object. The bounding box also reacts to user input. On HoloLens 2 for example the bounding box responds to finger proximity, providing visual feedback to help perceive the distance from the object. All interactions and visuals can be easily customized.
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The [`BoundingBox.cs`](https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/UX/Scripts/BoundingBox/BoundingBox.cs) script provides basic functionality for transforming objects in mixed reality. A bounding box will show a cube around the hologram to indicate that it can be interacted with. Handles on the corners and edges of the cube allow scaling or rotating the object. The bounding box also reacts to user input. On HoloLens 2, for example, the bounding box responds to finger proximity, providing visual feedback to help perceive the distance from the object. All interactions and visuals can be easily customized.
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For more information please see [Bounding Box and App Bar](https://docs.microsoft.com/windows/mixed-reality/app-bar-and-bounding-box) on Windows Dev Center.
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## Example scene
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You can find examples of Bounding Box configurations in the `BoundingBoxExamples` scene.
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You can find examples of bounding box configurations in the `BoundingBoxExamples` scene.
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<img src="../Documentation/Images/BoundingBox/MRTK_BoundingBox_Examples.png">
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1. Add Box Collider to an object
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2. Assign `BoundingBox` script to an object
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3. Configure options such as 'Activation' methods (see [Inspector properties](#inspector-properties) section below)
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4. (Optional) Assign prefabs and materials for HoloLens 2 style Bounding Box (see [Handle styles](#handle-styles) section below)
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4. (Optional) Assign prefabs and materials for HoloLens 2 style bounding box (see [Handle styles](#handle-styles) section below)
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> [!NOTE]
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> Use *Target Object* and *Bounds Override* field in the inspector to assign specific object and collider in the object with multiple child components.
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bbox.ShowRotationHandleForZ = false;
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```
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1. (Optional) Assign prefabs and materials for HoloLens 2 style Bounding Box. This still requires assignments through the inspector since the materials and prefabs should be dynamically loaded.
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1. (Optional) Assign prefabs and materials for HoloLens 2 style bounding box. This still requires assignments through the inspector since the materials and prefabs should be dynamically loaded.
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> [!NOTE]
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> Using Unity's 'Resources' folder or [Shader.Find]( https://docs.unity3d.com/ScriptReference/Shader.Find.html) for dynamically loading shaders is not recommended since shader permutations may be missing at runtime.
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## Example: Add bounding box around a game object
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To add a bounding box around an object, just add a bounding box component to it:
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To add a bounding box around an object, simply add a bounding box component to it:
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```c#
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private void PutABoxAroundIt(GameObject target)
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There are several options to activate the bounding box interface.
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* *Activate On Start*: Bounding Box becomes visible once the scene is started.
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* *Activate By Proximity*: Bounding Box becomes visible when an articulated hand is close to the object.
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* *Activate By Pointer*: Bounding Box becomes visible when it is targeted by a hand-ray pointer.
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* *Activate Manually*: Bounding Box does not become visible automatically. You can manually activate it through a script by accessing the boundingBox.Active property.
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* *Activate On Start*: Bounding box becomes visible once the scene is started.
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* *Activate By Proximity*: Bounding box becomes visible when an articulated hand is close to the object.
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* *Activate By Pointer*: Bounding box becomes visible when it is targeted by a hand-ray pointer.
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* *Activate Manually*: Bounding box does not become visible automatically. You can manually activate it through a script by accessing the boundingBox.Active property.
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### Scale minimum
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The minimum allowed scale. This property is deprecated and it is preferable to add a [`MinMaxScaleConstraint`](https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/Input/Handlers/MinMaxScaleConstraint.cs) script. If this script is added, the minimum scale will be taken from it instead of from BoundingBox.
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The minimum allowed scale. This property is deprecated and it is preferable to add a [`MinMaxScaleConstraint`](https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/Input/Handlers/MinMaxScaleConstraint.cs) script. If this script is added, the minimum scale will be taken from it instead of from bounding box.
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### Scale maximum
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The maximum allowed scale. This property is deprecated and it is preferable to add a [`MinMaxScaleConstraint`](https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/Input/Handlers/MinMaxScaleConstraint.cs) script. If this script is added, the maximum scale will be taken from it instead of from BoundingBox.
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The maximum allowed scale. This property is deprecated and it is preferable to add a [`MinMaxScaleConstraint`](https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/Input/Handlers/MinMaxScaleConstraint.cs) script. If this script is added, the maximum scale will be taken from it instead of from bounding box.
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### Box display
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![Bounding Box](../Documentation/Images/BoundingBox/MRTK_BoundingBox_HandleStyles1.png)
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Below are the prefabs, materials, and the scaling values for the HoloLens 2 style Bounding Box handles. You can find this example in the `BoundingBoxExamples` scene.
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Below are the prefabs, materials, and the scaling values for the HoloLens 2 style bounding box handles. You can find this example in the `BoundingBoxExamples` scene.
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<img src="../Documentation/Images/BoundingBox/MRTK_BoundingBox_HandleStyles2.png" width="450">
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* **Proximity Effect Active**: Enable proximity-based handle activation
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* **Handle Medium Proximity**: Distance for the 1st step scaling
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* **Handle Close Proximity**: Distance for the 2nd step scaling
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* **Far Scale**: Default scale value of the handle asset when the hands are out of the range of Bounding Box interaction(distance defined above by 'Handle Medium Proximity'. Use 0 to hide handle by default)
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* **Medium Scale**: Scale value of the handle asset when the hands are within the range of the Bounding Box interaction(distance defined above by 'Handle Close Proximity'. Use 1 to show normal size)
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* **Far Scale**: Default scale value of the handle asset when the hands are out of the range of bounding box interaction(distance defined above by 'Handle Medium Proximity'. Use 0 to hide handle by default)
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* **Medium Scale**: Scale value of the handle asset when the hands are within the range of the bounding box interaction(distance defined above by 'Handle Close Proximity'. Use 1 to show normal size)
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* **Close Scale**: Scale value of the handle asset when the hands are within the grab interaction(distance defined above by 'Handle Close Proximity'. Use 1.x to show bigger size)
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## Making an object movable with manipulation handler

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