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Merge pull request #6892 from keveleigh/header-standard
Standardize docs headers syntax
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Documentation/Boundary/ConfiguringBoundaryVisualization.md

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![Boundary Visualization General Settings](../../Documentation/Images/Boundary/BoundaryVisualizationGeneralSettings.png)
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**Boundary Height**
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### Boundary Height
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The boundary height indicates the distance above the floor plane at which the boundary ceiling should be rendered. The default value is 3 meters.
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Documentation/Diagnostics/ConfiguringDiagnostics.md

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![Diagnostics General Settings](../../Documentation/Images/Diagnostics/DiagnosticsGeneralSettings.png)
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**Show Diagnostics**
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### Show Diagnostics
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Indicates whether or not the diagnostics system is to display the configured diagnostic options.
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![Diagnostics Profiler Settings](../../Documentation/Images/Diagnostics/DiagnosticsProfilerSettings.png)
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**Show Profiler**
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### Show Profiler
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Indicates whether or not the Visual Profiler is to be displayed.
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**Frame Sample Rate**
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### Frame Sample Rate
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The amount of time, in seconds to collect frames for frame rate calculation. The range is 0 to 5 seconds.
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**Window Anchor**
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### Window Anchor
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To what portion of the view port should the profiler window be anchored. The default value is Lower Center.
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**Window Offset**
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### Window Offset
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The offset, from the center of the view port, to place the Visual Profiler. The offset will be in the direction of the *Window Anchor* property.
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**Window Scale**
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### Window Scale
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Size multiplier applied to the profiler window. For example, setting the value to 2 will double the window size.
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**Window Follow Speed**
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### Window Follow Speed
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The speed at which to move the profiler window to maintain visibility within the view port.
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Documentation/EyeTracking/EyeTracking_TargetSelection.md

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}
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```
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### Example #4: Use hand rays and eye gaze input together!
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### Example #4: Use hand rays and eye gaze input together
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Hand rays take priority over head and eye gaze targeting. This means, if hand rays are enabled, the moment the hands come into view, the hand ray will act as the primary pointer.
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However, there might be situations in which you want to use hand rays while still detecting whether a user is looking at a certain hologram. Easy! Essentially you require two steps:

Documentation/README_AppBar.md

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# App bar #
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# App bar
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![App bar](../Documentation/Images/AppBar/MRTK_AppBar_Main.png)
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App bar is a UI component that is used together with the [bounding box](README_BoundingBox.md) script. It adds button controls to an object with the intent to manipulate it. Using the 'Adjust' button, the bounding box interface for an object can be de- / activated. The "Remove" button should remove the object from the scene.
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## How to use app bar ##
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## How to use app bar
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Drag and drop [AppBar.prefab](https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/UX/Prefabs/AppBar/AppBar.prefab) into the scene hierarchy. In the inspector panel of the component, assign any object with a bounding box as the *Target Bounding Box* to add the app bar to it.
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Documentation/README_BoundingBox.md

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}
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```
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## Inspector properties ##
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## Inspector properties
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**Target Object**
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### Target Object
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This property specifies which object will get transformed by the bounding box manipulation. If no object is set, the bounding box defaults to the owner object.
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**Bounds Override**
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### Bounds Override
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Sets a box collider from the object for bounds computation.
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**Activation Behavior**
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### Activation Behavior
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There are several options to activate the bounding box interface.
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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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### Scale Minimum
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The minimum allowed scale. This property is deprecated and it is preferable to add a [`TransformScaleHandler`](https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/Input/Handlers/TransformScaleHandler.cs) script. If this script is added, the minimum scale will be taken from it instead of from BoundingBox.
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**Scale Maximum**
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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 [`TransformScaleHandler`](https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/Input/Handlers/TransformScaleHandler.cs) script. If this script is added, the maximum scale will be taken from it instead of from BoundingBox.
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**Box Display**
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### Box Display
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Various bounding box visualization options.
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If Flatten Axis is set to *Flatten Auto*, the script will disallow manipulation along the axis with the smallest extent. This results in a 2D bounding box, which is usually used for thin objects.
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**Handles**
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### Handles
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You can assign the material and prefab to override the handle style. If no handles are assigned, they will be displayed in the default style.
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## Events ##
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## Events
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Bounding box provides the following events. The example uses these events to play audio feedback.
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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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## Making an object movable with manipulation handler
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A bounding box can be combined with [`ManipulationHandler.cs`](README_ManipulationHandler.md) to make the object movable using far interaction. The manipulation handler supports both one and two-handed interactions. [Hand tracking](Input/HandTracking.md) can be used to interact with an object up close.
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Documentation/README_Button.md

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<img src="../Documentation/Images/Button/MRTK_PressableButtonCubeRun3.jpg">
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<img src="../Documentation/Images/Button/MRTK_PressableButtonCubeRun4.jpg">
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## Custom Button Examples ##
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## Custom Button Examples
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In the [HandInteractionExample scene](README_HandInteractionExamples.md), you can take a look at the piano and round button examples which are both using `PressableButton`.
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Documentation/README_ExampleHub.md

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# MRTK Examples Hub #
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# MRTK Examples Hub
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![MRTK Examples Hub](../Documentation/Images/ExamplesHub/MRTK_ExamplesHub.png)
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MRTK Examples Hub is a Unity scene that makes it easy to experience multiple scenes. It uses MRTK's Scene System to load & unload the scenes.
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**MRTKExamplesHub.unity** is the container scene that has shared components including ``MixedRealityToolkit`` and ``MixedRealityPlayspace``. **MRTKExamplesHubMainMenu.unity** scene has the cube buttons.
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## Prerequisite ##
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## Prerequisite
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MRTK Examples Hub uses [Scene Transition Service](https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/Extensions/SceneTransitionService/SceneTransitionServiceOverview.html) and related scripts. If you are using MRTK through Unity packages, please import **Microsoft.MixedReality.Toolkit.Unity.Extensions.x.x.x.unitypackage** which is part of the [release packages](https://github.com/microsoft/MixedRealityToolkit-Unity/releases). If you are using MRTK through the repository clone, you should already have **MixedRealityToolkit.Extensions** folder in your project.
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## MRTKExamplesHub Scene and the Scene System ##
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Open **MRTKExamplesHub.unity** which is located at ``MixedRealityToolkit.Examples/Experimental/Demos/ExamplesHub/Scenes/`` It is an empty scene with MixedRealityToolkit, MixedRealityPlayspace and LoadHubOnStartup. This scene is configured to use MRTK's Scene System. Click ``MixedRealitySceneSystem`` under MixedRealityToolkit. It will display the Scene System's information in the Inspector panel.
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## MRTKExamplesHub Scene and the Scene System
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Open **MRTKExamplesHub.unity** which is located at `MixedRealityToolkit.Examples/Experimental/Demos/ExamplesHub/Scenes/` It is an empty scene with MixedRealityToolkit, MixedRealityPlayspace and LoadHubOnStartup. This scene is configured to use MRTK's Scene System. Click `MixedRealitySceneSystem` under MixedRealityToolkit. It will display the Scene System's information in the Inspector panel.
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<br/><br/><img src="../Documentation/Images/ExamplesHub/MRTK_ExamplesHub_Hierarchy.png" width="300">
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<br/><br/><img src="../Documentation/Images/ExamplesHub/MRTK_ExamplesHub_Inspector1.png" width="450">
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<br/><br/><img src="../Documentation/Images/ExamplesHub/MRTK_ExamplesHub_SceneSystem5.png">
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Example of loading multiple scenes.
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## Running the scene ##
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## Running the scene
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The scene works in both Unity's game mode and on device. Run the **MRTKExamplesHub** scene in the Unity editor and use MRTK's input simulation to interact with the scene contents. To build and deploy, simply build **MRTKExamplesHub** scene with other scenes that are included in the Scene System's list. The inspector also makes it easy to add scenes to the Build Settings. In the Building Settings, make sure **MRTKExamplesHub** scene is on the top of the list at index 0.
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<img src="../Documentation/Images/ExamplesHub/MRTK_ExamplesHub_BuildSettings.png" width="450">
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## How MRTKExamplesHub loads a scene ##
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## How MRTKExamplesHub loads a scene
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## Returning to the main menu scene
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<img src="../Documentation/Images/ExamplesHub/MRTK_ExamplesHubToggleFeaturesPanel.png">
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<img src="../Documentation/Images/ExamplesHub/MRTK_ExamplesHubHomeButton.png" width="450">
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Documentation/README_FingertipVisualization.md

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# Fingertip visualization #
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# Fingertip visualization
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![Fingertip visualization](../Documentation/Images/Fingertip/MRTK_FingertipVisualization_Main.png)
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The fingertip affordance helps the user recognize the distance from the target object. The ring shape visual adjusts its size based on the distance from the fingertip to the object. The fingertip visualization is primarily controlled by the [FingerCursor.prefab](https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/UX/Prefabs/Cursors/FingerCursor.prefab) (and script) which is spawned as the cursor prefab of the *PokePointer*. Other components of the visualization include the *ProximityLight* script, and *MixedRealityStandard* shader.
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## How to use the fingertip visualization
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## Example scene
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![Fingertip visualization](../Documentation/Images/Fingertip/MRTK_FingertipVisualization_States.png)
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## Inspector properties
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Documentation/README_HandInteractionExamples.md

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# Hand interaction examples scene #
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# Hand interaction examples scene
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![Hand Interaction Examples](../Documentation/Images/MRTK_Examples.png)
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![Hand Interaction Examples](../Documentation/Images/HandInteractionExamples/MRTK_Examples_PressTouch.png)
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## Bounding box
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![Hand Interaction Examples](../Documentation/Images/HandInteractionExamples/MRTK_Examples_BoundingBox.png)
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![Hand Interaction Examples](../Documentation/Images/HandInteractionExamples/MRTK_Examples_Manipulation.png)
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![Hand Interaction Examples](../Documentation/Images/HandInteractionExamples/MRTK_Examples_Slate.png)
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![Hand Interaction Examples](../Documentation/Images/HandInteractionExamples/MRTK_Examples_Keyboard.png)

Documentation/README_LostTrackingService.md

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Lost Tracking Extension Service provides HoloLens shell style animated visual for the lost tracking state.
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## How to use Lost Tracking Extensions
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<img src="../Documentation/Images/LostTracking/LostTracking_Extensions.png" width="550">
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<img src="../Documentation/Images/LostTracking/LostTracking_Extensions.png" width="550">

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