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Merge remote-tracking branch 'upstream/mrtk_development' into sostel-patch-1
2 parents 8a97c40 + 2a953e3 commit 6dd2086

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Assets/MixedRealityToolkit.SDK/Features/UX/Interactable/Themes/HolographicButtonSeeItSayItLabel.asset

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Animation: {fileID: 0}
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ShaderName:
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Easing:
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Enabled: 0
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Enabled: 1
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Curve:
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serializedVersion: 2
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m_Curve:

Assets/MixedRealityToolkit.SDK/Features/UX/Scripts/AppBar/AppBarButton.cs

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public int DisplayOrder { get { return displayOrder; } }
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public bool Visible { get { return visible; } }
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public bool Visible { get { return gameObject.activeSelf; } }
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[SerializeField]
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private PressableButton button = null;
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private AppBar.ButtonTypeEnum buttonType = AppBar.ButtonTypeEnum.Custom;
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[SerializeField]
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private int displayOrder;
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[SerializeField]
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private bool visible;
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private AppBar parentToolBar;
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private Vector3 targetPosition;
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primaryLabels[i].text = buttonText;
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seeItSayItLabel.text = "Say \"" + buttonText + "\"";
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// TODO use property blocks once Interactable no longer uses instanced materials
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/*if (iconPropertyBlock == null)
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iconPropertyBlock = new MaterialPropertyBlock();
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if (icon.HasPropertyBlock())
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{
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icon.GetPropertyBlock(iconPropertyBlock);
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}
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iconPropertyBlock.SetTexture("_MainTex", buttonIcon);
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icon.SetPropertyBlock(iconPropertyBlock);*/
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icon.material.mainTexture = buttonIcon;
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break;
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}
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}
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private void UpdateButton()
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{
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transform.localPosition = Vector3.Lerp(transform.localPosition, visible ? targetPosition : Vector3.zero, Time.deltaTime * changeSpeed);
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transform.localPosition = Vector3.Lerp(transform.localPosition, Visible ? targetPosition : Vector3.zero, Time.deltaTime * changeSpeed);
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}
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public void SetTargetPosition(Vector3 targetPosition)
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public void SetVisible(bool visible)
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{
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this.visible = visible;
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gameObject.SetActive(visible);
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// Use the interactable theme to make button invisible
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button.enabled = visible;
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interactable.Enabled = visible;
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}
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}
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}

Assets/MixedRealityToolkit.Services/InputSystem/MixedRealityInputSystem.cs

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Assets/MixedRealityToolkit.Services/InputSystem/NearInteractionTouchable.cs

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public static IReadOnlyCollection<NearInteractionTouchable> Instances { get { return instances.AsReadOnly(); } }
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private static readonly List<NearInteractionTouchable> instances = new List<NearInteractionTouchable>();
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public bool ColliderEnabled { get { return !usesCollider || touchableCollider.enabled; } }
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public bool ColliderEnabled { get { return !usesCollider || touchableCollider.enabled && touchableCollider.gameObject.activeInHierarchy; } }
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/// <summary>
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/// Local space forward direction

Documentation/Authors.md

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# Authors
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The Mixed Reality Toolkit is a collaborative project containing contributions from individuals around the world.
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## Special Thanks
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The Mixed Reality Toolkit team would like to extend a special thank you to contributors **Stephen Hodgson** and **Simon Jackson** for contributions above and beyond the call of duty to bring MRTK v2 into reality!
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## Authors
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The Mixed Reality Toolkit v2 is authored by:
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- achaperon
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- Alex Cooper
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- Alexees
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- andreiborodin
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- Cameron-Micka
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- chbecker-ms
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- chrisfromwork
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- cre8ivepark
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- danielhofmann-ms
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- davidkline-ms
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- Ecnassianer
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- Jarodshow
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- Jerome Humbert
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- johnppella
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- JonathanPalmerGD
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- julenka
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- jwittner
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- keveleigh
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- killerantz
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- luis-valverde-ms
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- lukastonneMS
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- MenelvagorMilsom
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- Nakda
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- Nick K.
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- Norbert Nemec
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- paco-ms
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- phosphoer
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- provencher
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- radicalad
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- Railboy
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- ryzngard
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- sgwin
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- SimonDarksideJ
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- sostel
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- stefan.wasserbauer
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- StephenHodgson
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- thalbern
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- wassx
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- witian
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- wiwei
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- Yoyozilla

Documentation/Diagnostics/ConfiguringDiagnostics.md

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## See Also
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- [Diagnostics System](DiagnosticsSystemGettingStarted.md)
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- [Using the Visual Profiler](../TODO.md)
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- [Using the Visual Profiler](UsingVisualProfiler.md)

Documentation/Diagnostics/DiagnosticsSystemGettingStarted.md

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- [Diagnostics API documentation](xref:Microsoft.MixedReality.Toolkit.Diagnostics)
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- [Configuring the Diagnostics System](ConfiguringDiagnostics.md)
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- [Using the Visual Profiler](../TODO.md)
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- [Using the Visual Profiler](UsingVisualProfiler.md)
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Documentation/Diagnostics/UsingVisualProfiler.md

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# Using the Visual Profiler
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<< >>
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The VisualProfiler provides an easy to use, in application view of a mixed reality application's performance. The profiler is supported on all Mixed Reality Toolkit platforms, including:
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- Microsoft HoloLens
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- Microsoft HoloLens 2
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- Windows Mixed Reality Immersive headsets
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- OpenVR
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While developing an application, be sure to focus on multiple parts of the scene as the Visual Profiler displays data relative to the current view.
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> Focus attention on portions of the scene with complex objects, particle effects or activity. These and other factors often contribute to reduction in application performance and a less than ideal user experience.
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## Visual Profiler Interface
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![Visual Profiler Interface](../../External/ReadMeImages/Diagnostics/VisualProfiler.png)
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The Visual Profiler interface includes the following components:
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- [Frame Rate](#frame-rate)
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- [Frame Time](#frame-time)
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- [Frame Graph](#frame-graph)
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- [Memory Utilization](#memory-utilization)
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### Frame Rate
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In the upper left corner of the interface is the frame rate, measured in frames per second. For the best user experience and comfort, this value should be as high as possible.
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The specific platform and hardware configuration will play a significant role in the maximum achievable frame rate. Some common target values include:
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- Microsoft HoloLens: 60
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- Windows Mixed Reality Ultra: 90
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### Frame Time
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To the right of the frame rate is the frame time, in milliseconds, spent on the CPU. To achieve the target frame rates mentioned previously, an application can spend the following amount of time per frame:
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- 60 fps: 16.6 ms
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- 90 fps: 11.1 ms
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> GPU time is planned to be added in a future release.
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### Frame Graph
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The frame graph provides a graphical display of the application frame rate history.
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![Visual Profiler Frame Graph](../../External/ReadMeImages/Diagnostics/VisualProfilerMissedFrames.png)
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> When using the application, look for missed frames. Missed frames indicate the application is not hitting its target frame rate and may need optimization work.
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### Memory Utilization
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The memory utilization display allows for easy understanding of how the current view is impacting an application's memory consumption.
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![Visual Profiler Frame Graph](../../External/ReadMeImages/Diagnostics/VisualProfilerMemory.png)
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> When using application, look for total memory usage. Key indicators include: nearing the memory limit and rapid changes in usage.
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## Customizing the Visual Profiler
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The Visual Profiler's appearance and behavior are customizable via the diagnostics system profile. Please see [Configuring the Diagnostics System](ConfiguringDiagnostics.md) for more information.
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## See Also
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Documentation/toc.yml

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items:
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- name: MRTK v2
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href: ../MRTK-vNext.md
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- name: Authors
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href: Authors.md
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- name: Mixed Reality Services
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href: ../External/Documentation/MixedRealityServices.md
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- name: How-tos
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- name: Upgrading from the HoloToolkit (HTK)
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href: HTKToMRTKPortingGuide.md
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- name: Core Features
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href: TODO.md
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- name: Packages
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href: Packaging/MRTK_Packages.md
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href: InputSystem/HandTracking.md
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- name: Eyes
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href: EyeTracking/EyeTracking_Main.md
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- name: Gaze
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href: TODO.md
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- name: Interactions and UX Building Blocks
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href: TODO.md
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- name: Interactable
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href: README_Interactable.md
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- name: Configuring the Diagnostics System
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href: Diagnostics/ConfiguringDiagnostics.md
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- name: Using the Visual Profiler
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href: TODO.md
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href: Diagnostics/UsingVisualProfiler.md
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- name: Other Features
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href: TODO.md
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- name: QR Tracking
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href: TODO.md
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- name: Spatial Audio
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href: TODO.md
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- name: Advanced topics
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- name: Performance
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href: Performance/PerfGettingStarted.md
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- name: Shared Experiences
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href: TODO.md
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- name: Moving your project from HTK to MRTK
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href: TODO.md
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href: HTKToMRTKPortingGuide.md
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- name: Contributing
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href: ../CONTRIBUTING.md
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items:
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