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Merge branch 'rc1_stabilization' of https://github.com/Microsoft/MixedRealityToolkit-Unity into mrtk_development_hl2_PanBugFix
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.gitignore

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Assets/StreamingAssets/GltfModels/
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Assets/StreamingAssets/GltfModels.meta
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Assets/StreamingAssets.meta
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/mrtk_log_mostRecentET.csv

Assets/MixedRealityToolkit.Examples/Demos/EyeTracking.meta

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Assets/MixedRealityToolkit.Examples/Demos/EyeTracking/Demo_BasicSetup.meta

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Assets/MixedRealityToolkit.Examples/Demos/EyeTracking/Demo_BasicSetup/Materials.meta

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Assets/MixedRealityToolkit.Examples/Demos/EyeTracking/Demo_BasicSetup/Materials/EyeGazeCursor.mat.meta

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Assets/MixedRealityToolkit.Examples/Demos/EyeTracking/Demo_BasicSetup/Scripts.meta

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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License. See LICENSE in the project root for license information.
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using Microsoft.MixedReality.Toolkit.Input;
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using UnityEngine;
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namespace Microsoft.MixedReality.Toolkit.Examples.Demos.EyeTracking
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{
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public class ColorTap : MonoBehaviour, IMixedRealityFocusHandler, IMixedRealityPointerHandler
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{
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[SerializeField]
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private MixedRealityInputAction tapAction = MixedRealityInputAction.None;
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[SerializeField]
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private Color color_IdleState = Color.cyan;
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private void Awake()
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{
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}
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void IMixedRealityFocusHandler.OnFocusEnter(FocusEventData eventData)
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{
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}
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void IMixedRealityFocusHandler.OnFocusExit(FocusEventData eventData)
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{
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material.color = color_IdleState;
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}
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void IMixedRealityPointerHandler.OnPointerUp(MixedRealityPointerEventData eventData)
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{
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if (eventData.MixedRealityInputAction == tapAction)
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{
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material.color = color_OnHover;
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}
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}
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void IMixedRealityPointerHandler.OnPointerDown(MixedRealityPointerEventData eventData)
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{
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if (eventData.MixedRealityInputAction == tapAction)
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{
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material.color = color_OnSelect;
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}
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}
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void IMixedRealityPointerHandler.OnPointerClicked(MixedRealityPointerEventData eventData) { }
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}
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}

Assets/MixedRealityToolkit/Inspectors/Utilities/CanvasEditorExtension.cs.meta renamed to Assets/MixedRealityToolkit.Examples/Demos/EyeTracking/Demo_BasicSetup/Scripts/ColorTap.cs.meta

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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License. See LICENSE in the project root for license information.
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using UnityEngine;
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namespace Microsoft.MixedReality.Toolkit.Examples.Demos.EyeTracking
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{
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/// <summary>
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/// Sample for allowing the game object that this script is attached to follow the user's eye gaze
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/// at a given distance of "DefaultDistanceInMeters".
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/// </summary>
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public class FollowEyeGaze_GazeProvider : MonoBehaviour
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{
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[Tooltip("Display the game object along the eye gaze ray at a default distance (in meters).")]
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[SerializeField]
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private float defaultDistanceInMeters = 2f;
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private void Update()
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{
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if (MixedRealityToolkit.InputSystem?.GazeProvider != null)
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{
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gameObject.transform.position = MixedRealityToolkit.InputSystem.GazeProvider.GazeOrigin + MixedRealityToolkit.InputSystem.GazeProvider.GazeDirection.normalized * defaultDistanceInMeters;
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}
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}
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}
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}

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