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> Mouse support is not available by default in MRTK but can be enabled by adding a new *Input Data Provider* of type [`MouseDeviceManager`](xref:Microsoft.MixedReality.Toolkit.Input.UnityInput.MouseDeviceManager) to the MRTK input profile and assigning the [`MixedRealityMouseInputProfile`](xref:Microsoft.MixedReality.Toolkit.Input.MixedRealityMouseInputProfile) to the data provider.
Copy file name to clipboardExpand all lines: Documentation/Performance/PerfGettingStarted.md
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Unity provides [presets to control quality](https://docs.unity3d.com/Manual/class-QualitySettings.html) of rendering for each platform endpoint. These presets control what graphical features can be enabled such as shadows, anti-aliasing, global illumination, and more. It is recommended to lower these settings and optimize the number of calculations performed during rendering.
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*Step 1:* Update mixed reality Unity projects to use the *Low Quality* level setting <br/>
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*Step 1:* Update mixed reality Unity projects to use the *Low Quality* level setting
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**Edit** > **Project Settings**, then select the **Quality** category > Select *Low Quality* for the UWP Platform
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*Step 2:* For every Unity scene file, disable [real-time Global Illumination](https://docs.unity3d.com/Manual/LightMode-Realtime.html)<br/>
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*Step 2:* For every Unity scene file, disable [real-time Global Illumination](https://docs.unity3d.com/Manual/LightMode-Realtime.html)
Copy file name to clipboardExpand all lines: Documentation/Profiles/Profiles.md
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For example, the Input system's behavior is governed by an [input system profile object](https://github.com/microsoft/MixedRealityToolkit-Unity/blob/mrtk_development/Assets/MixedRealityToolkit.SDK/Profiles/DefaultMixedRealityInputSystemProfile.asset). It's highly recommended to always modify the profile ScriptableObject assets via the in-editor inspector.
Adjust the size of the `Quad` under `Backplate` object. The width and height of the backplate should be 0.032 * [Number of the buttons + 1]. For example, if you have 3 x 2 buttons, the width of the backplate is 0.032 * 4 and the height is 0.032 * 3. You can directly put this expression into the Unity's field.
Adjust the size of the `Quad` under `Backplate` object. The width and height of the backplate should be 0.032 * [Number of the buttons + 1]. For example, if you have 3 x 2 buttons, the width of the backplate is 0.032 * 4 and the height is 0.032 * 3. You can directly put this expression into the Unity's field.
Copy file name to clipboardExpand all lines: Documentation/README_Solver.md
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> [!NOTE]
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> For both *ControllerRay* and *HandJoint* types, the solver handler will attempt to provide the left controller/hand transform first and then the right if the former is not available or unless the `TrackedHandedness` property specifies otherwise.
*Common properties inherited by all Solver components*
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### Orbital
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Developers can modify this fixed offset to keep menus or other scene components at eye-level or at waist level etc. around a user. This is done by modifying the *Local Offset* and *World Offset* properties. The *Orientation Type* property determines the rotation applied to the object if it should maintain its original rotation or always face the camera or face whatever transform is driving its position etc.
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Generally, the [`RadialView`](xref:Microsoft.MixedReality.Toolkit.Utilities.Solvers.RadialView) is used in conjunction with *Tracked Target Type* set to [`Head`](xref:Microsoft.MixedReality.Toolkit.Utilities.TrackedObjectType.Head) so that the component follows the user's gaze. However, this component can function to be kept in *"view"* of any *Tracked Target Type*.
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The `PartwayOffset` defines where along the line between two transforms the object shall be placed with 0.5 as halfway, 1.0 at the first transform, and 0.0 at the second transform.
*Example of using InBetween solver to keep object between two transforms*
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### SurfaceMagnetism
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**Visibility Scale Factor* - Multiplier to increase or decrease the FOV that determines if the *Directional Target* point is viewable or not
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**View Offset* - From the viewpoint of the frame of reference (i.e camera possibly), this property defines how far in the indicator direction should the object be from the center of the viewport.
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