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Merge pull request #6889 from keveleigh/remove-inline-html
Remove some inline HTML from MD docs
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Documentation/Input/Pointers.md

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@@ -71,8 +71,7 @@ The *TouchPointer* is responsible for working with Unity Touch input (i.e. touch
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The *MousePointer* powers a screen to world raycast for far interactions, but for mouse instead of touch.
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<img src="../../Documentation/Images/Pointers/MRTK_MousePointer.png" width="400">
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<br/>
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![Mouse pointer](../../Documentation/Images/Pointers/MRTK_MousePointer.png)
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> [!NOTE]
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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.

Documentation/Packaging/MRTK_Packages.md

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The Mixed Reality Toolkit Foundation is the set of code that enables your application to leverage common functionality across Mixed Reality Platforms.
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<img src="../../Documentation/Images/Input/MRTK_Package_Foundation.png" width="350px" style="display:block;"><br/>
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<img src="../../Documentation/Images/Input/MRTK_Package_Foundation.png" width="350px" style="display:block;">
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<sup>MRTK Foundation Package</sup>
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The MRTK Foundation is comprised of:

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)
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**Window** > **Rendering** > **Lighting Settings** > [Uncheck *Real-time Global Illumination*](https://docs.unity3d.com/Manual/GlobalIllumination.html)
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### Depth buffer sharing (HoloLens)

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.
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<img src="../../Documentation/Images/Profiles/input_profile.png" width="650px" style="display:block;"><br/>
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<img src="../../Documentation/Images/Profiles/input_profile.png" width="650px" style="display:block;">
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<sup>Profile Inspector</sup>
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> [!NOTE]

Documentation/README_NearMenu.md

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**1. Add/Remove Buttons**
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Under `ButtonCollection` object, add or remove buttons.
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<br/><img src="../Documentation/Images/NearMenu/MRTK_UX_NearMenu_Custom0.png" width="450">
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Under `ButtonCollection` object, add or remove buttons.
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<img src="../Documentation/Images/NearMenu/MRTK_UX_NearMenu_Custom0.png" width="450">
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**2. Update the Grid Object Collection**
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Click `Update Collection` button in the Inspector of the `ButtonCollection` object. It will update the grid layout.
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<br/><img src="../Documentation/Images/NearMenu/MRTK_UX_NearMenu_Custom1.png">
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Click `Update Collection` button in the Inspector of the `ButtonCollection` object. It will update the grid layout.
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<img src="../Documentation/Images/NearMenu/MRTK_UX_NearMenu_Custom1.png">
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You can configure the number of rows using `Rows` property of the Grid Object Collection.
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<br/><img src="../Documentation/Images/NearMenu/MRTK_UX_NearMenu_Custom2.png">
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You can configure the number of rows using `Rows` property of the Grid Object Collection.
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<img src="../Documentation/Images/NearMenu/MRTK_UX_NearMenu_Custom2.png">
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**3. Adjust the backplate size**
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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.
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<br/><img src="../Documentation/Images/NearMenu/MRTK_UX_NearMenu_Custom3.png" width="450">
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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.
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<img src="../Documentation/Images/NearMenu/MRTK_UX_NearMenu_Custom3.png" width="450">
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*Default size of the HoloLens 2 button is 3.2x3.2 cm (0.032m)
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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.
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![Solver](Images/Solver/TrackedObjectType-Example.gif)
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<br/>
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![Solver](Images/Solver/TrackedObjectType-Example.gif)
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*Example of various properties associated with each TrackedTargetType*
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## How to chain Solvers
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If *MaintainScale* is enabled, then the Solver will utilize the GameObject's default local scale.
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![Core Solver Properties](Images/Solver/GeneralSolverProperties.png)
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<br/>
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![Core Solver Properties](Images/Solver/GeneralSolverProperties.png)
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*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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![Orbital Example](Images/Solver/OrbitalExample.png)
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![Orbital Example](Images/Solver/OrbitalExample.png)
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*Orbital example*
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### RadialView
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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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![RadialView Example](Images/Solver/RadialViewExample.png)
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<br/>
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![RadialView Example](Images/Solver/RadialViewExample.png)
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*RadialView example*
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### InBetween
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![InBetween Example](Images/Solver/InBetweenExample.png)
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![InBetween Example](Images/Solver/InBetweenExample.png)
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*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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![Directional Indicator properties](Images/Solver/DirectionalIndicatorExample.png)
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![Directional Indicator properties](Images/Solver/DirectionalIndicatorExample.png)
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*Directional Indicator properties*
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![Directional Indicator example scene](Images/Solver/DirectionalIndicatorExampleScene.gif)

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