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Copy file name to clipboardExpand all lines: Documentation/Contributing/ExperimentalFeatures.md
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@@ -42,7 +42,6 @@ See [this PR](https://github.com/microsoft/MixedRealityToolkit-Unity/pull/4532)
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Add an `[Experimental]` attribute above one of your fields to have a small dialog appear in the component editor that mentions your feature is experimental and subject to significant changes.
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### Menus for experimental features should go under "Experimental" sub-menu
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Ensure that experimental features are under "experimental" sub-menus when adding commands to menus in the editor. Here are a few examples:
> The Spatial Awareness layer is disabled in the default GrabPointer prefab provided by MRTK. This is done to reduce performance impact of doing a sphere overlap query with the spatial mesh. You can enable this by modifying the GrabPointer prefab.
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-*Ignore Colliders Not in FOV* - Whether to ignore colliders that may be near the pointer, but not actually in the visual FOV.
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This can prevent accidental grabs, and will allow hand rays to turn on when you may be near
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a grabbable but cannot see it. Visual FOV is defined by cone centered about display center,
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radius equal to half display height.
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a grabbable but cannot see it. The *Visual FOV* is defined via a cone instead of the the typical frustum for performance reasons. This cone is centered and oriented the same as the camera's frustum with a radius equal to half display height(or vertical FOV).
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