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Copy file name to clipboardExpand all lines: Documentation/EyeTracking/EyeTracking_TargetSelection.md
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```
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### Example #4: Use hand rays and eye gaze input together!
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### Example #4: Use hand rays and eye gaze input together
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Hand rays take priority over head and eye gaze targeting. This means, if hand rays are enabled, the moment the hands come into view, the hand ray will act as the primary pointer.
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However, there might be situations in which you want to use hand rays while still detecting whether a user is looking at a certain hologram. Easy! Essentially you require two steps:
App bar is a UI component that is used together with the [bounding box](README_BoundingBox.md) script. It adds button controls to an object with the intent to manipulate it. Using the 'Adjust' button, the bounding box interface for an object can be de- / activated. The "Remove" button should remove the object from the scene.
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## How to use app bar ##
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## How to use app bar
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Drag and drop [AppBar.prefab](https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/UX/Prefabs/AppBar/AppBar.prefab) into the scene hierarchy. In the inspector panel of the component, assign any object with a bounding box as the *Target Bounding Box* to add the app bar to it.
Theminimumallowedscale. Thispropertyisdeprecatedanditispreferabletoadda [`TransformScaleHandler`](https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/Input/Handlers/TransformScaleHandler.cs) script. If this script is added, the minimum scale will be taken from it instead of from BoundingBox.
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**ScaleMaximum**
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### Scale Maximum
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Themaximumallowedscale. Thispropertyisdeprecatedanditispreferabletoadda [`TransformScaleHandler`](https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/Input/Handlers/TransformScaleHandler.cs) script. If this script is added, the maximum scale will be taken from it instead of from BoundingBox.
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***MediumScale**:ScalevalueofthehandleassetwhenthehandsarewithintherangeoftheBoundingBoxinteraction(distancedefinedaboveby'Handle Close Proximity'. Use1toshownormalsize)
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***CloseScale**:Scalevalueofthehandleassetwhenthehandsarewithinthegrabinteraction(distancedefinedaboveby'Handle Close Proximity'. Use1.xtoshowbiggersize)
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## Making an object movable with manipulation handler ##
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## Making an object movable with manipulation handler
In the [HandInteractionExample scene](README_HandInteractionExamples.md), you can take a look at the piano and round button examples which are both using `PressableButton`.
MRTK Examples Hub is a Unity scene that makes it easy to experience multiple scenes. It uses MRTK's Scene System to load & unload the scenes.
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**MRTKExamplesHub.unity** is the container scene that has shared components including ``MixedRealityToolkit`` and ``MixedRealityPlayspace``. **MRTKExamplesHubMainMenu.unity** scene has the cube buttons.
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## Prerequisite ##
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## Prerequisite
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MRTK Examples Hub uses [Scene Transition Service](https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/Extensions/SceneTransitionService/SceneTransitionServiceOverview.html) and related scripts. If you are using MRTK through Unity packages, please import **Microsoft.MixedReality.Toolkit.Unity.Extensions.x.x.x.unitypackage** which is part of the [release packages](https://github.com/microsoft/MixedRealityToolkit-Unity/releases). If you are using MRTK through the repository clone, you should already have **MixedRealityToolkit.Extensions** folder in your project.
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## MRTKExamplesHub Scene and the Scene System ##
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Open **MRTKExamplesHub.unity** which is located at ``MixedRealityToolkit.Examples/Experimental/Demos/ExamplesHub/Scenes/`` It is an empty scene with MixedRealityToolkit, MixedRealityPlayspace and LoadHubOnStartup. This scene is configured to use MRTK's Scene System. Click ``MixedRealitySceneSystem`` under MixedRealityToolkit. It will display the Scene System's information in the Inspector panel.
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## MRTKExamplesHub Scene and the Scene System
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Open **MRTKExamplesHub.unity** which is located at `MixedRealityToolkit.Examples/Experimental/Demos/ExamplesHub/Scenes/` It is an empty scene with MixedRealityToolkit, MixedRealityPlayspace and LoadHubOnStartup. This scene is configured to use MRTK's Scene System. Click `MixedRealitySceneSystem` under MixedRealityToolkit. It will display the Scene System's information in the Inspector panel.
The scene works in both Unity's game mode and on device. Run the **MRTKExamplesHub** scene in the Unity editor and use MRTK's input simulation to interact with the scene contents. To build and deploy, simply build **MRTKExamplesHub** scene with other scenes that are included in the Scene System's list. The inspector also makes it easy to add scenes to the Build Settings. In the Building Settings, make sure **MRTKExamplesHub** scene is on the top of the list at index 0.
To return to the main menu scene (MRTKExamplesHubMainMenu scene), you can use the same Scene System `LoadContent()` method. The **ToggleFeaturesPanelExamplesHub.prefab** provides the 'Home' button which contains the **LoadContentScene** script. Use this prefab or provide a custom home button in each scene to allow the user to return to the main scene. One can put the **ToggleFeaturesPanelExamplesHub.prefab** in the **MRTKExamplesHub** scene to make it always visible since **MRTKExamplesHub** is a shared container scene. Make sure to hide/deactivate **ToggleFeaturesPanel.prefab** in each example scene.
The fingertip affordance helps the user recognize the distance from the target object. The ring shape visual adjusts its size based on the distance from the fingertip to the object. The fingertip visualization is primarily controlled by the [FingerCursor.prefab](https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/UX/Prefabs/Cursors/FingerCursor.prefab) (and script) which is spawned as the cursor prefab of the *PokePointer*. Other components of the visualization include the *ProximityLight* script, and *MixedRealityStandard* shader.
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## How to use the fingertip visualization ##
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## How to use the fingertip visualization
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By default the fingertip visualization will work in any Unity scene that is configured to spawn a FingerCursor. Spawning of the FingerCursor occurs in the *DefaultMixedRealityToolkitConfigurationProfile* under:
At a high level the fingertip visualization works by using a proximity light to project a colored gradient on any nearby surfaces that accept proximity lights. The finger cursor then looks for any nearby interactable surfaces, which are determined by parent `IMixedRealityNearPointer(s)`, to align the finger ring with a surface as the finger moves towards a surface. As a finger approaches a surface the finger ring is also dynamically animated using the round corner properties of the MixedRealityStandard shader.
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## Example scene ##
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## Example scene
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You can find fingertip visualization examples in almost any scene that works with articulated hands, but is prominent in the [HandInteractionExample scene](README_HandInteractionExamples.md).
Many of the finger cursor properties are inherited from the base cursor class. Important properties include the far / near surface margins and widths which drive the finger ring animation in the MixedRealityStandard shader. For other properties please hover over the inspector tool tips.
Copy file name to clipboardExpand all lines: Documentation/README_LostTrackingService.md
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Lost Tracking Extension Service provides HoloLens shell style animated visual for the lost tracking state.
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## How to use Lost Tracking Extensions ##
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In MRTK Profile, add **Lost Tracking Service** to the Extensions. Assign **DefaultLostTrackingServiceProfile** which includes **LostTrackingVisualPrefab**.
In MRTK Profile, add **Lost Tracking Service** to the Extensions. Assign **DefaultLostTrackingServiceProfile** which includes **LostTrackingVisualPrefab**.
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