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Copy file name to clipboardExpand all lines: Assets/MixedRealityToolkit.SDK/Profiles/MixedRealityControllerConfigurationProfile.md
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A drop down list of supported controllers by the Mixed Reality Toolkit, namely:
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* Windows Mixed Reality
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* Motion Controllers
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* Motion Controllers
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* HoloLens 2 articulated hands
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* HoloLens 1 hands
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* HoloLens 1 clicker
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* OpenVR
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* Default (fallback) controllers
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* Oculus Touch
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* Vive Wand
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* Vive Knuckles (experimental as no one has any, using Unity spec)
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* OpenXR
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* To be supported when there is an OpenXR specification
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* Windows Gaming (these are coming soon*)
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* Arcade stick
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* Gamepad
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* Joystick
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* Racing Wheel
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* Simulator (coming soon)
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* Default (fallback) controllers
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* Oculus Touch
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* Vive Wand
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* Vive Knuckles (experimental)
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* Windows Gaming
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* Gamepad (like Xbox)
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### Handedness
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Which hand is configured for this controller definition
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> Both does not configure all controllers at this time.
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### Use Default model
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For this controller only, use the model for the controller direct from the SDK (where available), so that you don't have to configure a custom model.
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> This overrides the Global Model setting
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For this controller only, use the model for the controller direct from the SDK (where available), so that you don't have to configure a custom model. This overrides the Global Model setting.
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> [!NOTE]
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> This is currently supported on both Windows Mixed Reality and OpenVR, loading any controller models provided by the platform API.
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### Override Model
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Like the Global Model options, allows you to provide a model to be drawn for this specific controller.
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> This overrides the Global Model setting
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Like the Global Model options, allows you to provide a model to be drawn for this specific controller. This overrides the Global Model setting.
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### Interaction Mappings
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The interaction mappings allow you to map logical input actions for use in your project to the various controller inputs available from the physical device.
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If you use Steams Models, we recommend applying the following Prefab transform values to align the controller model when using to align with the users view:
Copy file name to clipboardExpand all lines: Documentation/MixedRealityConfigurationGuide.md
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This can be configured at a "Global" (all instances of a controller for a specific hand) or specific to an individual controller type / hand.
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> [!IMPORTANT]
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> The MRTK does not currently support native SDK's controller models as Unity does not yet provide the capability to load / render gLTF models, which is the default type of models provided by most SDKs. This will be enhanced when this is available.
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The MRTK also supports native SDK controller models for Windows Mixed Reality and OpenVR. These are loaded as GameObjects in your scene and positioned using the platform's controller tracking.
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If your controller representation in the scene needs to be offset from the physical controller position, then simply set that offset against the controller model's prefab (e.g. setting the transform position of the controller prefab with an offset position).
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