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Documentation/Contributing/CONTRIBUTING.md

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- **Documentation issue** - Issue with the Mixed Reality Toolkit [documentation](https://microsoft.github.io/MixedRealityToolkit-Unity)
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- **Feature request** - Proposal for a new Mixed Reality Toolkit feature
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## Proposing Feature Requests
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## Proposing feature requests
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When requesting a new Mixed Reality Toolkit feature, it is important to document the customer benefit / problem to be solved. Once submitted, a feature request will be reviewed and discussed on GitHub. We encourage open and constructive discussion of each feature proposal to ensure that the work is beneficial to a large segment of customers.
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Documentation/Contributing/CodingGuidelines.md

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All your code should work by BOTH adding a component to a GameObject in a saved scene, and by instantiating that component in code. Tests should include a test case both for instantiating prefabs and instantiating, configuring the component at runtime.
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### Play-In-Editor is your first and primary target platform
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### Play-in-editor is your first and primary target platform
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Play-In-Editor is the fastest way to iterate in Unity. Providing ways for our customers to iterate quickly allows them to both develop solutions more quickly and try out more ideas. In other words, maximizing the speed of iteration empowers our customers to achieve more.
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When you fix a bug, write a test to ensure it does not regress in the future. If adding a feature, write tests that verify your feature works. This is required for all UX features except experimental features.
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## Coding Conventions
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## Coding conventions
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### Script license information headers
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// Licensed under the MIT License.
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```
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### Function / Method summary headers
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### Function / method summary headers
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All public classes, structs, enums, functions, properties, fields posted to the MRTK should be described as to its purpose and use, exactly as shown below:
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public class MyNewComponent : MonoBehaviour
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```
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### Spaces vs Tabs
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### Spaces vs tabs
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Please be sure to use 4 spaces instead of tabs when contributing to this project.
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}
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```
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### Naming Conventions
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### Naming conventions
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Always use `PascalCase` for public / protected / virtual properties, and `camelCase` for private properties and fields. The only exception to this is for data structures that require the fields to be serialized by the `JsonUtility`.
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private string myProperty;
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```
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### Access Modifiers
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### Access modifiers
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Always declare an access modifier for all fields, properties and methods.
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protected virtual void FooBar() { }
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```
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### Use Braces
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### Use braces
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Always use braces after each statement block, and place them on the next line.
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}
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```
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### Initialize Enums
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### Initialize enums
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To ensure all enums are initialized correctly starting at 0, .NET gives you a tidy shortcut to automatically initialize the enum by just adding the first (starter) value. (e.g Value 1 = 0 Remaining values are not required)
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}
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```
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### Order Enums for appropriate extension
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### Order enums for appropriate extension
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It is critical that if an Enum is likely to be extended in the future, to order defaults at the top of the Enum, this ensures Enum indexes are not affected with new additions.
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}
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### Review Enum use for Bitfields
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### Review enum use for bitfields
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If there is a possibility for an enum to require multiple states as a value, e.g. Handedness = Left & Right. Then the Enum needs to be decorated correctly with BitFlags to enable it to be used correctly
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}
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## Best Practices, including Unity recommendations
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## Best practices, including Unity recommendations
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Some of the target platforms of this project require to take performance into consideration. With this in mind always be careful when allocating memory in frequently called code in tight update loops or algorithms.
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Documentation/Contributing/ExperimentalFeatures.md

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# Experimental Features
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# Experimental features
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Some features the MRTK team works on appear to have a lot of initial value even if we haven’t fully fleshed out the details. For these types of features, we want the community to get a chance to see them early. Because they are early in the cycle, we label them as experimental to indicate that they are still evolving, and subject to change over time.
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> [!NOTE]
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> We considered not having a single Experimental root folder and instead putting Experimental under say `MRTK.Examples/HandTracking/Scenes/Experimental/HandBasedMenuExample.unity`. We decided to go with folders at the base to make the experimental features easier to discover.
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### Experimental Code should be in a special namespace
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### Experimental code should be in a special namespace
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Ensure that the experimental code lives in an experimental namespace that matches the non-experimental location. For example,
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if your component is part of solvers at `Microsoft.MixedReality.Toolkit.Utilities.Solvers`, its namespace should be `Microsoft.MixedReality.Toolkit.Experimental.Utilities.Solvers`.
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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:
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Adding a top-level menu command:
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```csharp
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```c#
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Changes outside of these folders should be treated very carefully. If your experimental feature must include changes to MRTK core code, consider splitting out MRTK changes into a separate pull request that includes tests and documentation.
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### Using you experimental feature should not impact people's ability to use core controls
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### Using your experimental feature should not impact people's ability to use core controls
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Most people use core UX components like the button, ManipulationHandler and Interactable very frequently. They will likely not use your experimental feature if it prevents them from using buttons.
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Using your component should not break buttons, ManipulationHandler, BoundingBox, or interactable.
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For example, in [this ScrollableObjectCollection PR](https://github.com/microsoft/MixedRealityToolkit-Unity/pull/6001), adding a ScrollableObjectCollection caused people to not be able to use the HoloLens button prefabs. Even though this was not caused by a bug in the PR (but rather exposed an existing bug), it prevented the PR from getting checked in.
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### Provide and example scene that demonstrates how to use the feature
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### Provide an example scene that demonstrates how to use the feature
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Test your example scene on your target platform, make sure it works as expected. Make sure your feature also works in editor, so people can rapidly iterate and see your feature even if they don’t have the target platform.
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## Graduating experimental code into MRTK code
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## Graduating experimental code into MRTK code
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If a feature ends up seeing quite a lot of use, then we should graduate it into core MRTK code. To do this, the feature should have tests, documentation, and an example scene.
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Documentation/Contributing/Feature_Contribution_Process.md

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# Feature Contribution Process
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# Feature contribution process
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> [!WARNING]
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> 10/1/2019: This page is deprecated because it provides guidelines for contributing very large systems to MRTK before the 2.0 release. After the 2.0 release, large changes need to be performed more carefully, and the process for this is not yet decided. We expect most MRTK contributions to have much smaller changes than what is covered here.
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5. [Submit a PR Implementing any required SDK components](#sdk-implementation)
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6. [Submit a PR Implementing feature demos or full scale Examples](#example-implementation)
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### New Proposal
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### New proposal
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Start by opening a new Proposal or Task describing the feature or the problem you want to solve. Describe the approach and how it fits into the version of the Mixed Reality Toolkit you're targeting. This will enable everyone have a discussion about the proposal and, hopefully, identify some potential pitfalls before any work is started.
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New Proposals will be reviewed and discussed during our weekly ship room meetings and if a proposal is accepted, supplemental tasks will then be created and assigned.
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### Architecture draft
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The first task once the initial proposal has been accepted, will be to draft the initial architecture document for the feature or work to be done. This document should typically be one or two pages long and include a high level overview of the feature and how it will relate to other parts of the Mixed Reality Toolkit.
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Once the draft is completed, this can be appended to the Proposal / Task issue on GitHub for final public review.
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### Architecture documentation
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Once the draft architecture is accepted, additional pull requests can be made to submit the final full architecture documents to the repository.
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Development can begin in your own private branch and complete as normal, however, the PR's submitted back to the core MRTK project should be submitted in stages to ensure the review and approval is as smooth as it can be (and ensure core changes do not impact other features)
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### Core implementation
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### SDK implementation
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### Example implementation
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## New feature requirements
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1. [The Feature Manager](#manager-implementation-requirements)
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2. [The Event Data](#event-data-implementation-requirements) (Optional)
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Documentation/Contributing/PullRequests.md

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# Pull Requests
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# Pull requests
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## Prerequisites
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> [!IMPORTANT]
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> If you are a Microsoft employee and are not a member of the [Microsoft organization on GitHub](https://github.com/Microsoft), please link your Microsoft and GitHub accounts on corpnet by visiting [Open Source at Microsoft](https://opensource.microsoft.com/) before you start your pull request. There's some process stuff you'll need to do ahead of time.
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## Creating a pull request
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When you are ready to submit a pull request, [create a pull request](https://github.com/microsoft/MixedRealityToolkit-Unity/compare/mrtk_development...mrtk_development?expand=1) targeting the [mrtk_development](https://github.com/microsoft/mixedrealitytoolkit-unity/tree/mrtk_development) branch.
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## Pull request guidelines
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Documentation/Contributing/Roadmap.md

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This document outlines the roadmap of the Mixed Reality Toolkit.
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## Current release
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[Microsoft Mixed Reality Toolkit v2.1.0](https://github.com/Microsoft/MixedRealityToolkit-Unity/releases/tag/v2.1.0)
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| Product | Description | Timeline | Project board |
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Release details, including backlog items, can be found on the [GitHub milestone pages](https://github.com/Microsoft/MixedRealityToolkit-Unity/milestones). The complete set of open issues can also be found on [GitHub](https://github.com/microsoft/MixedRealityToolkit-Unity/issues).
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Documentation/Contributing/UnitTests.md

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To ensure MRTK is reliable, MRTK has a set of tests to ensure that changes to the code does not regress existing behavior. Having good test coverage in a big codebase like MRTK is crucial for stability and having confidence when making changes.
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MRTK's CI will build MRTK in all configurations and run all edit and play mode tests. CI can be triggered by posting a comment on the github PR `/azp run mrtk_pr` if the user has sufficient rights. CI runs can be seen in the 'checks' tab of the PR.
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Documentation/CrossPlatform/UsingARFoundation.md

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Documentation/DetectingPlatformCapabilities.md

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