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Merge pull request #6901 from keveleigh/header-casing-4
Header capitalization phase 4
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Documentation/README_NearMenu.md

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# Near Menu
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# Near menu
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![Near Menu](../Documentation/Images/NearMenu/MRTK_UX_NearMenu.png)
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Documentation/README_ObjectCollection.md

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![Object collection](../Documentation/Images/ObjectCollection/MRTK_ObjectCollectionScript.png)
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## `GridObjectCollection` Content Alignment
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## `GridObjectCollection` content alignment
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The content in a GridObjectCollection can be aligned so that the parent object is anchored to the top/middle/bottom and left/center/right of the collection. Use the **anchor** property to specify content alignment.
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## `GridObjectCollection` Layout Order
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## `GridObjectCollection` layout order
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Use the **Layout** field to specify the row / column order that children are laid out:
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Documentation/README_Slate.md

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<img src="../Documentation/Images/Slate/MRTK_Slate_Structure.png" width="650">
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## Bounding Box
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## Bounding box
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A slate control contains a bounding box script for scaling and rotating. For more information on bounding box, please see the [Bounding box](README_BoundingBox.md) page.
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Documentation/README_Sliders.md

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You can find examples in the **SliderExample** scene under:
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[MixedRealityToolkit.Examples/Demos/UX/Slider/Scenes/](/Assets/MixedRealityToolkit.Examples/Demos/UX/Slider/Scenes)
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## How to use Sliders
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## How to use sliders
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Drag and drop the **PinchSlider** prefab into the scene hierarchy. If you want to modify or create your own slider, remember to do the following:
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- TrackVisuals - Containing the track and any other visuals
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- OtherVisuals - Containing any other visuals
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## Slider Events
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## Slider events
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Sliders expose the following events:
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- OnHoverEntered - Called when the user's hand / controller hovers over the slider, using either near or far interaction.
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- OnHoverExited - Called when the user's hand / controller is no longer near the slider.
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## Configuring Slider Bound and Axis
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## Configuring slider bound and axis
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You can directly move the starting and end points of the slider by moving the handles in the Scene:
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Documentation/README_Solver.md

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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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## How to chain solvers
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It is possible to add multiple `Solver` components to the same GameObject thus chaining their algorithms. The `SolverHandler` components handles updating all solvers on the same GameObject. By default the `SolverHandler` calls `GetComponents<Solver>()` on Start which will return the Solvers in the order that they appear in the inspector.
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> [!NOTE]
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> Developers can modify the order of execution of Solvers by setting the `SolverHandler.Solvers` property directly.
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## How to create a new Solver
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## How to create a new solver
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All solvers must inherit from the abstract base class, [`Solver`](xref:Microsoft.MixedReality.Toolkit.Utilities.Solvers.Solver). The primary requirements of a Solver extension involves overriding the `SolverUpdate` method. In this method, developers should update the inherited `GoalPosition`, `GoalRotation` and `GoalScale` properties to the desired values. Furthermore, it is generally valuable to leverage `SolverHandler.TransformTarget` as the frame of reference desired by the consumer.
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## Solver implementation guides
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### Common Solver properties
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### Common solver properties
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Every Solver component has a core-set of identical properties that control the core Solver behavior.
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Finally, surfaces farther than the `MaxRaycastDistance` property setting will be ignored by the `SurfaceMagnetism` raycasts.
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### Hand Menu with HandConstraint and HandConstraintPalmUp
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### Hand menu with HandConstraint and HandConstraintPalmUp
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![Hand Menu UX Example](Images/Solver/MRTK_UX_HandMenu.png)
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* *OnFirstHandDetected*: occurs when the hand tracking state changes from no hands in view, to the first hand in view.
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* *OnLastHandLost*: occurs when the hand tracking state changes from at least one hand in view, to no hands in view.
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## Experimental Solvers
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## Experimental solvers
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These solvers are available in MRTK but are currently experimental. Their APIs and functionality are subject to change. Furthermore, their robustness and quality may be lower than standard features.
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### Directional Indicator
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### Directional indicator
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The [`DirectionalIndicator`](xref:Microsoft.MixedReality.Toolkit.Experimental.Utilities.DirectionalIndicator) class is a tag-along component that orients itself to the direction of a desired point in space.
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Documentation/README_TextPrefab.md

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# Text Prefab
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# Text prefab
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These prefabs are optimized for the rendering quality in Windows Mixed Reality. For more information, please read the guideline [Text in Unity](https://docs.microsoft.com/windows/mixed-reality/text-in-unity) on Microsoft Windows Dev Center.
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#### [3DTextPrefab.prefab](https://github.com/microsoft/MixedRealityToolkit-Unity/tree/mrtk_development/Assets/MixedRealityToolkit.SDK/StandardAssets/Prefabs/Text)

Documentation/ReleaseNotes.md

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# Microsoft Mixed Reality Toolkit Release Notes
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# Microsoft Mixed Reality Toolkit release notes
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- [Version 2.2.0](#version-220)
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- [Version 2.1.0](#version-210)

Documentation/Rendering/MaterialInstance.md

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# Material Instance
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# Material instance
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The [`MaterialInstance`](xref:Microsoft.MixedReality.Toolkit.Rendering.MaterialInstance) behavior aides in tracking instance material lifetime and automatically destroys instanced materials for the user. This utility component can be used as a replacement to [Renderer.material]("https://docs.unity3d.com/ScriptReference/Renderer-material.html") or
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[Renderer.materials]("https://docs.unity3d.com/ScriptReference/Renderer-materials.html").
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For more information please see the example usage demonstrated within the [`ClippingPrimitive`](xref:Microsoft.MixedReality.Toolkit.Utilities.ClippingPrimitive) behavior.
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## See Also
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## See also
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* [MRTK Standard Shader](../README_MRTKStandardShader.md)

Documentation/SceneSystem/SceneSystemContentLoading.md

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# Content Scene Loading
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# Content scene loading
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All content load operations are asynchronous, and by default all content loading is additive. Manager and lighting scenes are never affected by content loading operations. For information about monitoring load progress and scene activation, see [Monitoring Content Loading.](SceneSystemLoadProgress.md)
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All content load operations are asynchronous, and by default all content loading is additive. Manager and lighting scenes are never affected by content loading operations. For information about monitoring load progress and scene activation, see [Monitoring Content Loading](SceneSystemLoadProgress.md).
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## Loading Content
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## Loading content
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To load content scenes use the `LoadContent` method:
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## Single Scene Loading
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## Single scene loading
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The equivalent of a single scene load can be achieved via the optional `mode` argument. `LoadSceneMode.Single` will first unload all loaded content scenes before proceeding with the load.
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## Next / Previous Scene Loading
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## Next / previous scene loading
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Content can be singly loaded in order of build index. This is useful for showcase applications that take users through a set of demonstration scenes one-by-one.
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## Loading by tag
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![MRTK_SceneSystemLoadingByTag](../Images/SceneSystem/MRTK_SceneSystemLoadingByTag.png)
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## Editor Behavior
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## Editor behavior
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You can perform all these operations in editor and in play mode by using the Scene System's [service inspector.](../MixedRealityConfigurationGuide.md#editor-utilities) In edit mode scene loads will be instantaneous, while in play mode you can observe loading progress and use [activation tokens.](SceneSystemLoadProgress.md)
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Documentation/SceneSystem/SceneSystemLightingScenes.md

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# Lighting Scene Operations
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# Lighting scene operations
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The default lighting scene defined in your profile is loaded on startup. That lighting scene remains loaded until `SetLightingScene` is called.
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## Lighting Setting Transitions
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## Lighting setting transitions
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`transitionType` controls the style of the transition to new lighting scene.
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