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Documentation/Contributing/ExperimentalFeatures.md

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```
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## Documentation
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Follow these steps to add documentation for your experimental feature:
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1. Any documentation for an experimental feature should go in a `README.md` file in the experimental folder. For example, [`MixedRealityToolkit.SDK/Experimental/ScrollingObjectCollection/README.md`](../../Assets/MixedRealityToolkit.SDK/Experimental/ScrollingObjectCollection/README.md).
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1. Any documentation for an experimental feature should go in a `README.md` file in the experimental folder. For example, [`MixedRealityToolkit.SDK/Experimental/ScrollingObjectCollection/README.md`](../../Assets/MixedRealityToolkit.SDK/Experimental/ScrollingObjectCollection/README.md).
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1. Under *Feature Overviews* Add a link in the *Experimental* section at [`Documentation/toc.yml`](../toc.yml).
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Documentation/Contributing/Roadmap.md

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Releases are centered around themes (ex: large feature areas) and are scheduled to occur approximately every 8 weeks.
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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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## Mixed Reality Toolkit (MRTK) roadmap
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**User Experience**
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- Bug fixes
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- Hololens Shell parity
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- HoloLens Shell parity
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- Graduating experimental features
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- Tests to ensure features do not regress
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Documentation/CrossPlatform/UsingARFoundation.md

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1. Download and import the **Microsoft.MixedReality.Toolkit.Providers.UnityAR** package, from [GitHub](https://github.com/microsoft/MixedRealityToolkit-Unity/releases/tag/v2.2.0) or [NuGet](../MRTKNuGetPackage.md)
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> [!NOTE]
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> After you import the the UnityAR package, you will see the following error:
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> *Assembly has reference to non-existent assembly 'Unity.XR.ARFoundation' (Assets/MixedRealityToolkit.Staging/UnityAR/Microsoft.MixedReality.Toolkit.Providers.UnityAR.asmdef)*
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". To resolve, install the correct version of ARFoundation listed below.
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> [!NOTE]
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> After you import the the UnityAR package, you will see the following error:
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> *Assembly has reference to non-existent assembly 'Unity.XR.ARFoundation' (Assets/MixedRealityToolkit.Staging/UnityAR/Microsoft.MixedReality.Toolkit.Providers.UnityAR.asmdef)*
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". To resolve, install the correct version of ARFoundation listed below.
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1. In the Unity Package Manager (UPM), install the following packages:
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2. In the Unity Package Manager (UPM), install the following packages:
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**Unity 2018.4.x**
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**Unity 2018.4.x**
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| **Android** | **iOS** | Comments |
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| --- | --- | --- |
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| AR Foundation <br/> Version: 1.5.0 - preview 6 | AR Foundation <br/> Version: 1.5.0 - preview 6 | For Unity 2018.4, this package is included as a preview. To view package: Window > Package Manager > Advanced > Show Preview Packages|
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| ARCore XR Plugin <br/> Version: 2.1.2 | ARKit XR Plugin <br/> Version: 2.1.2 | |
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**Unity 2019.x**
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| **Android** | **iOS** |
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| **Android** | **iOS** |
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| --- | --- |
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| AR Foundation <br/> Version: 2.1.4 | AR Foundation <br/> Version: 2.1.4 |
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| ARCore XR Plugin <br/> Version: 2.1.2 | ARKit XR Plugin <br/> Version: 2.1.2 |
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1. If using Unity 2019.x, the assembly definition file for the Unity AR provider needs to be modified to have the **UnityEngine.SpatialTracking** reference added.
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> [!Note]
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> [!NOTE]
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> MRTK will automatically update the assembly definition based on the version of Unity in which the project has been loaded. This information is presented here for reference.
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![Unity AR assembly definition](../Images/CrossPlatform/UnityArAssemblyReferences.png)
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## Enabling the Unity AR camera settings provider
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1. Make sure you have added the UnityAR Camera Settings Provider to your scene.
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2. Switch platform to either Android or iOS in the Unity Build Settings
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1. Switch platform to either Android or iOS in the Unity Build Settings
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When you switch the platform you should see the MRTK Project Configurator Window with settings for your chosen platform. Click Apply to enable platform specific settings.
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When you switch the platform you should see the MRTK Project Configurator Window with settings for your chosen platform. Click Apply to enable platform specific settings.
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iOS Project Configurator Settings
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iOS Project Configurator Settings
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![iOS Project Configurator](../Images/CameraSystem/MRTKProjectConfigurator.png)
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![iOS Project Configurator](../Images/CameraSystem/MRTKProjectConfigurator.png)
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3. There are no additional steps after switching the platform for Android.
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1. There are no additional steps after switching the platform for Android.
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4. If the platform is iOS, Edit > Project Settings > Player > Other Settings, under the Optimization header, **uncheck** Strip Engine Code
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1. If the platform is iOS, Edit > Project Settings > Player > Other Settings, under the Optimization header, **uncheck** Strip Engine Code
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![iOS Settings](../Images/CameraSystem/UncheckStripEngineCodeiOS.png)
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![iOS Settings](../Images/CameraSystem/UncheckStripEngineCodeiOS.png)
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> [!NOTE]
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> Unchecking Strip Engine Code is the short term solution to an error in Xcode [#6646](https://github.com/microsoft/MixedRealityToolkit-Unity/issues/6646). We are working on a long term solution for MRTK 2.3.0.
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> [!NOTE]
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> Unchecking Strip Engine Code is the short term solution to an error in Xcode [#6646](https://github.com/microsoft/MixedRealityToolkit-Unity/issues/6646). We are working on a long term solution for MRTK 2.3.0.
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5. Build and run the scene
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1. Build and run the scene
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## See also
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# Hand physics extension service
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The hand physics service enables rigid body collision events and interactions with articulated hands.
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## Enabling the extension
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To enable the extension, open your RegisteredServiceProvider profile. Click `Register a new Service Provider` to add a new configuration. In the component type field, select HandPhysicsService. In the configuration Profile field, select the default hand physics profile included with the extension.
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## Profile options
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### Hand physics layer
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Controls the layer the instantiated hand joints will go to.
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While the service defaults to the "default" layer (0), it is recommended to use a separate layer for hand physics objects. Otherwise there may be unwanted collisions and/or inaccurate raycasts.
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### Finger tip kinematic body prefab
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Controls which prefab is instantiated on fingertips. In order for the service to work as expected, the prefab requires:
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- A rigidbody component, with isKinematic enabled
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- A collider
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- `JointKinematicBody` component
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### Use palm kinematic body
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Controls whether the service will attempt to instantiate a prefab on the palm joint.
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### Palm kinematic body prefab
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When `UsePalmKinematicBody` is enabled, this is the prefab it will instantiate. Just like `FingerTipKinematicBodyPrefab`, this prefab requires:
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- A rigidbody component, with isKinematic enabled
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## How to use the service
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Once enabled, use any collider's `IsTrigger` property to receive collision events from all 10 digits (and palms if they're enabled).
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Once enabled, use any collider's `IsTrigger` property to receive collision events from all 10 digits (and palms if they're enabled).

Documentation/EyeTracking/EyeTracking_Positioning.md

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# Eye-supported target positioning in MRTK
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<!-- TODO: Add content -->
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_We're currently restructuring and improving the MRTK documentation.
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This content will be updated soon!
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_We're currently restructuring and improving the MRTK documentation.
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This content will be updated soon!
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If you have any questions regarding this section please post in our MRTK slack channel._
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![MRTK](../Images/EyeTracking/mrtk_et_positioning_slider.png)

Documentation/Input/Pointers.md

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<img src="../../Documentation/Images/Pointers/MRTK_GrabPointer.jpg" width="400">
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Useful Sphere Pointer properties:
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- *Sphere Cast Radius*: The radius for the sphere used to query for grabbable objects.
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- *Grab Layer Masks* - A prioritized array of LayerMasks to determine which possible GameObjects the pointer can interact with and the order of interaction to attempt. Note that a GameObject must also have a `NearInteractionGrabbable` to interact with a SpherePointer.
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> [!NOTE]
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> 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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> [!NOTE]
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> 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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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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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. 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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<img src="../../Documentation/Images/Input/Pointers/SpherePointer_VisualFOV.png" width="200">
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- [`TeleportPointer`](xref:Microsoft.MixedReality.Toolkit.Teleport.TeleportPointer) will raise a teleport request when action is taken (i.e the teleport button is pressed) in order to move the user.

Documentation/MRTK_PackageContents.md

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| | [ObjectMeshObserver](SpatialAwareness/SpatialObjectMeshObserver.md) | Spatial awareness observer using a 3D model as the data. |
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| | OpenVR | Support for OpenVR devices. |
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| | WindowsMixedReality | Support for Windows Mixed Reality devices, including Microsoft HoloLens and immersive headsets. |
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| | WindowsVoiceInput | Support for speech and dicatation on Microsoft Windows platforms. |
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| | WindowsVoiceInput | Support for speech and dictation on Microsoft Windows platforms. |
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| | LostTrackingService | Service that simplifies handing of tracking loss on Microsoft HoloLens devices. |
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| | [SceneTransitionService](Extensions/SceneTransitionService/SceneTransitionServiceOverview.md) | Service that simplifies adding smooth scene transitions. |
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## Tools
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The optional Microsoft.MixedRealityToolkit.Unity.Tools package includes helpful tools that enhance the mixed reality development experience using the Microsoft Mixed Reality Toolkit.

Documentation/Packaging/MRTK_Modularization.md

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## Minimized dependencies
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MRTK v2 was intentionally developed to be modular and to minimize dependencies between system services
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MRTK v2 was intentionally developed to be modular and to minimize dependencies between system services
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Due to the nature of some system services (ex: input and teleportation), a small number of dependencies exist.
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While it is expected that services will need one or more data provider components, there are no direct links
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While it is expected that services will need one or more data provider components, there are no direct links
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services, data providers and application code. These interfaces are defined in and all communication is routed
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![Using the spatial awareness system via interfaces](../../Documentation/Images/Packaging/AccessingViaInterfaces.png)

Documentation/Packaging/MRTK_Packages.md

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- [Architecture Overview](../Architecture/Overview.md)
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Documentation/README_MRTKStandardShader.md

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![MRTK Standard Shader Statistics](../Documentation/Images/Performance/MRTKStandardShader-Stats.PNG)
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> [!NOTE]
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> These results can be generated by selecting and viewing a [shader asset](https://docs.unity3d.com/Manual/class-Shader.html) in the Unity inspector, then clicking the *Compile and show code* button.
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## Lighting
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[`MeshOutline.cs`](xref:Microsoft.MixedReality.Toolkit.Utilities.MeshOutline) and [`MeshOutlineHierarchy.cs`](xref:Microsoft.MixedReality.Toolkit.Utilities.MeshOutlineHierarchy) can be used to render an outline around a mesh renderer. Enabling this component introduces an additional render pass of the object being outlined, but is designed to run performantly on mobile Mixed Reality devices and does not utilize any post processes. Limitations of this effect include it not working well on objects which are not watertight (or required to be two sided) and depth sorting issues can occur on overlapping objects.
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The outline behaviors are designed to be used in conjunction with the MRTK/Standard shader. Outline materials are usually a solid unlit color, but can be configured to achieve a wide array of effects. The default configuration of a outline material is as follows:
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The outline behaviors are designed to be used in conjunction with the MRTK/Standard shader. Outline materials are usually a solid unlit color, but can be configured to achieve a wide array of effects. The default configuration of a outline material is as follows:
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<img src="../Documentation/Images/MRTKStandardShader/MRTK_OutlineMaterial.jpg" width="450">
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2. Default normals used, notice the artifacts around the cube corners.
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### Stencil testing
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