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Documentation/GettingStartedWithMRTKAndXRSDK.md

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@@ -10,7 +10,7 @@ To get started with the Mixed Reality Toolkit, follow [the provided steps](Insta
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The XR SDK pipeline currently supports 3 platforms: Windows Mixed Reality, Oculus, and OpenXR. The sections below will cover the steps needed to configure XR SDK for each platform.
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#### Windows Mixed Reality
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### Windows Mixed Reality
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1. Go into Unity's Package Manager and install the Windows XR Plugin package, which adds support for Windows Mixed Reality on XR SDK. This will pull down a few dependency packages as well. Ensure that the following all successfully installed:
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1. XR Plugin Management
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![Plugin management](Images/XRSDK/PluginManagement.png)
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#### Oculus
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### Oculus
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1. Follow the [How to configure Oculus Quest in MRTK using the XR SDK pipeline](CrossPlatform/OculusQuestMRTK.md) guide to the end. The guide outlines the steps needed to configure both Unity and MRTK to use the XR SDK pipeline for the Oculus Quest.
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#### OpenXR (Preview)
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### OpenXR (Preview)
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> [!IMPORTANT]
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> OpenXR in Unity is only supported on Unity 2020.2 and higher.
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![Plugin management](Images/XRSDK/PluginManagementOpenXR.png)
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> [!NOTE]
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> [!NOTE]
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> If you have a pre-existing project that is using MRTK from UPM, make sure that the following line is in the **link.xml** file located in the MixedRealityToolkit.Generated folder.
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`<assembly fullname = "Microsoft.MixedReality.Toolkit.Providers.OpenXR" preserve="all"/>`
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> [!NOTE]
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> For the initial release of MRTK and OpenXR, only the HoloLens 2 articulated hands and Windows Mixed Reality motion controllers are natively supported. Support for additional hardware will be added in upcoming releases.
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### Configuring MRTK for the XR SDK pipeline
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## Configuring MRTK for the XR SDK pipeline
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If using OpenXR, choose "DefaultOpenXRConfigurationProfile" as the active profile or clone it to make customizations.
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To migrate an existing profile to XR SDK, the following services and data providers should be updated:
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#### Camera
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### Camera
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From [`WindowsMixedReality.WindowsMixedRealityCameraSettings`](xref:Microsoft.MixedReality.Toolkit.WindowsMixedReality.WindowsMixedRealityCameraSettings)
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![XR SDK camera settings](Images/XRSDK/CameraSystemXRSDK.png)
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#### Input
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### Input
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From [`WindowsMixedReality.Input.WindowsMixedRealityDeviceManager`](xref:Microsoft.MixedReality.Toolkit.WindowsMixedReality.Input.WindowsMixedRealityDeviceManager)
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![XR SDK input settings](Images/XRSDK/InputSystemWMRXRSDK.png)
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#### Boundary
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### Boundary
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From [`MixedRealityBoundarySystem`](xref:Microsoft.MixedReality.Toolkit.Boundary.MixedRealityBoundarySystem)
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![XR SDK boundary settings](Images/XRSDK/BoundarySystemXRSDK.png)
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#### Spatial awareness
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### Spatial awareness
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From [`WindowsMixedReality.SpatialAwareness.WindowsMixedRealitySpatialMeshObserver`](xref:Microsoft.MixedReality.Toolkit.WindowsMixedReality.SpatialAwareness.WindowsMixedRealitySpatialMeshObserver)
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![XR SDK spatial awareness settings](Images/XRSDK/SpatialAwarenessXRSDK.png)
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#### Controller mappings
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### Controller mappings
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If using custom controller mapping profiles, open one of them and run the Mixed Reality Toolkit -> Utilities -> Update -> Controller Mapping Profiles menu item to ensure the new XR SDK controller types are defined.
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