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Merge pull request #9384 from microsoft/prerelease/2.6.0_stabilization
Branch synchronization: prerelease/2.6.0_stabilization --> mrtk_development
2 parents 17cb1ee + 8348d2e commit f2ca953

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5 files changed

+17
-5
lines changed

5 files changed

+17
-5
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Assets/MRTK/Examples/Demos/Input/Scenes/InputActions/InputActions.MixedRealityInputSimulationProfile.asset

Lines changed: 1 addition & 1 deletion
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@@ -34,7 +34,7 @@ MonoBehaviour:
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currentControlMode: 0
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fastControlKey:
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bindingType: 2
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code: 305
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code: 303
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controlSlowSpeed: 1
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controlFastSpeed: 5
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moveHorizontal: Horizontal

Assets/MRTK/Examples/Demos/Input/Scenes/PrimaryPointer/PrimaryPointerHandlerExample.cs

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@@ -24,7 +24,19 @@ private void OnPrimaryPointerChanged(IMixedRealityPointer oldPointer, IMixedReal
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{
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if (newPointer != null)
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{
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Transform parentTransform = newPointer.BaseCursor.TryGetMonoBehaviour(out MonoBehaviour baseCursor) ? baseCursor.transform : null;
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Transform parentTransform = null;
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// For this example scene, use special logic if a GGVPointer becomes the primary pointer.
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// In particular, the GGV pointer defers its cursor management to the GazeProvider, which has its own internal pointer definition as well
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// In the future, the pointer/cursor relationship will be reworked and standardized to remove this awkward set of co-dependencies
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if (newPointer is GGVPointer)
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{
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parentTransform = CoreServices.InputSystem.GazeProvider.GazePointer.BaseCursor.TryGetMonoBehaviour(out MonoBehaviour baseCursor) ? baseCursor.transform : null;
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}
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else
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{
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parentTransform = newPointer.BaseCursor.TryGetMonoBehaviour(out MonoBehaviour baseCursor) ? baseCursor.transform : null;
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}
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// If there's no cursor try using the controller pointer transform instead
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if (parentTransform == null)

Assets/MRTK/Providers/Oculus/XRSDK/OculusXRSDKDeviceManager.cs

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@@ -46,7 +46,7 @@ public OculusXRSDKDeviceManager(
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public override void Initialize()
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{
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base.Initialize();
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Debug.Log(@"Detected a potential deployment issue for the Oculus Quest. In order to use hand tracking with the Oculus Quest, download the Oculus Integration Package from the Unity Asset Store and run the Integration tool before deploying.
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UnityEngine.Debug.Log(@"Detected a potential deployment issue for the Oculus Quest. In order to use hand tracking with the Oculus Quest, download the Oculus Integration Package from the Unity Asset Store and run the Integration tool before deploying.
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The tool can be found under <i>Mixed Reality Toolkit > Utilities > Oculus > Integrate Oculus Integration Unity Modules</i>");
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}
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#endif

Assets/MRTK/Providers/WindowsMixedReality/Shared/BaseWindowsMixedRealityCameraSettings.cs

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@@ -141,7 +141,7 @@ private void UninitializeReprojectionUpdater()
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/// </summary>
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private void InitializeProjectionOverride()
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{
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if (reprojectionUpdater == null && Profile != null && Profile.ReadingModeEnabled)
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if (projectionOverride == null && Profile != null && Profile.ReadingModeEnabled)
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{
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projectionOverride = CameraCache.Main.EnsureComponent<ProjectionOverride>();
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projectionOverride.ReadingModeEnabled = Profile.ReadingModeEnabled;

Assets/MRTK/SDK/Features/UX/Scripts/BoundsControl/BoundsControl.cs

Lines changed: 1 addition & 1 deletion
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@@ -784,7 +784,7 @@ private void Update()
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// also only use proximity effect if nothing is being dragged or grabbed
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if (!wireframeOnly && currentPointer == null)
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{
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proximityEffect.UpdateScaling(Vector3.Scale(TargetBounds.center, TargetBounds.gameObject.transform.lossyScale) + Target.transform.position, currentBoundsExtents);
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proximityEffect.UpdateScaling(TargetBounds.transform.TransformPoint(TargetBounds.center), currentBoundsExtents);
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}
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}
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}

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