Skip to content
This repository has been archived by the owner on Aug 11, 2024. It is now read-only.

Commit

Permalink
updated docs
Browse files Browse the repository at this point in the history
  • Loading branch information
StephenHodgson committed Jul 13, 2021
1 parent ad77edd commit d8c214c
Show file tree
Hide file tree
Showing 816 changed files with 9,081 additions and 11,914 deletions.
16 changes: 8 additions & 8 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -65,16 +65,16 @@ A major component of the Mixed Reality Toolkit is the Platform definitions that

## Current Platforms

* OpenVR - Default runtime platform for Windows Standalone, no special consideration.
* [Oculus](articles/platforms/oculus.md)
* [Windows Mixed Reality (UWP)](articles/platforms/windowsmixedreality.md)
* [Magic Leap (Lumin)](articles/platforms/magicleap.md)
- [Magic Leap (Lumin)](articles/platforms/magicleap.md)
- [Oculus](articles/platforms/oculus.md)
- OpenVR - Default runtime platform for Windows Standalone, no special consideration.
- [Ultraleap](articles/platforms/ultraleap.md)
- [Windows Mixed Reality (UWP)](articles/platforms/windowsmixedreality.md)

## In development

* [SteamVR](articles/platforms/steamvr.md)
* [etee](articles/platforms/etee.md)
* [Ultraleap](articles/platforms/ultraleap.md)
* [WebXR](articles/platforms/webxr.md)
- [SteamVR](articles/platforms/steamvr.md)
- [etee](articles/platforms/etee.md)
- [WebXR](articles/platforms/webxr.md)

> Want to add a platform? Check out our new [Template Generator](articles/03-template-generator.md#platform-template-generation)!
16 changes: 8 additions & 8 deletions XRTK-Core/Packages/com.xrtk.core/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -65,16 +65,16 @@ A major component of the Mixed Reality Toolkit is the Platform definitions that

## Current Platforms

* OpenVR - Default runtime platform for Windows Standalone, no special consideration.
* [Oculus](articles/platforms/oculus.md)
* [Windows Mixed Reality (UWP)](articles/platforms/windowsmixedreality.md)
* [Magic Leap (Lumin)](articles/platforms/magicleap.md)
- [Magic Leap (Lumin)](articles/platforms/magicleap.md)
- [Oculus](articles/platforms/oculus.md)
- OpenVR - Default runtime platform for Windows Standalone, no special consideration.
- [Ultraleap](articles/platforms/ultraleap.md)
- [Windows Mixed Reality (UWP)](articles/platforms/windowsmixedreality.md)

## In development

* [SteamVR](articles/platforms/steamvr.md)
* [etee](articles/platforms/etee.md)
* [Ultraleap](articles/platforms/ultraleap.md)
* [WebXR](articles/platforms/webxr.md)
- [SteamVR](articles/platforms/steamvr.md)
- [etee](articles/platforms/etee.md)
- [WebXR](articles/platforms/webxr.md)

> Want to add a platform? Check out our new [Template Generator](articles/03-template-generator.md#platform-template-generation)!
14 changes: 6 additions & 8 deletions articles/00-GettingStarted.md
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ One of the Mixed Reality Toolkit's primary goals was to ensure new projects can
To get started with the Mixed Reality Toolkit you will need:

* [Visual Studio 2019+ (Community or full)](https://visualstudio.microsoft.com/downloads/)
* [Unity 2019.4+](https://unity3d.com/get-unity/download/archive)
* [Unity 2019.4+ LTS](https://unity3d.com/get-unity/download/archive)
* [Latest XRTK release](01-DownloadingTheXRTK.md)

> **Note:** Specific platforms may have additional platform requirements. It's best to check that platform's readme for more information.
Expand All @@ -49,12 +49,10 @@ When developing for XRTK on a Mac, you simply need the default requirements need

First download the Mixed Reality Toolkit via one of the [delivery mechanisms](01-DownloadingTheXRTK.md) into your Unity project.

Our preferred deployment approach is to use the [Unity Package Manager](01-DownloadingTheXRTK.md#register-upm-server-in-project-settings). This is the quickest and safest way to get Mixed Reality Toolkit in your solution and provides new releases as soon as they are published. Using UPM, there are also no asset conflicts in your Unity project.
Our preferred deployment approach is to install using the [Unity Package Manager](01-DownloadingTheXRTK.md#register-upm-server-in-project-settings). This is the quickest and safest way to get Mixed Reality Toolkit in your solution and provides new releases as soon as they are published. Using UPM, there are also no asset conflicts in your Unity project.

> **Note:** Some prefabs and assets require TextMesh Pro, meaning you have to have the TextMesh Pro package installed and the assets in your project `Window -> TextMeshPro -> Import TMP Essential Resources`.
Simply follow along with the UPM Installation instructions detailed in the [Downloading the XRTK](01-DownloadingTheXRTK.md) guide to add the XRTK scoped registry and install the relevant packages.

### It all starts with the SDK

We recommend installing the **XRTK.SDK** first to ensure you have the smoothest setup with the XRTK, which also gives you access to the Quickstart configurations.
Expand Down Expand Up @@ -117,16 +115,16 @@ If you click `Later`, please refer to the [Configuration Guide](02-Configuration

You are now ready to start building your Mixed Reality Solution, just start adding content and get building!

You will need to enable the Unity Legacy XR system for each platform (`Edit -> Project Settings -> XR Settings`) as appropriate:
You will need to enable the Unity XR SDK Loaders in the project settings to be able to launch the application in XR Mode for each respective platform.

![Unity XR Settings](../images/GettingStarted/UnityLegacyXRSettings.png)
![XR SDK Manager](../images/GettingStarted/XR_SDK_Manager.png)

> The new Unity XR Management system does work with the XRTK, and there could be unforseen issues if both are in the project at the same time. the XRTK talks natively with each platform to improve performance and reduce overhead.
> **Note:** Where possible use the Mock HMD Loader, as the XRTK already talks directly to the native apis. We only need the XR SDK display subsystems to get the XR Mode to correctly render to the screen.
Once you are ready to build, open the Unity Build settings, and switch to the target platform you wish to build on, then open the Mixed Reality Toolkit's build window and build from there.

> **Note:** Depending on the platform's simulation support, you should be able to run in the editor by pressing play.
>
> Please check the [FAQ](appendices/A04-FAQ.md) for any difficulties.
### Building for Windows Standalone (OpenVR/Oculus Rift-Link)
Expand Down
12 changes: 7 additions & 5 deletions articles/01-DownloadingTheXRTK.md
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ The Mixed Reality Toolkit provides many ways for users and developers to get acc
> **Note:** To utilize this method, use the `upm` branch for each respective project. For Example:
>
> `https://github.com/XRTK/XRTK-Core.git#upm`
* [GIT Submodules](#git-submodules) - For advanced developers who want to use the Mixed Reality Toolkit in their live project and contribute direcly back to the project in real time.
* [GIT Submodules](#git-submodules) - For advanced developers who want to use the Mixed Reality Toolkit in their live project and contribute directly back to the project in real time.

In this article, we will walk through each approach to get you up and running, starting with the simplest first.

Expand Down Expand Up @@ -43,6 +43,8 @@ Once you are ready, simply install the XRTK and any platforms you wish to use in

> We recommend starting with the **XRTK.SDK** package to begin with, which will also install the Core XRTK package, for the simplest path to begin with.
Once you've installed all the packages you wish to utilize, you can continue to [Configuring your base scene](00-GettingStarted.md#configure-your-base-scene).

## Automatic UPM Installation

Our preferred deployment approach is to fully utilize [Unity's native package manager](https://docs.unity3d.com/Manual/upm-ui.html) to incorporate the Mixed Reality Toolkit in your solution, akin to the other modules Unity provides out of the box. This is the quickest and safest way to get Mixed Reality Toolkit in your solution and is automatically updated as new releases are published.
Expand Down Expand Up @@ -100,8 +102,8 @@ Advanced developers and those wishing to contribute to the Mixed Reality Toolkit
### Prerequisites

* Each contributor to the project will need to have [git installed](https://git-scm.com/) on their machines with the proper envionment variable set so the symbolic linker can find and execute git commands via the terminal.
* You'll need to install the core pacakge via one of the [traditional installation](#automatic-upm-installation) paths before you can create symbolic links in your project using the editor context menu in later setup steps.
* Each contributor to the project will need to have [git installed](https://git-scm.com/) on their machines with the proper environment variable set so the symbolic linker can find and execute git commands via the terminal.
* You'll need to install the core package via one of the [traditional installation](#automatic-upm-installation) paths before you can create symbolic links in your project using the editor context menu in later setup steps.

### Setup Steps

Expand All @@ -114,9 +116,9 @@ Advanced developers and those wishing to contribute to the Mixed Reality Toolkit
4. Using the symbolic link wizard, choose the source folder for the package you wish you replace with the editable version, and the target path for your project, then import the package.
![Symbolic Link Wizard](../images/DownloadingTheXRTK/SymbolicLinkWizard.png)
> <font color="orange">**Important:**</font> It's strongly advised to use the `Packages` folder as your target path for all symbolically linked packages.
5. Repeat step 4 for each additoinal package you'd like to directly modify.
5. Repeat step 4 for each additional package you'd like to directly modify.

This workflow works with any project using GIT and the symbolically linked folders can be customized to utilize any path availible under source control.
This workflow works with any project using GIT and the symbolically linked folders can be customized to utilize any path available under source control.

---

Expand Down
52 changes: 26 additions & 26 deletions articles/appendices/A03-Roadmap.md
Original file line number Diff line number Diff line change
@@ -1,44 +1,44 @@
# Coding Guidelines

This document outlines the current Roadmap for the Mixed Reality Toolkit.
This document outlines the current Roadmap for the Mixed Reality Toolkit.

> Dates mentioned are only an outline and subject to change.
![Public Roadmap](../../images/branding/Roadmap.png)

## Release 0.2 - Q4 2020

Updated to Unity 2019.4 LTS
Hands Tracking for all supported platforms (HL2, Oculus, ML)
Configuration stabilization - Now platform specific
Many stabilization fixes
New Platform system
New Platform installer system (when new platforms added)
Switch to GUID referenced assets, improves asset location and reduces compatibility issues
Improved configuration screen designs
Production status for foundation/core
- Updated to Unity 2019.4 LTS
- Hands Tracking for all supported platforms (HL2, Oculus, ML)
- Configuration stabilization - Now platform specific
- Many stabilization fixes
- New Platform system
- New Platform installer system (when new platforms added)
- Switch to GUID referenced assets, improves asset location and reduces compatibility issues
- Improved configuration screen designs
- Production status for foundation/core

## Release 0.3 - QQ2 2021

New UX system introduction (#658)
New UX integration system introduction
Universal Render Pipeline support
Hands visualisation (Hands mesh / model control)
Review Configuration system pattern
Hands / input recording
Platform commanding - cross-platform safe outbound interactions (Haptics / Overlays / services)
Gltf improvements (#36)
Unity 2020 / XR SDK support
- New UX system introduction (#658)
- New UX integration system introduction
- Universal Render Pipeline support
- Hands visualization (Hands mesh / model control)
- Review Configuration system pattern
- Hands / input recording
- Platform commanding - cross-platform safe outbound interactions (Haptics / Overlays / services)
- Gltf improvements (#36)
- Unity 2020 / XR SDK support

## Release 0.4 - Q4 2021

Extension of UX / Interaction system
Spatial Understanding
Spatial Awareness
IoT integration
Spacewalk demonstration
XRTK Academy/University courses
- Extension of UX / Interaction system
- Spatial Understanding
- Spatial Awareness
- IoT integration
- Spacewalk demonstration
- XRTK Academy/University courses

---

### [**Raise an Information Request**](https://github.com/XRTK/XRTK-Core/issues/new?assignees=&labels=question&template=request_for_information.md&title=)
Expand Down
10 changes: 4 additions & 6 deletions articles/appendices/A04-FAQ.md
Original file line number Diff line number Diff line change
Expand Up @@ -17,21 +17,19 @@ However, here is the TL;DR short version:
1. Create a new Unity Project
2. Setup the Legacy XR settings in "Edit -> Project Settings -> Player -> XR Settings" for your current and any other platforms you want to run on
3. Add the XRTK UPM registry to Unity by Opening the Unity Package Manager (`Window -> Package manager`), selecting the `Advanced` drop down and clicking on `Advanced Project Settings`, then Adding the following details:

> Name: XRTK
>
> URL: http://upm.xrtk.io:4873
>
> Scope(s): com.xrtk
4. Return to the Unity Package manager and select `My Registries` in the Sources) dropdown (next to the `+` symbol)
5. Select the XRTK.SDK and click Install
6. Close the Unity Package Manager and return to your scene
7. Select or create the scene you want to create Mixed Reality Content in
8. Select `Mixed Reality Toolkit -> Configure` in the Unity Menu. THis will update your scene and add the MixedRealityToolkit instance.
9. Done, you can now run your project for Windows Standalone
10. If you wish, you can install additional platforms, such as Oculus or Windows Mixed Reality from the Package Manager. once installed they will prompt to install their platform configuration in to your project (ENSURE that you have your Mixed Reality Scene open)
11. Provided you have configured the Legacy XR settings for each platform correctly, the project will run
11. Provided you have configured the XR SDK settings for each platform correctly, the project will run

## 3. What do I need to configure to make my Mixed Reality Project run?

Expand All @@ -54,9 +52,9 @@ The Default Camera system installed with the SDK should cover Windows Standalone

Other platforms will install their own Camera Systems as required.

## 6. I cannot click on my object in the scene.
## 6. I cannot click on my object in the scene

For any object to he `Interactable` in a Mixed Reality scene, it must:
For any object to be `Interactable` in a Mixed Reality scene, it must:

* Have been registered with the `InputSystem` as a tracked object using
```csharp
Expand All @@ -66,7 +64,7 @@ For any object to he `Interactable` in a Mixed Reality scene, it must:
* Have a collider component added and configured relative to the objects dimensions.
If you are using `Physics Layers`, then ensure the layers used for your objects match those in the Input System configuration

## 7. WHen I interact with an object all my scripts are firing, but I only want one to.
## 7. WHen I interact with an object all my scripts are firing, but I only want one to

The Input System events have a concept called `Used`, this allows for scenarios where you want multiple scripts to receive an event and control when the chain of events to end. If you want any object to stop and event from propagating then you simply need to handle the `Used` property.

Expand Down
6 changes: 1 addition & 5 deletions articles/platforms/etee.md
Original file line number Diff line number Diff line change
Expand Up @@ -24,22 +24,18 @@ The following capabilities are in development and likely to be available for the

1. Create a new Unity Project
2. Add the XRTK UPM registry to Unity by Opening the Unity Package Manager (`Window -> Package manager`), selecting the `Advanced` drop down and clicking on `Advanced Project Settings`, then Adding the following details:

> Name: XRTK
>
> URL: http://upm.xrtk.io:4873
>
> Scope(s): com.xrtk
3. Return to the Unity Package manager and select `My Registries` in the Sources) dropdown (next to the `+` symbol)
4. Select the `XRTK.SDK` and click `Install`
5. Install the `XRTK.etee` platform
6. When prompted, install the etee platform configuration in to your current project
7. Close the Unity Package Manager and return to your scene
8. Select or create the scene you want to create Mixed Reality Content in
9. Select `Mixed Reality Toolkit -> Configure` in the Unity Menu. THis will update your scene and add the MixedRealityToolkit instance.

Provided you have configured the XR Plugin Management correctly, the project will run.
9. Select `Mixed Reality Toolkit -> Configure` in the Unity Menu. This will update your scene and add the MixedRealityToolkit instance.

---

Expand Down
8 changes: 1 addition & 7 deletions articles/platforms/magicleap.md
Original file line number Diff line number Diff line change
Expand Up @@ -2,9 +2,6 @@

The Magic Leap platform provides a wide range of capabilities able to run on Magic leap devices.

> As the Magic Leap platform **REQUIRES** the new XR Plugin Management system, this means a Magic Leap project has to be separate from other platforms. This will be resolved in the near future once the other platforms have been updated.
> However, you can still build the project for other platforms and simply copy the assets folder to your Magic Leap project to build and run. The Mixed Reality Toolkit remains the same.
## Requirements

To develop for the Windows Mixed Reality platform, you will need:
Expand Down Expand Up @@ -47,22 +44,19 @@ The following capabilities are not currently available or are in development
2. Switch to the `Lumin` platform in `Build Settings`
3. Setup the Unity XR settings in "Edit -> Project Settings -> XR Plugin Management" for `Lumin`
4. Add the XRTK UPM registry to Unity by Opening the Unity Package Manager (`Window -> Package manager`), selecting the `Advanced` drop down and clicking on `Advanced Project Settings`, then Adding the following details:

> Name: XRTK
>
> URL: http://upm.xrtk.io:4873
>
> Scope(s): com.xrtk
5. Return to the Unity Package manager and select `My Registries` in the Sources) dropdown (next to the `+` symbol)
6. Select the `XRTK.SDK` and click `Install`
7. Install the `XRTK.Lumin` platform
8. When prompted, install the Lumin platform configuration in to your current project
9. Close the Unity Package Manager and return to your scene
10. Select or create the scene you want to create Mixed Reality Content in
11. Select `Mixed Reality Toolkit -> Configure` in the Unity Menu. THis will update your scene and add the MixedRealityToolkit instance.

Provided you have configured the XR Plugin Management correctly, the project will run.
12. Enable the Magic Leap XR Loader in the XR SDK Manager

---

Expand Down
5 changes: 1 addition & 4 deletions articles/platforms/oculus.md
Original file line number Diff line number Diff line change
Expand Up @@ -37,13 +37,11 @@ The following capabilities are not currently available or are in development
1. Create a new Unity Project
2. Setup the Legacy XR settings in "Edit -> Project Settings -> Player -> XR Settings" for `Oculus` to the Windows Standalone and Android platforms
3. Add the XRTK UPM registry to Unity by Opening the Unity Package Manager (`Window -> Package manager`), selecting the `Advanced` drop down and clicking on `Advanced Project Settings`, then Adding the following details:

> Name: XRTK
>
> URL: http://upm.xrtk.io:4873
>
> Scope(s): com.xrtk
4. Return to the Unity Package manager and select `My Registries` in the Sources) dropdown (next to the `+` symbol)
5. Select the `XRTK.SDK` and click `Install`
6. Install the `XRTK.Oculus` platform
Expand All @@ -52,8 +50,7 @@ The following capabilities are not currently available or are in development
9. Select or create the scene you want to create Mixed Reality Content in
10. Select `Mixed Reality Toolkit -> Configure` in the Unity Menu. THis will update your scene and add the MixedRealityToolkit instance.
11. Install an Android Manifest in to your project using `Mixed Reality Toolkit -> Tools -> Oculus -> Create Oculus Quest compatible AndroidManifest.xml` in the Editor menu

Provided you have configured the Legacy XR settings for each platform correctly, the project will run.
12. Enable the `Mock HMD` XR Loader in the XR SDK Manager

For Oculus Rift / Quest

Expand Down
Loading

0 comments on commit d8c214c

Please sign in to comment.