Christopher-Marcel Esser
Christopher-Marcel Esser
The idea here is to get the boundary geometry via `UnityEngine.Experimental.XR.Boundary.TryGetGeometry()` and feed it into `PointsCast` which then is used by a `LineRenderer` that ultimately draws the boundary geometry. This...
Evaluate whether this brings performance improvements and can offer the same "moments".
BehaviourEnabledObserver definitely should take a Rule instead, at which point it's very similar to RulesMatcher. Perhaps the repeated invoking can be done as a standalone component that repeatedly calls an...
v3 came with really good and easy to use smoothing that isn't relying on keeping a buffer of past values. It was only [part of ObjectFollow](https://github.com/thestonefox/VRTK/blob/bf584452ff8df5f5fd71ae148b642131b5820fb7/Assets/VRTK/Source/Scripts/Utilities/ObjectFollow/VRTK_ObjectFollow.cs), while this new solution...
This brings our codebase in line with Unity's conventions (that differ from Microsoft's and therefore general C#/.NET): PascalCase for methods, camelCase for everything else, prefixed with `_` for private fields...
Since `Action` itself is generic the implementation of this requires even more generic type arguments. Instead we should wait for https://github.com/ExtendRealityLtd/Malimbe/issues/2 perhaps.
This will allow us to ensure we don't allocate GC memory in our components (where possible).
This should be done in the VRTK repo, too (not sure if there is actually any usage). The `Physics` class comes with several variants of the currently used methods that...
This will prevent any errors we or our users may potentially get if we rename our Assembly Definition Files. >Editor: Added support for referencing Assembly Definition Files with GUIDs instead...