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Platform Controller Visualization

Open RogPodge opened this issue 2 years ago • 5 comments

Overview

This PR enables the loading of controller models from the platform itself. This PR also allows for backup models to be specified in the case that the platform model cannot be loaded

Changes

  • Fixes: #10568, #10731

RogPodge avatar Jul 26 '22 17:07 RogPodge

I'm really, really hesitant about all the async utilities introduced into the Core package. Do we absolutely need them? The way it sets objects to DontDestroyOnLoad is extremely worrying to me.

Is there a way we can adapt + trim down the async utilities to something extremely tiny and doesn't pollute the Core package, or set random things to DontDestroyOnLoad?

The Async library has since been removed. It was vestigial from our MRTK2 implementation.

RogPodge avatar Aug 04 '22 21:08 RogPodge

/azp run

RogPodge avatar Aug 04 '22 21:08 RogPodge

Azure Pipelines successfully started running 1 pipeline(s).

azure-pipelines[bot] avatar Aug 04 '22 21:08 azure-pipelines[bot]

Fallback controller model is appearing during input simulation regardless of what the Input Simulator's simulation mode is set to (hand, controller, etc)

image

Zee2 avatar Aug 09 '22 23:08 Zee2

And on device

PXL_20220809_233227590.jpg

Zee2 avatar Aug 09 '22 23:08 Zee2

Is there a reason why we still have the gizmos.fbx/gizmos folder?

(these things)

image

Zee2 avatar Aug 18 '22 02:08 Zee2

Is there a reason why we still have the gizmos.fbx/gizmos folder?

(these things)

image

Removed these gizmos

RogPodge avatar Aug 25 '22 21:08 RogPodge

I am a bit confused about pointerPosition vs aimPosition in this PR... Are they the same? Also I thought we were done with pointers in MRTK3, apparently that's not the case here

MaxWang-MS avatar Aug 29 '22 23:08 MaxWang-MS

I am a bit confused about pointerPosition vs aimPosition in this PR... Are they the same? Also I thought we were done with pointers in MRTK3, apparently that's not the case here

They are functionally the same in this PR. This PR shouldn't have added any new terminology which refers to pointerPosition or pointerPose. I went with using aimPose as the default in this PR to be a bit more explicit about what the orientation of the pose is supposed to represent semantically.

Our input action is still called a pointerPosition/Rotation, however, this is used as an "aimPose" logically in code.

RogPodge avatar Aug 29 '22 23:08 RogPodge

Testing on device soon. Above reviews are just looking at code.

Zee2 avatar Aug 31 '22 22:08 Zee2

What's this dependency used for? on a quick scroll through here, I didn't see the namepace used, but I might have missed it.

Removed it from the amsdef

RogPodge avatar Aug 31 '22 23:08 RogPodge

Fully vetted now to work with a moving xr rig

RogPodge avatar Sep 01 '22 23:09 RogPodge