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MRTK3 Example Scene Polish (#11744)
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## Overview
This change polishes the existing MRTK3 example scenes.  Things fixed

- Where possible, the scene's description panel was updated to include an "Object Manipulator" so the scene content can be moved
- The 'Simple Profiler' added to every scene
- Hand Rays disabled by default in eye-gaze interaction scene
- Updated 'Example Hand Menu' to initialize its state based on interactors' enablement at start time.
- The dictation example now re-enables keyword recognition once dictation stops.
- Improved 'Solver Example' scene layout
- Improved 'Speech Input Example' scene layout, and change 'global speech' sample to change shape/mesh of the game objects to better demonstrate using stateful interactor's keyword feature.
- Improved 'Dwell Example' scene layout
- Improved all eye gaze scene layouts
- Improved 'Disable Interactor Example' scene layout
- Improved 'Virtualized Scroll Rect List' scene layout, and added touch scrolling to the list
- Improved 'Scrolling Example' scene layout, and improved its performance by reducing game objects
- Updated 'Disable Interactor Example' so it's harder to get stuck.
- Fixed 'Eye Tracking Visualizer Example' scene so eye tracking recording works on device
- Fixing text example scene to use TextMeshPro


## Changes
- Fixes: #11731
- Fixes: #11730
- Fixes: #11726
- Fixes: #11725
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AMollis committed Jul 27, 2023
1 parent 3e321a9 commit b30acdb
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Showing 84 changed files with 51,233 additions and 95,232 deletions.
33 changes: 25 additions & 8 deletions UnityProjects/MRTKDevTemplate/Assets/BuildAssets/BuildApp.cs
Expand Up @@ -18,19 +18,19 @@ namespace Microsoft.MixedReality.Toolkit.Examples.Build
/// </summary>
public static class BuildApp
{
private static string[] scenes = {
"Assets/Scenes/Audio/AudioLoFiExample.unity",
"Assets/Scenes/Audio/AudioOcclusionExample.unity",
"Assets/Scenes/Experimental/ScrollingExample.unity",
"Assets/Scenes/Experimental/NonNativeKeyboard.unity",
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{
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"Assets/Scenes/CanvasUITearsheet.unity",
"Assets/Scenes/ClippingExamples.unity",
"Assets/Scenes/ClippingInstancedExamples.unity",
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"Assets/Scenes/EyeGazeExample.unity",
"Assets/Scenes/FontIconExample.unity",
"Assets/Scenes/HandInteractionExamples.unity",
Expand All @@ -40,18 +40,35 @@ public static class BuildApp
"Assets/Scenes/LegacyConstraintsExample.unity",
"Assets/Scenes/MagicWindowExample.unity",
"Assets/Scenes/NearMenuExamples.unity",
"Assets/Scenes/NonCanvasDialogExample.unity",
"Assets/Scenes/NonCanvasObjectBarExample.unity",
"Assets/Scenes/NonCanvasUIBackplateExample.unity",
"Assets/Scenes/OutlineExamples.unity",
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"Assets/Scenes/OutlineExamples.unity",
"Assets/Scenes/PerformanceEvaluation.unity",
"Assets/Scenes/SeeItSayIt Example.unity",
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"Assets/Scenes/VanillaUGUIExample.unity" };
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"Assets/Scenes/EyeTracking/EyeTrackingTargetPositioningExample.unity",
"Assets/Scenes/EyeTracking/EyeTrackingTargetSelectionExample.unity",
"Assets/Scenes/EyeTracking/EyeTrackingVisualizerExample.unity"
};

private static string buildPath = "build";

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Expand Down Expand Up @@ -634,7 +634,7 @@ MonoBehaviour:
Easiest way to get there? Simply <color=#FDFFB1>flip
your visor up and back down </color>and a notification should appear asking you
to go through the calibration. Otherwise you can also start it from<color=#FDFFB1>Settings
to go through the calibration. Otherwise you can also start it from <color=#FDFFB1>Settings
-> System -> Calibration -> Run eye calibration</color>.'
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Expand Down

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