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Oculus visualization now integrated with MRTK #10067
Oculus visualization now integrated with MRTK #10067
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Assets/MRTK/Providers/Oculus/XRSDK/Controllers/OculusXRSDKTouchController.cs
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Assets/MRTK/Providers/Oculus/XRSDK/Controllers/OculusXRSDKTouchController.cs
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/azp run |
Azure Pipelines successfully started running 2 pipeline(s). |
NOTE: This also fixes an error that was introduced when the UnityEngine import was added to the OculusXRSDKDeviceManager class Assets\MRTK\Providers\Oculus\XRSDK\OculusXRSDKDeviceManager.cs(17,7): error CS0105: The using directive for 'UnityEngine' appeared previously in this namespace |
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Big fan of the direction this PR is taking, moving some of this visualization work more in-box!
Assets/MRTK/Providers/Oculus/XRSDK/Controllers/OculusXRSDKTouchController.cs
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Assets/MRTK/Providers/Oculus/XRSDK/Profiles/DefaultOculusXRSDKDeviceManagerProfile.asset
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…hController.cs Co-authored-by: Kurtis <kurtie@microsoft.com>
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/azp run |
Azure Pipelines successfully started running 2 pipeline(s). |
* Oculus visualization now merged seemlessly with MRTK * addressing code review comments * Update Assets/MRTK/Providers/Oculus/XRSDK/Controllers/OculusXRSDKTouchController.cs Co-authored-by: Kurtis <kurtie@microsoft.com> Co-authored-by: Kurtis <kurtie@microsoft.com>
Oculus visualization now integrated with MRTK (#10067)
Overview
Previously Oculus controllers managed their visuals completely separately from MRTK. This PR refactors the Oculus Touch Controllers to use the visualizer in a similar manner as the WMR controllers. For consistency, it also makes it so avatar hands can be rendered at the same time as the controller models, since Oculus's OvrAvatar functionality operates in it's own system and cannot be managed easily by MRTK.
Changes