Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Dev Changes before Master Merge #1175

Merged

Conversation

StephenHodgson
Copy link
Contributor

@StephenHodgson StephenHodgson commented Oct 16, 2017

Builds for 5.6, 2017.1, and 2017.2
All Unit Tests pass for 5.6, 2017.1, and 2017.2

Ben Woodford and others added 30 commits October 11, 2017 11:45
Renamed editor input source specific classes
I may be totally missing something here, but I'm just going off what the build window generates for me (that is, it builds to the build folder directory, it doesn't build to incremental subfolders or anything like that)

Currently, it will search the build folder for folders, then search those folders for an `AppPackages` folder and use that to identify it's a build. But this isn't how builds are generated by the build tools. The `AppPackages` folder is in the root of the build folder, so what should actually be iterated through is the contents of the `AppPackages` folder in the root of the build folder. _Those_ are the individual builds.
…ox) selection and renamed to InteractiveSet.
Changed to environment
Fixing little typo 'envionment'
Tracks previously untracked controllers if seen in InteractionSourceUpdated event.
Extended InteractiveRadialSet to allow multiple selection
Only just found this one, you need Private Network Client Server enabled in order to use the Unity Remote Profiler with Hololens.

Wording may need tweaking, or perhaps it would be best moved into a separate menu option for "Enable Remote Profiler" that pops up a window saying "This will enable the 'Private Network Client Server' capability, are you sure?" instead.
Adds SingleInstance from dev branch and fixed microsoft#1031
Cleans up event handlers and Tracks previously untracked controllers if seen in InteractionSourceUpdated event.
Added a note to capabilities RE: Remote Profiler
Handle a null switch and gracefully stop searching
@StephenHodgson
Copy link
Contributor Author

@keveleigh Is this better?

SupportsMenuButton: 0
SupportsGrasp: 0
RaiseEventsBasedOnVisibility: 1
sourceKind: 1
SourceKind: 0
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This should stay 1, for Hand. I believe 0 is Other.

SupportsMenuButton: 0
SupportsGrasp: 0
RaiseEventsBasedOnVisibility: 1
sourceKind: 1
SourceKind: 0
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Same as above, this should stay 1.

@@ -13,33 +13,23 @@ public class SetGlobalListener : MonoBehaviour
{
private void OnEnable()
{
StartCoroutine(AddGlobalListener());
InputManager.Instance.AddGlobalListener(gameObject);
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

We should probably still have an Instance != null check here, just in case.

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

We would probably want it to throw the null ref. If it's not found by then, it means the InputManager either isn't in the scene or it's disabled.

The Singleton updates should have fixed the issues we were having with Awake not being called in time.

Copy link

@jessemcculloch jessemcculloch left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

All tests pass, Builds to Standalone and UWP, and I tested 5 random scenes and all are working as expected

@StephenHodgson StephenHodgson merged commit 900f29b into microsoft:Dev_Unity_2017.2.0 Oct 17, 2017
@StephenHodgson StephenHodgson deleted the MRTK-Dev-Local branch October 17, 2017 01:07
@StephenHodgson StephenHodgson restored the MRTK-Dev-Local branch October 17, 2017 01:07
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

8 participants