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mrtk
How to get the hand/controller that pressed a button
MRTK2 detecting air taps with out a collider
How to spawn solvers with initial orientation?
How do I modify the GrabPointer prefab to allow for more than the default 64 colliders in a scene?
How is the PinchSlider meant to be configured?
Main Camera Referenced script is missing
Camera starts at floor level 2019.2 + MRTK v2.0.0
How will MRKT work with Unity XR Interaction toolkit?
MRTKv2: How get the spatial awareness observers
How to match user height between VR and AR?
MRTK v2, how do you make an object dragged by the pointer, stay straight out from the controller?
How can I configure MRTK to work with touch input in editor and on mobile devices?
Can I trigger the Hololens Calibration sequence from inside my application?
How can I simulate hand rays on HoloLens 1?
How to use the MRTK Spectator View Feature?
How to make the latest SpectatorView work with MRTK RC2?
How to move without VR or AR device?
Does the MRTK include animated hand visualizers with grab functionality for use with their VR headsets?
What is the MRTK v2 equivalent to UAudioManager from HTK?
How do I setup a single application for cross platform deployment using MRTK?
Is there an orbital solver or modifier that allows orbiting tolerance?
Why is there or is there a difference between pointer and input?
Are virtual keyboards supported for every supported platform?
MRTK thumbstick input
Attaching items to the hands
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