AndrewTHEManeri
AndrewTHEManeri
As per https://github.com/Unity-Technologies/EditorVR/pull/402 We need to be able to drive multiple transforms with a single affordance - in this case the vive controller representation needs the touchpad rotated and the...
This PR https://github.com/Unity-Technologies/EditorVR/pull/362 exposes methods in the annotation tool to get updates when a mesh is created. We should extend this to a FI interface so that any tools that...
To get crawl and fly up to par with blink, they should have their own visual indicators when their locomotion modes are active. Crawl ideally would have some kind of...
A menu - or perhaps an addition to the Locomotion menu - that would let users record their current position/scale/orientation in the world, label these in some meaningful way, and...
An toggleable visualization - probably a red vignetting pulse (like losing health in an FPS) - that occurs when an error is printed to the console. Could do a yellow...
Annotation tool does not seem to currently merge strokes using the same material together right, resulting in sub material group/material bloat
There are many instances in the code where the hovered event is being overloaded to act as a rayEnter/rayExit event - these should be replaced and treated as their actual...
Moving this issue forward from https://github.com/Unity-Technologies/EditorVR/pull/277#discussion_r134929132
With certain shapes/sizes of objects, detecting the second hand is colliding with the object can be inconsistent. We should explore solutions to make this more reliable. Some kind of extra...