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Upon using URP, the MRTK Standard shader will prevent the app from compiling. This error is thrown:
Shader error in 'Mixed Reality Toolkit/Standard': Non system-generated input signature parameter …
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## Describe the bug
When using Mixed Reality Capture holograms aren't aligned with pv camera (XRSDK). It seems that the transformation offset isn't considered when rendering from the pv camera. Wi…
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Eye calibration can be an essential part of demos and app experiences. Unfortunatly we have no way of Eye-Calibrating within apps, nor launching Calibration and then returning seamlessly.
- Apps th…
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## Overview
Hello,
in our project we would like to use the Mesh Outlines as described here: https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/README_MRTKStandardShader.html#mesh-o…
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The README instructions mention using the 2017 version of MRTK, which is not compatible with Unity 2019.x out of the box. MRTKv2 works fine but does not include the Newtonsoft.json.dlls needed by this…
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The general consensus of the Go community has been converging on the idea that the `pkg/` directory is a useless abstraction / indirection. Instead, people are encouraged to either put the packages in…
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For these functions, what should users of the library expect: to use a logical or physical coordinate space? Should they all be the same?
```c
PuglRect puglGetFrame(const PuglView* view);
PuglS…
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Continued from https://github.com/ultraleap/UnityPlugin/issues/1600
I'd like to use the OpenXR hands subsystem instead of the Leap XRHands subsystem but I haven't been able to get it to work.
I'…
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Now that Apple [deprecated OpenCL support in `osx` 10.12]() and [NVIDIA will no longer provide CUDA support for `osx` after CUDA 10.2](https://docs.nvidia.com/cuda/cuda-toolkit-release-notes/index.htm…
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