Original issue opened by:
@AMollis
Describe the problem
MRTK3 has implemented custom components on top of XRI that can now be replaced with XRI's latest feature set. We should update MRTK3 to take advantage of these new features and deprecate MRTK3's custom components.
The usage of these new components will be part of a new MRTK3 XR Rig. The existing MRTK rig may then be deprecated, in favor of using the new rig.
Tasks
ISSUE MIGRATION
Issue migrated from: microsoft/MixedRealityToolkit-Unity#11679
Original issue opened by:
Describe the problem
MRTK3 has implemented custom components on top of XRI that can now be replaced with XRI's latest feature set. We should update MRTK3 to take advantage of these new features and deprecate MRTK3's custom components.
The usage of these new components will be part of a new MRTK3 XR Rig. The existing MRTK rig may then be deprecated, in favor of using the new rig.
Tasks
ArticulatedHandControllerinto two separate controllers, one for articulated hands and one for hand controllers. (MSFT Cost Estimate: 5)IInteractionModeDetectorsand Interaction Mode Manager. However, there still needs to be a way to disable hand rays if poking or grabbing something, so this may still require some form of the Interaction Mode Manager. Whatever is done, the Interaction Mode Manager can't interfere with the handling of UGUI like it does now (see MRTK3 NonNativeKeyboard & vanilla UGUI doesn't support near touch microsoft/MixedRealityToolkit-Unity#11557). (MSFT Cost Estimate: 5)PokeInteractor(MSFT Cost Estimate: 5)FuzzyGazeInteractor. (MSFT Cost Estimate: 5)ISSUE MIGRATION
Issue migrated from: microsoft/MixedRealityToolkit-Unity#11679