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Home Page: https://xrtk.io
License: MIT License
The Official Mixed Reality Framework for Unity
Home Page: https://xrtk.io
License: MIT License
Make it easier to flip the input axes in the controller mapping window.
At the moment it only shows the action, but the generic windows have a lot more granular control over the inversion settings.
When opening the controller mapping window, I'd also like to configure the axis inversion along with the action raised.
Applies to both DualAxis
and SingleAxis
actions
When targeting the Android platform and XR Setting is enabled building the Player will fail because of the Mixed Reality Toolkit/Wireframe
shader.
Shader error in 'Mixed Reality Toolkit/Wireframe': unrecognized identifier 'DEFAULT_UNITY_VERTEX_OUTPUT_STEREO_EYE_INDEX' at line 47 (on gles3)
Compiling Vertex program with STEREO_MULTIVIEW_ON
Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 SHADER_API_MOBILE UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_LIGHTMAP_DLDR_ENCODING
The Android Player can be built.
Build Fails.
Currently the Windows Mixed Reality motion controllers are loaded from the driver, but are not animated with the current input values from the device.
The WindowsMixedRealityControllerVisualizer
implementation needs to be finished.
Ideally we don't want to pull in the whole toolkit using the old .unitypackage
route, but instead have a package that then installs the upm package.
The reason is that when importing the upm package the old way, the dependencies of the new packages will expect the xrtk to be in the Packages
folder and in the editor package registry.
This seed package should also add the xrtk upm server registry per #85
I'm always frustrated when my application does not run smooth or has bugs. So porting over the DiagnosticsSystem from the MRTK to the XRTK-Core will bring powerful diagnostic Tools for XRTK users to use.
It's not a new feature but enhances the existing solution.
Verify changes in MRTK DiagnosticsSystem and accordingly refactor XRTK's own one.
When editing the XRTK packages in the package window the MixedRealityPackageSettings.asset
doesn't properly get saved to disk.
MixedRealityPackageSettings.asset
data matches what's seen in the inspector.MixedRealityPackageSettings.asset
's raw data should match what's shown in the inspector
Changes are not saved to disk
After finding all missing scripts on my canvases after porting from mrtk, I try to re-add the canvas utility to make my ui buttons work. But when trying to add the util, it appears in the inspector for a fraction of a second and is removed immediately.
Steps to reproduce the behavior:
1 canvas utility ensured on a canvas. If the utility is added automatically on runtime for objects in scene, how should I build prefabs with ui which are added dynamically?
It seems that the [DisallowMultipleComponent] in CanvasUtility.cs does not work as expected
When porting prefabs from mrtk to xrtk and adding the new canvas utility, commenting the [DisallowMultipleComponent] in canvasutility.cs allowed me (sometimes) to add the util.
Latest release version is incompatible with the release mechanisms we're using to get the latest tag.
Package seed should download the latest tag no matter the number.
Package seed is installing 0.1.9 instead of 0.1.10
If applicable, add screenshots to help explain your problem.
Seems like the sort we're doing shows it as:
Ideally we want to sort by date not tag number alone.
Currently the MixedRealityToolkit GameObject
is required in the scene to configure the various profiles. Ideally this should be done in a way that doesn't check or enforce the presence of the service locator in any scene. This may also unlock the ability to copy deeply nested profiles easier as well (#35).
If the user selects a profile in the project window, then it should work without the need to instantiate the service locator in the scene. To do this we may need to keep references to the guids of any connected profiles.
UnityEngine.Object
references could work here as well.
Currently there's no way to distinguish actions from one input action mapping from another.
We should add a reference to the input action profile they're created from to enable easier swap-ability, editing, and customization.
InputActions
can be assigned by object reference or guid.InputAction
profiles with structs to updated scriptable object referencesCare needs to be given in to Action Configuration and Design, to ensure it's not over-complicated, especially if we are merging Actions and Rules. Ideally, if we are chaining events it should be node based, similar to what is used in Animation for transitions.
Consideration also needs to be given towards inheritance and its role in the new Input Actions extensibility and what that would look like.
Hello XRTK cybernauts!!
I am extremely happy with the decentralized and holistic approach that XRTK is proposing for developers out there.
I came across XRTK via a Medium post by Stephen Hodgson who stated in this exciting post the following "Setting up the Mixed Reality Toolkit should be as easy as downloading, importing, and pressing configure"
However, I must say, despite the amazing job and dedication that has been put to create these tools, at the moment I have found various problems just trying to set up my controllers and almost no documentation or tutorial to get this going smoothly.
I have read all the documentation in this link: ( https://github.com/Microsoft/MixedRealityToolkit-Unity/tree/mrtk_release/Documentation ).... and yes, it's all great, however, these really didn't give any specific understanding on how to set up my controllers or how to use the scripts in the XRTK to control objects or buttons or any sort of basic event system implementation.
In comparison with the with HoloToolkit-Unity-Preview-2017.4.3.0 , this was much more straight forward to set up, with a shorter learning curve, as just exploring the different example scenes gave me an understanding of how to implement the controllers and the scripts provided in the package. As well as this great video which really helped me out: https://youtu.be/FrZbmFPiD-E
The downside to it is that is dependent on Unity 2017.4.3.0 and for the VR I am developing I am really looking forward to getting the most of the Shader Graph and the VFX Graph only available in later versions.
I am using Unity 2018.3.0f2 and after setting up a basic scene, my Samsung Odessey gets recognized by the configuration of XRTK, however, my controllers are not appearing in the scene and I notice that my controller input name does not appear in the input manager.
So, I really hope the developers of XRTK could help me and also any future developer that stumbles upon this post to get more information on the basic setup of the Motion Controllers, and any overall basic understanding of how to use this promising Toolkit.
Best Wishes
When testing Teleport cursor and Line Pointer using the Default Gizmo via a Samsung HMD, the pointer, gizmo and parabolic line will have excessive jittering and episodes of not rendering or complete an action. No additional scritps have been added.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Same navigation ability as before with teleport and strafe
Information(please complete the following information):
To ensure we're generating proper documentation without having multiple websites scattered about, we can pull in the upm packages as submodules and then trigger the doc generation here.
This will also ease development bc we can have all the packages in the same project, checkout other people's forks and changes and test them before adding.
In discussions with adopters we are seeing multiple patterns for consuming the XRTK, from:
(List is not exhaustive and will likely increase with time)
Ultimately this proposal demands the need for multiple deployment options to address each of the above environments with several documented / supported deployment patterns, including:
This proposal marks the start of the discussion and prompts open discussion by all for any patterns we may have missed.
Currently the list of packages is kept in an editor only profile and is used by the mixed reality package utilities to install the default packages.
When user 1 removes a default package, user 2 shouldn't reimport that package on their machine.
When a user 2 pulls the repository, they get all of the default projects imported, even though
user 1 may have explicitly removed that package from the project.
The feature request solves the problem that user's currently can't set whether specific XRTK components and Features should be available on Android or iOS. By adding those two to the Enumeration, user's can disable e.g. the UnityTouchDataProvider
when executing on Android or iOS.
Add Android and iOS to SupportedPlatforms
in a backwards compatible way.
In order to take full advantage of the upm system, our projects assets should be embedded in the Packages
folder, not the assets folder.
ProjectRoot/XRTK-Core/Assets/XRTK
folder into to ProjectRoot/XRTK-Core/Packages/XRTK/
Opening a new feature request as part of the general Arfoundation support discussed in #170. The first step to have ARFoundatin working is to properly Setup the session.
For ARFoundation to work, the following steps Need to be implemtend:
ARSession
component when running with ARFoundation enabled. It can be added to any GameObject. Fort XRTK preferably to the playspace GOARSessionOrigin
component, probably also best added to the playspace GOTrackedPoseDriver
to main cameraARCameraBackground
to the main camrea GO so the video feed is rendered to the backgroundhttps://docs.unity3d.com/Packages/[email protected]/manual/index.html
When working with multiple scenes in the XRTK it's assumed that you have a base scene that starts with the service locator, and each additional scene is additively loaded in.
We should modify the editor scripts to load in the base scene, if it's set in the XRTK preferences window. If no base scene is setup then we could prompt the user if they wanted to make the current scene the base scene and set it in the preferences.
Reciving the following error in Unity Console:
Failed to register the MixedRealityInputSystem service: System.Exception - The Input system is missing the required GazeProviderType!
at XRTK.Services.InputSystem.MixedRealityInputSystem..ctor (XRTK.Definitions.InputSystem.MixedRealityInputSystemProfile profile) [0x000da] in O:\Git\Source\Repos\XRTK\XRTK-Core\XRTK-Core\Assets\XRTK\Services\InputSystem\MixedRealityInputSystem.cs:44
at (wrapper managed-to-native) System.Reflection.MonoCMethod.InternalInvoke(System.Reflection.MonoCMethod,object,object[],System.Exception&)
at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) [0x00002] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
UnityEngine.Debug:LogError(Object)
XRTK.Services.MixedRealityToolkit:CreateAndRegisterService(Type, SupportedPlatforms, Object[]) (at Assets/XRTK/Services/MixedRealityToolkit.cs:888)
XRTK.Services.MixedRealityToolkit:CreateAndRegisterService(Type, Object[]) (at Assets/XRTK/Services/MixedRealityToolkit.cs:833)
XRTK.Services.MixedRealityToolkit:InitializeServiceLocator() (at Assets/XRTK/Services/MixedRealityToolkit.cs:383)
XRTK.Services.MixedRealityToolkit:InitializeInstance() (at Assets/XRTK/Services/MixedRealityToolkit.cs:282)
XRTK.Services.MixedRealityToolkit:get_Instance() (at Assets/XRTK/Services/MixedRealityToolkit.cs:206)
XRTK.Services.MixedRealityToolkit:ConfirmInitialized() (at Assets/XRTK/Services/MixedRealityToolkit.cs:319)
XRTK.Inspectors.Utilities.MixedRealityInspectorUtility:CheckMixedRealityConfigured(Boolean) (at Assets/XRTK/Inspectors/Utilities/MixedRealityInspectorUtility.cs:45)
XRTK.Inspectors.Profiles.MixedRealityCameraProfileInspector:OnEnable() (at Assets/XRTK/Inspectors/Profiles/MixedRealityCameraProfileInspector.cs:33)
_Library\PackageCache\com.xrtk.core@f6a39a3fce074f7de2e6dc0153839d9ebcfeabf4\Services\InputSystem\MixedRealityInputSystem.cs(1252,33): error CS0246: The type or namespace name 'ExecuteEvents' could not be found (are you missing a using directive or an assembly reference?)
Complete download and install of package with no errors.
Errors.
After reading the documentation for the proposed Packaging Guide for MRTK and reviewing the code contained here, is the intent for this repository to be considered and packaged as an Extension to the MRTK package?
Describe the bug
Upon first teleporting, the viewer(camera) is placed at the position of the Teleport Target. This places the viewer at ground level.
To Reproduce
Steps to reproduce the behavior:
Create a terrain with textures.
Set the Playspace/Camera at 0,0,0 position
Adjust terrain to a -2 Y so that the player is positioned correctly upon start.
Using the WHMD Motion Contorller, move the thumb stick forward to produce the Teleport parabola curve.
manipulate the teleprot cursor to a position and release thumbstick.
Expected behavior
I expect that the player will be teleported to that XZ position but add the cursor Y value to the Player Y value.
Information(please complete the following information):
Additional context
Terrain is a procedural terrain created via GAIA.
When first installing the XRTK via the UPM package manager, everything is installed by default. This creates a bit of a jarring experience with multiple installs running over and over.
Steps to reproduce the behaviour:
XRTK should be installed and it should then be possible to add more platforms as desired.
Everything is on, cannot easily through the Confg profile remove platforms and forced to use the UPM manager to remove afterwards.
Unity project is unusable for a few minutes while the packages are imported.
New project, user might not be sure which to start with.
Currently there is very minimal support for HoloLens and virtually no support for windows Mixed Reality Headsets in Unreal Engine. The MRTK and XRTK have been focusing onn support for Unity only.
I would like to propose that an Unreal Plugin be developed that can be imported into the Unreal Engine, to extend the same functionality that is used by the XRTK for Unity. I am not sure if this would be a seperate project or an inclusion to the existing project.
I don't know that this would be a C++ project and because some IDEs do not support multiple project langauges, a seperate project would make sense.
Blueprint code can be used to create examples and tests.
I would like to open this for discussion if possible.
The list of supported platforms has a couple of surprising (to me) omissions.
Generally my concern is "how to support all 6DOF headsets". Generally OpenVR will handle everything on PC - but native Oculus support is needed to get in the Oculus Store and I believe native WMR support is needed for the Microsoft stores. I'm generally making stuff for public events so supporting the stores isn't a big priority to me.
What is incredibly useful is being able to build something that will run across PC, 6DOF Android - and hopefully in the next few weeks - the Oculus Quest.
The Lenovo Mirage Solo and the Quest are incredibly well suited to events and exhibitions. I'd be very interested to know if there are any plans for support but at the very least you could add them to your list to make it clear that they currently aren't supported.
(Incidentally - what's the distinction you're making in that list between OpenVR and SteamVR? I'm not aware of one that would effect this framework. They are essentially the same thing in this regard)
Is your feature request related to a problem? Please describe.
When the need to copy a single nested profile arises, there's no easy way to copy it without first making copies of all the parent profiles.
Describe the solution you'd like
Copying a nested profile should also make copies of the parent profiles.
Port some of the initial HTK focus tests to ensure focusing works properly
Currently the WMR motion controller visualization is only availible after building the app. It would be beneficial to also be able to load the controller's visualization while playing in the editor as well. This implementation would ideally not use an external library imported into the editor.
MixedRealityEditorSettings.MixedRealityToolkit_AbsoluteFolderPath
is returning the wrong path if user has built a mpk.
Example return path:
"C:\\Dev\\XRTK.Core\\XRTK-Core\\.out\\.cache\\debug_lumin_clang-3.8_aarch64\\com.xrtk.core-aa2f9e3d7d60278b"
Steps to reproduce the behavior:
Basically I want XRTK to automagically Setup the ARFoundation session as described in the docs, if I am targeting a compatible platform. I expect to be able to use the same MixedRealityPlayspace object as for any other platform supported by XRTK and not having to Setup Things differently.
My request for Information is: What is the Vision for how XRTK is goind to support this and how I might be able to help Implement it. My approach would be to have a dedicated CameraService e.g. for ARFoundation that will Setup Things as described in the docs etc. I am not familiar enough with XRTK yet to fully understand, how to Implement this without Breaking existing Patterns.
I am using ARFoundation in my XRTK Project. But currently basically when Building for mobile AR I am using different Scenes and custom Setups.
ARFoundation docs:
https://docs.unity3d.com/Packages/[email protected]/manual/index.html
When installing the upm package the first time, the default packages fail to load properly.
Packages affected:
When installing the core package the first time, the default packages also install.
The controller pointer lines don't extend the full length form the tip of the pointer to the end of the raycasted line where the cursor may fall.
Pointer lines should extend from the tip of the pointer to the cursor position.
Pointer line ends much sooner than the cursor.
If applicable, add screenshots to help explain your problem.
VR ONLY
When writing an application that consumes Motion Controller input, navigation in the application envirionment does not translate well between platforms.
This causes the user to become confused on how to navigate or teleport when the hardware is different. With the popularity of Steam VR parity between conrtollers would be nice to have.
Working in the Unreal Engine, Motion Controllers are available with the STEM plugin. This said, one of the most divers differences is the functional use of the Thumb Stick for teleportation/navigation.
In the world of Windows MR the pressing the tumbstick forward and holding produces a parabolic line and target indicator where the user will be positioned after releasing the thumbstick.
In the world of STEAMVR and Unreal, teleporting behavior is accomplished by pressing down on the thumbstick to see the parabolic line and target with the release press prositioning the user to the tageted position. Pressing forward on the thumbstick once will only move the user forward a 'step' while pressing and holding moves the player in a walking/running in the Motion Controllers forward vector.
With that said, we should have the Motion Controller Navigation and Teleportation be in parity with the STEAMVR implimentation?
To be cross platform, I think that the different motion controllers should respond in familiar and predictable manners.
Maybe allowing for the application to switch between behaviors.
Leaving the XRTK implimentation as-is
Unity crashwhollops (technical term) on a brand new project and we setup XRTK.
Steps to reproduce the behavior:
Unity should not crash (and we should have world peace while we are at it)
BadabingBadaboom. Because... Unity
Any
With the xrtk packages having the ability to be loaded via git, we also need to stand up a server to get the right scoped registries.
manifest.json
Provide native Oculus support for deploying on Windows and Android.
Currently, OpenVR is supported but consumers need native access to properly publish in the Oculus store.
Ability to create/deploy solutions on the following platforms natively:
Using the Oculus Asset natively
Describe the bug
The Mouse needs to better support 2d screens. There's been a lot of feedback that the spatial mouse doesn't make sense in the editor and in a 2d app environment. The default mouse implementation should be smart enough to handle transitioning between traditional 2d mode vs 3d spatial mode.
Expected behavior
Currently additional service providers have a priority that can be manually set, but it may be better to be able to drag and rearrange them, making the top service have the highest priority.
Focus provider expects near plane to be zero on UIRaycastCamera, when that makes no sense.
It pops an assert every frame because of this.
Open up and configure a blank scene with Lumin setup. Hit play
Debug.Assert(UIRaycastCamera.nearClipPlane.Equals(0f), "Near plane must be zero for raycast distances to be correct");
will pop from method private void RaycastGraphics(IMixedRealityPointer pointer, PointerEventData graphicEventData, LayerMask[] prioritizedLayerMasks, PointerHitResult hitResult)
in the FocusProvider.
No assert error every frame.
Assert error every frame
Currently to support upm we had to update the default branches to the upm specific one, unfortunately this also caused us to lose the nice readme landing page from dev/master.
When building for the HoloLens vs a VR headset, generally the scene content will be offset depending on where the camera starts.
There is a strong need to adjust the user's start position depending on the platform.
Requirements
Additional Context
Describe the bug
In BuildDeployWindow.cs, EditorUserBuildSettings.GetWSADotNetNative occurs error, because of .Net scripting backend is abandoned in Unity2019.
Information(please complete the following information):
Whether one is configured or not, the following error keeps appearing in an XRTK project
"Missing profile for Windows Mixed Reality Spatial Mesh Observer"
Unknown as to the cause at this time
Steps to reproduce the behavior:
No errors from the toolkit being in the project... ever
Unknown if this is related to #57 as the error was showing up mainly there in testing
When cloning a profile, the new profile still has the old profile's parent (even though the profile we're cloning from is obviously different).
We need to set the parent profile when cloning a subprofile.
Steps to reproduce the behavior:
Should navigate back to the profile we just cloned from.
Navigates back to the default profile which is what the clone is derived from.
If applicable, add screenshots to help explain your problem.
When the package seed imports the latest releases from each xrtk package there may not have been an update to dependencies that will end up causing compiler errors.
Ideally the seed package should only download the latest confirmed working configuration.
This should go away with #85 but in the mean time is an issue we need to be aware of.
Easiest workaround, is to just move the xrtk.core
to the previous version.
Seed .unitypackge
should only download the validated configuration.
Seed is downloading the latest tags from each package even though the lastest might not support each others dependencies.
Steps to reproduce the behavior:
No NREs on import and default pacakges should be autoloaded. (may be related?)
Currently windows gesture settings are in the gestures profile, but ideally they should be part of a platform specific setting.
I know there's a Project Setup project as well as a Roadmap in the README but is there another place for devs to discuss the state of current / future development of this project?
If not I propose we use Issues as a way to do this publicly. If we do use Issue then I think it would be a good idea to add new Labels such as Discussion, Proposal, Feature, WIP, as well as labels for each platform (WMR, OpenVR, Lumin, etc.)
XRTK's MixedRealityToolkitInspector
will freeze the editor when the GameObject with the MixedRealityToolkit
component attached to it is selected and active in hierarchy.
Steps to reproduce the behavior:
The editor does not freeze and I can inspect the MixedRealityToolkit
component in the inspector.
NullReferenceException: Object reference not set to an instance of an object
XRTK.Services.MixedRealityToolkit.EnsureMixedRealityRequirements () (at Library/PackageCache/com.xrtk.core@792b32d81829ba6b3f7327366f70ea787e06b841/Services/MixedRealityToolkit.cs:643)
XRTK.Services.MixedRealityToolkit.InitializeServiceLocator () (at Library/PackageCache/com.xrtk.core@792b32d81829ba6b3f7327366f70ea787e06b841/Services/MixedRealityToolkit.cs:352)
XRTK.Services.MixedRealityToolkit.ResetConfiguration (XRTK.Definitions.MixedRealityToolkitConfigurationProfile profile) (at Library/PackageCache/com.xrtk.core@792b32d81829ba6b3f7327366f70ea787e06b841/Services/MixedRealityToolkit.cs:115)
XRTK.Inspectors.MixedRealityToolkitInspector.OnInspectorGUI () (at Library/PackageCache/com.xrtk.core@792b32d81829ba6b3f7327366f70ea787e06b841/Inspectors/MixedRealityToolkitInspector.cs:91)
UnityEditor.InspectorWindow.DoOnInspectorGUI (System.Boolean rebuildOptimizedGUIBlock, UnityEditor.Editor editor, System.Boolean wasVisible, UnityEngine.Rect& contentRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1625)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
manifest.json
{
"dependencies": {
"com.unity.package-manager-ui": "2.0.7",
"com.unity.probuilder": "4.0.4",
"com.unity.textmeshpro": "1.3.0",
"com.unity.xr.arcore": "1.0.0-preview.24",
"com.unity.xr.arfoundation": "1.0.0-preview.22",
"com.unity.xr.arkit": "1.0.0-preview.27",
"com.unity.xr.oculus.standalone": "1.29.1",
"com.unity.xr.windowsmr.metro": "1.0.8",
"com.xrtk.core": "https://github.com/XRTK/XRTK-Core.git#0.1.0",
"com.xrtk.upm-git-extension": "https://github.com/XRTK/UpmGitExtension.git#0.9.1",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.cloth": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.modules.screencapture": "1.0.0",
"com.unity.modules.terrain": "1.0.0",
"com.unity.modules.terrainphysics": "1.0.0",
"com.unity.modules.tilemap": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.uielements": "1.0.0",
"com.unity.modules.umbra": "1.0.0",
"com.unity.modules.unityanalytics": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.vehicles": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.wind": "1.0.0",
"com.unity.modules.xr": "1.0.0"
},
"lock": {
"com.xrtk.core": {
"hash": "792b32d81829ba6b3f7327366f70ea787e06b841",
"revision": "0.1.0"
},
"com.xrtk.upm-git-extension": {
"hash": "9cdc5a92ad0d1f3606026765a29d458555e54251",
"revision": "0.9.1"
}
}
}```
If there is no Camera already existing in the scene and the Toolkit is not configured in the scene a modal asks whether to configure it. It will create the MixedRealityToolkit
GO and the MixedRealityPlayspace
GO with a camera inside. The camera GO does not have an audio listener.
People are used to have an audio listener on the main camera since it must exist only once in the scene and camera is usually the place where it lives.
If an audio listener does not exist yet in the scene, the toolkit adds it to the main camera created.
There is no audio listener attached.
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