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com.xrtk.lumin's Issues

Implement Spatial Observers for the Lumin platform.

Overview

Lumin platform components should include Spatial Observers and work similarly to the WMR components.

Requirements

  • I can setup the Lumin Spatial Observers in my application
  • I can visualize the spatial mesh in my application
  • The cursors for my pointers fall on the spatial meshes

Implement eye tracking

Overview

Implement eye tracking features

Requirements

  • I can raycast an object with my eye gaze

*..dll has no meta file, but it's in an immutable folder. The asset will be ignored.

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

When installing the Lumin package (rather than submoduling) Unity will not load the dll's copied in from the SDK, as they do not have accompanying *.meta files.

To Reproduce

Add Lumin via package manager
Make sure the dll shim copy happens (ie, that https://github.com/XRTK/Lumin/blob/dbd3a908bf250af59b7d4d275457ccc09e309251/XRTK.Lumin/Packages/com.xrtk.lumin/Editor/LuminRemote.cs#L80) executes).
See the errors in the console:

Asset Packages/com.xrtk.lumin/Runtime/Plugins/Editor/x64/TouchpadGestureStateMixer.dll has no meta file, but it's in an immutable folder. The asset will be ignored.

Expected behavior

? I'm not sure actually, hence this bug report. Definitely no errors though.

Your Setup

Upgrading older XRTK system to latest ML & XRTK packages. Including moving from submodules to package install.

Additional context

The copy happens successfully (after a wee fix on LabDriver - PR incoming). My guess is that in the developer environment, Unity creates the necessary meta files and this issue is only visible on installed systems.

Perhaps Lumen package could include meta files, or perhaps the copy could happen to the assets folder? What do you think?

Trouble importing 0.3.0 package

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

After importing package it seems that the plugins folder is somehow malformed. Gotta look into this and make sure everythings all good to go.

Asset Packages/com.xrtk.lumin/Runtime/Plugins has no meta file, but it's in an immutable folder. The asset will be ignored.
Asset Packages/com.xrtk.lumin/Runtime/Plugins/Editor has no meta file, but it's in an immutable folder. The asset will be ignored.
Asset Packages/com.xrtk.lumin/Runtime/Plugins/Editor/x64 has no meta file, but it's in an immutable folder. The asset will be ignored.
'labdriver' is not recognized as an internal or external command,
operable program or batch file.
Failed to copy lumin remote support libraries!

Screenshots

image

MeshInfo - compiler error on Unity 2019.3

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

The type or namespace name 'MeshInfo' could not be found
The offending line is:
https://github.com/XRTK/Lumin/blob/dbd3a908bf250af59b7d4d275457ccc09e309251/XRTK.Lumin/Packages/com.xrtk.lumin/Runtime/Providers/SpatialAwarenessSystem/SpatialObservers/LuminSpatialMeshObserver.cs#L152

To Reproduce

Create project with 2019.3.
Compile
See above error

Your Setup

Unity Version 2019.3.9f0
XRTK Version 0.2.0

Additional context

I think MeshInfo got removed in 2019.2. However, I'm also pretty sure that the function throwing the error in XRTK is unused: the lines pointing at it have been commented out.

Hands are missing joints

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

Hand tracking is missing some joints

Figure out a way to utilize Lumin APIs without MLKit

MLKit doesn't have an OSS friendly license, and we don't want to have to rely on their package for some features. Best to make our own.

The initial support utilizes the MLKit as a prerequisite but we should strive to break that dependency.

Setup CI/CD Pipelines

This project needs the CI/CD pipelines setup

Acceptance Criteria

  • I can open a pull request on the master and development branches and a build is run
    • Outside contributors must have a team member comment on the PR with /azp run after a quick review to ensure no bad code is run.
  • When a pull request is completed in the master branch, a upm clone and package is built.
  • Build the Lumin player

Home button isn't registering properly.

Describe the bug

The default controller setup for some reason isn't picking up the home button presses.

I think it's because the Magic Leap Controller doesn't actually report long presses, but taps only.

More research needed.

To Reproduce

Steps to reproduce the behavior:

  1. Setup controller and map an action to the home key
  2. Implement a handler with home action assigned
  3. Build and run on device/simulator
  4. See nothing happen for InputUp/InputDown/InputPressed

Expected behavior

Home button should report the same status as any other button/key

Information(please complete the following information):

  • Version: 0.1.0

Compile errors with 2019.2 and 0.22 SDK

Describe the bug

Currently the package doesn't support 2019.2 Unity Editor and the 0.22 .unitypackage from the Magic Leap Package Manager

To Reproduce

Steps to reproduce the behavior:

  1. Open project in 2019.2
  2. Update the Magic Leap SDK to 0.22
  3. See compile errors

Unity serialization error when selecting profile with platform dependency

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

When selecting a profile asset whose profile definition depends on a specific build target, e.g. Lumin, Unity will throw errors if the profile's custom inspector tries to access fields that are not available.

To Reproduce

  • Create a mixed reality profile script definition file
  • Add a field to it
  • Wrap it in #if PLATFORM_LUMIN
  • Create a custom inspector for the profile and get the just crated field from the serialized object
  • Create an asset file for the jsut crated profile
  • Switch build target to anything other than Lumin
  • Select the crated asset file
    --> Observe the inspector does not render correctly and the console shows error

Bascially as soon as you do serializedObject.GetProperty("myField") and myField does not exist in the currently compiled code the error will happen.

Example

Profile definition:

[CreateAssetMenu(menuName = "Mixed Reality Toolkit/Input System/Controller Data Providers/Hands/Lumin Hand Controller Data Provider Profile", fileName = "LuminHandControllerDataProviderProfile", order = (int)CreateProfileMenuItemIndices.Input)]
    public class LuminHandControllerDataProviderProfile : BaseMixedRealityControllerDataProviderProfile
    {
#if PLATFORM_LUMIN
        [SerializeField]
        [Tooltip("Configured level for keypoints filtering of keypoints and hand centers.")]
        private MLKeyPointFilterLevel keyPointFilterLevel = MLKeyPointFilterLevel.ExtraSmoothed;

        /// <summary>
        /// Configured level for keypoints filtering of keypoints and hand centers.
        /// </summary>
        public MLKeyPointFilterLevel KeyPointFilterLevel => keyPointFilterLevel;

        [SerializeField]
        [Tooltip("Configured level of filtering for static poses.")]
        private MLPoseFilterLevel poseFilterLevel = MLPoseFilterLevel.ExtraRobust;

        /// <summary>
        /// Configured level of filtering for static poses.
        /// </summary>
        public MLPoseFilterLevel PoseFilterLevel => poseFilterLevel;
#endif
    }

Inspector definition:

[CustomEditor(typeof(LuminHandControllerDataProviderProfile))]
    public class LuminHandControllerDataProviderProfileInspector : BaseMixedRealityProfileInspector
    {
        private SerializedProperty handTrackingEnabled;
        private SerializedProperty keyPointFilterLevel;
        private SerializedProperty poseFilterLevel;

        protected override void OnEnable()
        {
            base.OnEnable();

            keyPointFilterLevel = serializedObject.FindProperty("keyPointFilterLevel");
            poseFilterLevel = serializedObject.FindProperty("poseFilterLevel");
        }

        public override void OnInspectorGUI()
        {
            MixedRealityInspectorUtility.RenderMixedRealityToolkitLogo();

            if (thisProfile.ParentProfile != null &&
                GUILayout.Button("Back to Configuration Profile"))
            {
                Selection.activeObject = thisProfile.ParentProfile;
            }

            EditorGUILayout.Space();
            thisProfile.CheckProfileLock();

            serializedObject.Update();

            EditorGUILayout.BeginVertical("Label");
            EditorGUILayout.PropertyField(keyPointFilterLevel);
            EditorGUILayout.PropertyField(poseFilterLevel);

            EditorGUILayout.EndVertical();

            serializedObject.ApplyModifiedProperties();
        }

When now selecting an Asset for the type LuminHandControllerDataProviderProfile errors will get thrown and the custom inspector will not render because the types MLPoseFilterLevel and MLKeyPointFilterLevel do not exist when not targeting Lumin.

Expected behavior

I get a hint that I need to switch the build target to Lumin to edit the profile.

Actual behavior

The inspector fails and I get errors.

Implement All Gestures

Overview

Implement the gestures for the Lumin platform.

Requirements

  • I can perform all controller gestures
  • I can perform all hand gestures
    image

Should Lumin Remote be required to run an XRTK app?

XRTK - Mixed Reality Toolkit Request for Information

Should Lumin require remote to be running for a debug session?

What are you trying to achieve?

I want to debut my app, but I don't particularly care if Lumin remote is running (I'm upgrading some internal systems, right now it just needs to put pixels on the screen and I'm happy).

What have you already tried

I'm lazy, so I just commented out the line requiring LR: https://github.com/XRTK/Lumin/blob/dbd3a908bf250af59b7d4d275457ccc09e309251/XRTK.Lumin/Packages/com.xrtk.lumin/Editor/LuminRemote.cs#L135

Everything seems to work, but I'm not a fan of disabling something just for the fun of it. What do you think? This wasn't here in the version I'm upgrading from (AFAIK), so it's a new behavior.

Enable controller visualization

Controller should support visualization

Requirements

  • Controller visualization matches real world position
  • Controller animates with button pressed and trigger presses.
  • Controller shows the current touch position on the touchpad.

Main Camera isn't properly setup by default

Describe the bug

When a new user configures the xrtk for Lumin, the Main Camera requires a TrackedPoseDriver with the following settings:
image

Without these settings then the camera doesn't work correctly.

Expected behavior

A TrackedPoseDriver should be attached to the main camera for the Lumin platform runtimes when the xrtk is configured.

Information(please complete the following information):

  • Version: 2019.1.0f2
  • Release: a196ab9

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