Summary: 51 instances, 50 unique Text Count // TODO: Use shared mesh with normal bounds once Unity allows for more control over instance culling. 1 // TODO - Expand input list for additional controller types and have a filter defined by the controller 1 // TODO Visualize digital and single axis controls down state 1 // TODO: !!!!! need to make sure we refresh the shader list when the target changes 1 // TODO: plumb for gestures 1 // TODO: add messaging!!! 1 // TODO - currently not used, consider removing maybe? 1 // TODO Right now animation is just lerping joint offsets 1 // TODO: add themes 1 // TODO Review this, it feels like we should be using Behaviour.enabled instead. 1 // TODO Visualize dual axis controls 1 // TODO: handle/display properties from themes 1 // TODO: !!!!! need to make sure we refresh the shader list when the target changes 1 // TODO: how best to handle this scenario? 1 // TODO: Add way to protect the defaultTheme from being edited and encourage users to create a new theme, maybe include a create/duplicate button 1 // TODO: should IsGlobal only show up on specific press types and indent? 1 // TODO: How to handle cycle buttons 1 // TODO: If we are on HoloLens 1, push and pop modal input handler so that we can use old 2 // TODO: !!!!! finish incorporating States 1 // TODO: let flow into rest of themes and events. 1 // TODO: Make sure all shader values are batched by theme 1 // TODO: add the default states by default 1 // TODO: Implement ControllerFinder properly on vNext. 1 // TODO: if < 2, make this go to start state ('drop it') 1 // TODO optimize 1 // TODO: have a way to determine if this is a fully articulated hand and return 1 // TODO: make sure there is only one or make unique 1 // FIXME: This is assuming only the grab pointer is using SceneQueryType.SphereOverlap, 1 // TODO: Make this more generic / configurable for hands vs controllers. Also resolve the duplicate Handedness variables. 1 // TODO: Add tracked controller element back in. Pending visualization system updates. 1 // TODO: we need the theme and target in order to figure out what properties to expose in the list 1 // TODO: Simulate raycast for 3D objects? 1 // TODO wire up input actions to controller transform nodes / animations 1 // UV mapping of the hand. TODO: Give more specific details about UVs. 1 // TODO Visualize digital and single axis controls up state 1 // TODO Visualize single axis controls 1 // TODO: There should be a different solver for distance constraint. 1 // TODO: should we show handedness on certain press types? 1 // TODO: figure out how reliable this is. Should focusDetails.RayDistance be updated? 1 // TODO: handle dimensions 1 // TODO: events should target the state logic they support. 1 // TODO: add profiles 1 //TODO: make sure shader has currently selected property 1 // TODO Load texture async 1 // TODO this need to be removed and happen in the animation, but it doesnt 1 // TODO: make these (and future plane) events more generic 1 // TODO: extend the preference array to handle multiple themes open and scroll values!!! 1 // TODO add defined elements or transforms? 1 // TODO: test and replace with this simpler, more unity-friendly code 1 // TODO: or do we show them all and show alerts when a theme property is not compatible 1