Assets/MixedRealityToolkit.SDK/Inspectors/UX/Interactable/InteractableInspector.cs (16 lines): - line 78: // TODO: extend the preference array to handle multiple themes open and scroll values!!! - line 79: // TODO: add messaging!!! - line 80: // TODO: handle dimensions - line 81: // TODO: add profiles - line 82: // TODO: add themes - line 83: // TODO: handle/display properties from themes - line 85: // TODO: !!!!! need to make sure we refresh the shader list when the target changes - line 87: // TODO: !!!!! finish incorporating States - line 88: // TODO: add the default states by default - line 89: // TODO: let flow into rest of themes and events. - line 90: // TODO: events should target the state logic they support. - line 183: // TODO: should IsGlobal only show up on specific press types and indent? - line 184: // TODO: should we show handedness on certain press types? - line 300: // TODO: make sure there is only one or make unique - line 323: // TODO: we need the theme and target in order to figure out what properties to expose in the list - line 324: // TODO: or do we show them all and show alerts when a theme property is not compatible Assets/MixedRealityToolkit.SDK/Features/UX/Scripts/Controllers/MixedRealityControllerVisualizer.cs (5 lines): - line 14: // TODO wire up input actions to controller transform nodes / animations - line 31: // TODO Visualize digital and single axis controls down state - line 44: // TODO Visualize digital and single axis controls up state - line 57: // TODO Visualize single axis controls - line 70: // TODO Visualize dual axis controls Assets/MixedRealityToolkit.SDK/Features/UX/Interactable/Scripts/Interactable.cs (4 lines): - line 18: // TODO: How to handle cycle buttons - line 19: // TODO: plumb for gestures - line 20: // TODO: Add way to protect the defaultTheme from being edited and encourage users to create a new theme, maybe include a create/duplicate button - line 21: // TODO: Make sure all shader values are batched by theme Assets/MixedRealityToolkit.SDK/Features/Input/Handlers/ManipulationHandler.cs (3 lines): - line 287: // TODO: if < 2, make this go to start state ('drop it') - line 602: // TODO: If we are on HoloLens 1, push and pop modal input handler so that we can use old - line 609: // TODO: If we are on HoloLens 1, push and pop modal input handler so that we can use old Assets/MixedRealityToolkit.SDK/Inspectors/UX/Interactable/ThemeInspector.cs (2 lines): - line 18: // TODO: !!!!! need to make sure we refresh the shader list when the target changes - line 359: //TODO: make sure shader has currently selected property Assets/MixedRealityToolkit.Services/InputSystem/FocusProvider.cs (2 lines): - line 336: // TODO: figure out how reliable this is. Should focusDetails.RayDistance be updated? - line 889: // FIXME: This is assuming only the grab pointer is using SceneQueryType.SphereOverlap, Assets/MixedRealityToolkit/Interfaces/InputSystem/Handlers/IMixedRealityHandMeshHandler.cs (1 line): - line 30: // UV mapping of the hand. TODO: Give more specific details about UVs. Assets/MixedRealityToolkit/Definitions/Devices/DeviceInputType.cs (1 line): - line 6: // TODO - Expand input list for additional controller types and have a filter defined by the controller Assets/MixedRealityToolkit/Utilities/Gltf/Serialization/ConstructGltf.cs (1 line): - line 192: // TODO Load texture async Assets/MixedRealityToolkit/Utilities/MathUtilities.cs (1 line): - line 79: // TODO: test and replace with this simpler, more unity-friendly code Assets/MixedRealityToolkit.Services/InputSimulation/SimulatedHandPose.cs (1 line): - line 15: // TODO Right now animation is just lerping joint offsets Assets/MixedRealityToolkit.Services/InputSystem/MixedRealityInputModule.cs (1 line): - line 211: // TODO: Simulate raycast for 3D objects? Assets/MixedRealityToolkit.SDK/Inspectors/Utilities/Solvers/SolverHandlerInspector.cs (1 line): - line 56: // TODO: Add tracked controller element back in. Pending visualization system updates. Assets/MixedRealityToolkit.SDK/Features/Utilities/Solvers/RadialView.cs (1 line): - line 212: // TODO: There should be a different solver for distance constraint. Assets/MixedRealityToolkit.Services/BoundarySystem/MixedRealityBoundarySystem.cs (1 line): - line 974: // TODO: how best to handle this scenario? Assets/MixedRealityToolkit/Definitions/Devices/Headset.cs (1 line): - line 8: // TODO - currently not used, consider removing maybe? Assets/MixedRealityToolkit.Services/DiagnosticsSystem/MixedRealityToolkitVisualProfiler.cs (1 line): - line 196: // TODO: Use shared mesh with normal bounds once Unity allows for more control over instance culling. Assets/MixedRealityToolkit/Interfaces/Devices/IMixedRealityControllerVisualizer.cs (1 line): - line 23: // TODO add defined elements or transforms? Assets/scripts/CardPOI.cs (1 line): - line 134: // TODO this need to be removed and happen in the animation, but it doesnt Assets/MixedRealityToolkit.SDK/Features/UX/Scripts/BoundingBox/BoundingBox.cs (1 line): - line 333: // TODO Review this, it feels like we should be using Behaviour.enabled instead. Assets/MixedRealityToolkit/Utilities/Lines/DataProviders/ParabolaLineDataProvider.cs (1 line): - line 39: // TODO optimize Assets/MixedRealityToolkit/Interfaces/SpatialAwareness/IMixedRealitySpatialAwarenessSystem.cs (1 line): - line 113: // TODO: make these (and future plane) events more generic Assets/MixedRealityToolkit.SDK/Features/Utilities/Solvers/AttachToController.cs (1 line): - line 34: // TODO: Implement ControllerFinder properly on vNext. Assets/MixedRealityToolkit.SDK/Features/UX/Scripts/Pointers/SpherePointer.cs (1 line): - line 80: // TODO: have a way to determine if this is a fully articulated hand and return Assets/MixedRealityToolkit.SDK/Features/Utilities/Solvers/SolverHandler.cs (1 line): - line 248: // TODO: Make this more generic / configurable for hands vs controllers. Also resolve the duplicate Handedness variables.