Summary: 99 instances, 62 unique Text Count // TODO: Use shared mesh with normal bounds once Unity allows for more control over instance culling. 2 // TODO - Expand input list for additional controller types and have a filter defined by the controller 2 // TODO Visualize digital and single axis controls down state 2 // TODO: find a better solution for this: 1 return (target - second).sqrMagnitude < sqrMagnitudePrecision; // TODO: inline vector methods to optimize? 2 // TODO: should we really change the prefix for existing PVs?! better keep it! 1 int portToUse = appSettings.IsDefaultPort ? 5055 : appSettings.Port; // TODO: setup new (default) port config 1 // TODO: check can use network 4 return NetworkingClient.CurrentRoom != null && NetworkingClient.CurrentRoom.MasterClientId == LocalPlayer.ActorNumber; // TODO: implement MasterClient shortcut in LBC? 1 // TODO: Odd bug where themeStates below is null when it shouldn't be. Use instance object as workaround atm 2 // // TODO: Check if we should handle this case better / more extensively 1 // TODO: handle error 1 // TODO - currently not used, consider removing maybe? 2 List temp = view.lastOnSerializeDataSent; // TODO: extract "exchange" into method in PV 1 // TODO Review this, it feels like we should be using Behaviour.enabled instead. 4 rp.Start(); // TODO: check return value 1 // TODO: Simulate raycast for 3D objects? 2 // TODO Visualize dual axis controls 2 //TODO: check result bytes! 1 // TODO disconnect?! 1 // TODO: Make sure app doesn't quit right now 1 NetworkingClient.LoadBalancingPeer.SendOperation((byte)OperationCode.RaiseEvent, opParameters, SendOptions.SendReliable); // TODO: Check if this is the best implementation possible 1 // FIXME: this implementation is heavily flawed because the distance to the closest point is always 0 when the 2 // TODO: If we are on HoloLens 1, push and pop modal input handler so that we can use old 8 // TODO: Probably should have a enum that defines when auto-detachment should occur. 1 //TODO: Add a "numbers available" bool, to allow easy access to this?! 1 // TODO: fix delta compression / comparison 1 this.LoadBalancingClient.OpSetPropertyOfRoom(GamePropertyKey.PlayerTtl, value); // TODO: implement Offline Mode 1 this.LoadBalancingClient.OpSetPropertyOfRoom(GamePropertyKey.EmptyRoomTtl, value); // TODO: implement Offline Mode 1 // TODO: This method name no longer matches is function. It also resets room object's views. 1 return NetworkingClient.LoadBalancingPeer.ServerTimeInMilliSeconds; // TODO: implement ServerTimeInMilliSeconds in LBC 1 // TODO: implement more effectively. maybe cache?! 2 //TODO: log error 2 // TODO: refactor NetworkingClient.LoadBalancingPeer.PeerState to not use the peer but LBC.connected or so 1 //TODO: Handle user properties! 1 //TODO: log 1 // TODO: figure out how reliable this is. Should focusDetails.RayDistance be updated? 2 // TODO: find a way to sync the owner of a PV for late joiners. 1 // TODO: Uncomment the lines below when supporting AAD 1 List temp = view.lastOnSerializeDataSent; // TODO: extract "exchange" into method in PV 2 throw new NotSupportedException("Expected protocol set to UDP, due to encryption mode DatagramEncryption."); // TODO use some other form of callback?! 1 // TODO: re-check if ownership needs to be adjusted based on updates. 1 // TODO implement custom hand device update frequency here, use 1000/fps instead of 0 2 // FIXME: This is assuming only the grab pointer is using SceneQueryType.SphereOverlap, 2 // TODO wire up input actions to controller transform nodes / animations 2 // TODO: decide if this option makes sense 1 this.LocalPlayer = this.CreatePlayer(string.Empty, -1, true, null); //TODO: Check if we can do this later 1 // TODO Visualize digital and single axis controls up state 2 //// TODO: This reset may not be needed at all with the ownership being invalidated next. 1 // TODO Visualize single axis controls 2 // TODO: There should be a different solver for distance constraint. 2 //TODO: log warning 1 public int sceneViewId = 0; // TODO: in best case, this is not public 1 // TODO: DateTime.UtcNow can be quite imprecise, better use Stopwatch.GetTimestamp 2 //TODO: Check if this needs to be implemented 2 // TODO Load texture async 2 // TODO: Check if the isPlaying check is needed when the PhotonViewHandler is updated 1 // TODO: Comment out this line when supporting AAD 1 // TODO: Consider searching for particle renderers count? 1 PhotonViewHandler.OnHierarchyChanged(); // TODO: check if needed 1 // TODO add defined elements or transforms? 2 // TODO: test and replace with this simpler, more unity-friendly code 2