MRTK Tutorials/Assets/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs (14 lines): - line 285: // TODO: This method name no longer matches is function. It also resets room object's views. - line 825: // TODO: Probably should have a enum that defines when auto-detachment should occur. - line 1064: NetworkingClient.LoadBalancingPeer.SendOperation((byte)OperationCode.RaiseEvent, opParameters, SendOptions.SendReliable); // TODO: Check if this is the best implementation possible - line 1167: // TODO: check can use network - line 1170: // TODO: should we really change the prefix for existing PVs?! better keep it! - line 1343: // TODO: check can use network - line 1418: // TODO: check can use network - line 1443: // TODO: check can use network - line 1753: List temp = view.lastOnSerializeDataSent; // TODO: extract "exchange" into method in PV - line 1760: List temp = view.lastOnSerializeDataSent; // TODO: extract "exchange" into method in PV - line 1771: // TODO: fix delta compression / comparison - line 1778: List temp = view.lastOnSerializeDataSent; // TODO: extract "exchange" into method in PV - line 1842: // TODO: re-check if ownership needs to be adjusted based on updates. - line 1844: // TODO: find a way to sync the owner of a PV for late joiners. MRTK Tutorials/Assets/Photon/PhotonUnityNetworking/Code/PhotonNetwork.cs (6 lines): - line 377: // TODO: implement more effectively. maybe cache?! - line 394: // TODO: implement more effectively. maybe cache?! - line 730: return NetworkingClient.LoadBalancingPeer.ServerTimeInMilliSeconds; // TODO: implement ServerTimeInMilliSeconds in LBC - line 807: return NetworkingClient.CurrentRoom != null && NetworkingClient.CurrentRoom.MasterClientId == LocalPlayer.ActorNumber; // TODO: implement MasterClient shortcut in LBC? - line 1206: // TODO: refactor NetworkingClient.LoadBalancingPeer.PeerState to not use the peer but LBC.connected or so - line 2231: // TODO: decide if this option makes sense MRTK Tutorials/Assets/Photon/PhotonRealtime/Code/RegionHandler.cs (5 lines): - line 144: //TODO: log error - line 192: //TODO: log error - line 199: //TODO: log warning - line 284: //TODO: log - line 297: rp.Start(); // TODO: check return value PC Holographic Remoting/Assets/MRTK/SDK/Features/UX/Scripts/Controllers/MixedRealityControllerVisualizer.cs (5 lines): - line 15: // TODO wire up input actions to controller transform nodes / animations - line 31: // TODO Visualize digital and single axis controls down state - line 43: // TODO Visualize digital and single axis controls up state - line 55: // TODO Visualize single axis controls - line 67: // TODO Visualize dual axis controls Azure Cloud Tutorials/Assets/MRTK/SDK/Features/UX/Scripts/Controllers/MixedRealityControllerVisualizer.cs (5 lines): - line 15: // TODO wire up input actions to controller transform nodes / animations - line 31: // TODO Visualize digital and single axis controls down state - line 43: // TODO Visualize digital and single axis controls up state - line 55: // TODO Visualize single axis controls - line 67: // TODO Visualize dual axis controls MRTK Tutorials/Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs (4 lines): - line 775: this.LocalPlayer = this.CreatePlayer(string.Empty, -1, true, null); //TODO: Check if we can do this later - line 909: int portToUse = appSettings.IsDefaultPort ? 5055 : appSettings.Port; // TODO: setup new (default) port config - line 1150: // TODO: Make sure app doesn't quit right now - line 2901: // // TODO: Check if we should handle this case better / more extensively MRTK Tutorials/Assets/Photon/PhotonUnityNetworking/Code/PunClasses.cs (4 lines): - line 392: //TODO: Check if this needs to be implemented - line 398: //TODO: Check if this needs to be implemented - line 934: return (target - second).sqrMagnitude < sqrMagnitudePrecision; // TODO: inline vector methods to optimize? - line 940: return (target - second).sqrMagnitude < sqrMagnitudePrecision; // TODO: inline vector methods to optimize? PC Holographic Remoting/Assets/MRTK/Services/InputSystem/FocusProvider.cs (3 lines): - line 423: // TODO: figure out how reliable this is. Should focusDetails.RayDistance be updated? - line 1286: // FIXME: This is assuming only the grab pointer is using SceneQueryType.SphereOverlap, - line 1295: // FIXME: this implementation is heavily flawed because the distance to the closest point is always 0 when the MRTK Tutorials/Assets/Photon/PhotonUnityNetworking/Code/PhotonView.cs (3 lines): - line 277: public int sceneViewId = 0; // TODO: in best case, this is not public - line 297: // TODO: Check if the isPlaying check is needed when the PhotonViewHandler is updated - line 357: //// TODO: This reset may not be needed at all with the ownership being invalidated next. Azure Cloud Tutorials/Assets/MRTK/Services/InputSystem/FocusProvider.cs (3 lines): - line 423: // TODO: figure out how reliable this is. Should focusDetails.RayDistance be updated? - line 1286: // FIXME: This is assuming only the grab pointer is using SceneQueryType.SphereOverlap, - line 1295: // FIXME: this implementation is heavily flawed because the distance to the closest point is always 0 when the Azure Cloud Tutorials/Assets/AzureSpatialAnchors.SDK/Scripts/SpatialAnchorManager.cs (2 lines): - line 256: // TODO: Comment out this line when supporting AAD - line 259: // TODO: Uncomment the lines below when supporting AAD PC Holographic Remoting/Assets/MRTK/SDK/Features/Input/Handlers/ObjectManipulator.cs (2 lines): - line 623: // TODO: If we are on HoloLens 1, push and pop modal input handler so that we can use old - line 650: // TODO: If we are on HoloLens 1, push and pop modal input handler so that we can use old Azure Cloud Tutorials/Assets/MRTK/SDK/Features/Input/Handlers/Manipulation/ManipulationHandler.cs (2 lines): - line 801: // TODO: If we are on HoloLens 1, push and pop modal input handler so that we can use old - line 833: // TODO: If we are on HoloLens 1, push and pop modal input handler so that we can use old Azure Cloud Tutorials/Assets/MRTK/SDK/Features/Input/Handlers/ObjectManipulator.cs (2 lines): - line 623: // TODO: If we are on HoloLens 1, push and pop modal input handler so that we can use old - line 650: // TODO: If we are on HoloLens 1, push and pop modal input handler so that we can use old MRTK Tutorials/Assets/Photon/PhotonRealtime/Code/Room.cs (2 lines): - line 225: this.LoadBalancingClient.OpSetPropertyOfRoom(GamePropertyKey.PlayerTtl, value); // TODO: implement Offline Mode - line 244: this.LoadBalancingClient.OpSetPropertyOfRoom(GamePropertyKey.EmptyRoomTtl, value); // TODO: implement Offline Mode PC Holographic Remoting/Assets/MRTK/SDK/Features/Input/Handlers/Manipulation/ManipulationHandler.cs (2 lines): - line 801: // TODO: If we are on HoloLens 1, push and pop modal input handler so that we can use old - line 833: // TODO: If we are on HoloLens 1, push and pop modal input handler so that we can use old MRTK Tutorials/Assets/Photon/PhotonRealtime/Code/LoadbalancingPeer.cs (2 lines): - line 822: // TODO disconnect?! - line 823: throw new NotSupportedException("Expected protocol set to UDP, due to encryption mode DatagramEncryption."); // TODO use some other form of callback?! MRTK Tutorials/Assets/Photon/PhotonRealtime/Code/PhotonPing.cs (2 lines): - line 269: //TODO: check result bytes! - line 278: // TODO: handle error Azure Cloud Tutorials/Assets/MRTK/Core/Utilities/Gltf/Serialization/ConstructGltf.cs (1 line): - line 194: // TODO Load texture async PC Holographic Remoting/Assets/MRTK/Services/InputSimulation/SimulatedHandDataProvider.cs (1 line): - line 363: // TODO: DateTime.UtcNow can be quite imprecise, better use Stopwatch.GetTimestamp PC Holographic Remoting/Assets/MRTK/Services/InputSimulation/InputSimulationService.cs (1 line): - line 336: // TODO implement custom hand device update frequency here, use 1000/fps instead of 0 Azure Cloud Tutorials/Assets/MRTK/Services/InputSimulation/SimulatedHandDataProvider.cs (1 line): - line 363: // TODO: DateTime.UtcNow can be quite imprecise, better use Stopwatch.GetTimestamp PC Holographic Remoting/Assets/MRTK/Services/InputSystem/MixedRealityInputModule.cs (1 line): - line 249: // TODO: Simulate raycast for 3D objects? Azure Cloud Tutorials/Assets/MRTK/Core/Definitions/Devices/DeviceInputType.cs (1 line): - line 6: // TODO - Expand input list for additional controller types and have a filter defined by the controller PC Holographic Remoting/Assets/MRTK/SDK/Features/Utilities/Solvers/RadialView.cs (1 line): - line 240: // TODO: There should be a different solver for distance constraint. Azure Cloud Tutorials/Assets/MRTK/SDK/Features/Utilities/Solvers/RadialView.cs (1 line): - line 240: // TODO: There should be a different solver for distance constraint. MRTK Tutorials/Assets/Photon/PhotonChat/Code/ChatClient.cs (1 line): - line 1537: //TODO: Handle user properties! Azure Cloud Tutorials/Assets/MRTK/Core/Utilities/MathUtilities.cs (1 line): - line 84: // TODO: test and replace with this simpler, more unity-friendly code Azure Cloud Tutorials/Assets/MRTK/SDK/Inspectors/UX/Interactable/InteractableInspector.cs (1 line): - line 172: // TODO: Odd bug where themeStates below is null when it shouldn't be. Use instance object as workaround atm MRTK Tutorials/Assets/Photon/PhotonUnityNetworking/Code/Editor/PhotonViewInspector.cs (1 line): - line 169: PhotonViewHandler.OnHierarchyChanged(); // TODO: check if needed PC Holographic Remoting/Assets/MRTK/SDK/Inspectors/UX/Interactable/InteractableInspector.cs (1 line): - line 172: // TODO: Odd bug where themeStates below is null when it shouldn't be. Use instance object as workaround atm PC Holographic Remoting/Assets/MRTK/Core/Utilities/MathUtilities.cs (1 line): - line 84: // TODO: test and replace with this simpler, more unity-friendly code Azure Cloud Tutorials/Assets/MRTK/SDK/Features/UX/Scripts/BoundingBox/BoundingBox.cs (1 line): - line 1107: // TODO Review this, it feels like we should be using Behaviour.enabled instead. Azure Cloud Tutorials/Assets/MRTK/Services/InputSystem/MixedRealityInputModule.cs (1 line): - line 249: // TODO: Simulate raycast for 3D objects? Azure Cloud Tutorials/Assets/MRTK/Core/Interfaces/Devices/IMixedRealityControllerVisualizer.cs (1 line): - line 23: // TODO add defined elements or transforms? PC Holographic Remoting/Assets/MRTK/Core/Definitions/Devices/DeviceInputType.cs (1 line): - line 6: // TODO - Expand input list for additional controller types and have a filter defined by the controller Azure Cloud Tutorials/Assets/MRTK/Services/DiagnosticsSystem/MixedRealityToolkitVisualProfiler.cs (1 line): - line 268: // TODO: Use shared mesh with normal bounds once Unity allows for more control over instance culling. PC Holographic Remoting/Assets/MRTK/Core/Utilities/Gltf/Serialization/ConstructGltf.cs (1 line): - line 194: // TODO Load texture async Azure Cloud Tutorials/Assets/MRTK/Services/InputSimulation/InputSimulationService.cs (1 line): - line 336: // TODO implement custom hand device update frequency here, use 1000/fps instead of 0 MRTK Tutorials/Assets/Photon/PhotonUnityNetworking/Code/PhotonStreamQueue.cs (1 line): - line 148: // TODO: find a better solution for this: PC Holographic Remoting/Assets/MRTK/SDK/Experimental/Features/UX/BoundsControl/BoundsControl.cs (1 line): - line 396: // TODO Review this, it feels like we should be using Behaviour.enabled instead. MRTK Tutorials/Assets/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PlayerNumbering.cs (1 line): - line 32: //TODO: Add a "numbers available" bool, to allow easy access to this?! PC Holographic Remoting/Assets/MRTK/Services/DiagnosticsSystem/MixedRealityToolkitVisualProfiler.cs (1 line): - line 268: // TODO: Use shared mesh with normal bounds once Unity allows for more control over instance culling. Azure Cloud Tutorials/Assets/MRTK/SDK/Experimental/Features/UX/BoundsControl/BoundsControl.cs (1 line): - line 396: // TODO Review this, it feels like we should be using Behaviour.enabled instead. PC Holographic Remoting/Assets/MRTK/Core/Interfaces/Devices/IMixedRealityControllerVisualizer.cs (1 line): - line 23: // TODO add defined elements or transforms? Azure Cloud Tutorials/Assets/MRTK/Tools/OptimizeWindow/MixedRealityOptimizeWindow.cs (1 line): - line 513: // TODO: Consider searching for particle renderers count? PC Holographic Remoting/Assets/MRTK/Core/Definitions/Devices/Headset.cs (1 line): - line 8: // TODO - currently not used, consider removing maybe? PC Holographic Remoting/Assets/MRTK/SDK/Features/UX/Scripts/BoundingBox/BoundingBox.cs (1 line): - line 1107: // TODO Review this, it feels like we should be using Behaviour.enabled instead. Azure Cloud Tutorials/Assets/MRTK/Core/Definitions/Devices/Headset.cs (1 line): - line 8: // TODO - currently not used, consider removing maybe?