Summary: 31 instances, 26 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 // FIXME: This is assuming only the grab pointer is using SceneQueryType.SphereOverlap, 1 // TODO: Odd bug where themeStates below is null when it shouldn't be. Use instance object as workaround atm 1 // TODO: figure out how reliable this is. Should focusDetails.RayDistance be updated? 1 // TODO - currently not used, consider removing maybe? 1 // TODO: Some subclasses of PerAxisHandles shouldn't use CursorContextInfo.CursorAction.Rotate 1 // TODO Review this, it feels like we should be using Behaviour.enabled instead. 2 // TODO: calculate joystickVisualRotation.y to always face the proper direction (for when the joystick container gets moved around the scene) 1 // TODO: Clamp above zero 1 // TODO: Simulate raycast for 3D objects? 1 // TODO Visualize dual axis controls 1 // TODO implement custom hand device update frequency here, use 1000/fps instead of 0 1 // TODO wire up input actions to controller transform nodes / animations 1 // TODO Visualize digital and single axis controls up state 1 // FIXME: this implementation is heavily flawed for determining the closest collider 1 // TODO Visualize single axis controls 1 // TODO: There should be a different solver for distance constraint. 1 // TODO: DateTime.UtcNow can be quite imprecise, better use Stopwatch.GetTimestamp 2 // TODO: If we are on HoloLens 1, push and pop modal input handler so that we can use old 4 // TODO Load texture async 1 // TODO: Consider searching for particle renderers count? 1 // TODO add defined elements or transforms? 1 // TODO: test and replace with this simpler, more unity-friendly code 1 // TODO Figure out kalman filter coefficients to get good quality smoothing 1