Using and creating scenes in MRTK3
Sample scenes shipped with MRTK3 sample Unity Project
General sample scenes (under MRTKDevTemplate/Assets/Scenes
)
HandInteractionExamples
You can experience various hand interaction and UI examples such as poke, touch, grab, and two-handed manipulations.
BoundsControlExamples
Various configurations of BoundsControl, showing both flattened and 3D bounds.
CanvasExample
Shows a collection of UX components built on the Unity Canvas. These UX components are built on XRI and support full XR interactions, but are also authored in Canvas and support traditional interactions with mouse, keyboard, and gamepad.
DialogExample
This scene demonstrates use of the Dialog control.
EyeGazeExample
Example of using the Gaze Interactor to highlight objects within a scene.
HandMenuExamples
Demonstrates using a menu appearing beside the hand.
InteractableButtonExamples
An example of different styles of interactable buttons.
NearMenuExamples
Near interaction menu examples.
ObjectBarExample
Shows Object Bar, a dynamic collection of objects positioned in a horizontal or vertical stack with an auto-sized back plate.
SampleEmptyMRTKScene
The sample empty MRTK scene only contains the core MRTK prefab (MRTK XR Rig) and the input simulator prefab (MRTKInputSimulator). It's intended to give developers an empty scene with only the MRTK essentials necessary to get started.
SlateDrawingExample
A demonstration of using MRTK3 to create a simple drawing application.
SpatialMappingExample
The spatial mapping example scene demonstrates using ARMeshManager
(MRTK XR Rig > ARSpatialMeshManager) in MRTK3 to visualize the spatial mesh.
TabViewExample
Shows a collection of toggles that control the visibility of associated game objects.
ToggleCollectionExample
Demonstrates the ToggleCollection
script which enforces a single toggle in a collection to be active at once.
UIBackplateExample
The scene demonstrates UIBackplate.prefab
, which you can use to construct various types of UI panels and menus.
UITearSheet
This scene showcases all available UI building blocks and their permutations in MRTK. All controls are based on the new Mixed Reality Design Language.
DataBinding and Theming sample scenes
The following are DataBinding and Theming sample scenes also shipped with the sample Unity project:
Assets\UX Theming Example\Scenes\AudioTheming
Change the sound of a virtual keyboard using Data Binding and Theming.
Assets\UX Theming Example\Scenes\BatteryLevelExample
Using Data Binding to update a battery level display.
Assets\UX Theming Example\Scenes\CoreUXThemingExample
Example of using Data Binding and Theming to control the look of UX Core components.
Assets\Data Binding Example\Scenes\DataBindingExamples
Demonstration of using Data Binding and Theming to bind to data sources.
Creating a new Scene with MRTK3
Create a new Unity scene.
Add the MRTK XR Rig prefab.
Remove the Main Camera Game Object because MRTK XR Rig already contains a camera.
Add the MRTK Input Simulator prefab to your scene.
Note
This step is optional, but required by in-editor simulations.
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