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/// Can be found in the meta file of the camera prefab. We use the GUID in case people move the toolkit folders & assets around in their own projects.
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/// <remarks>Currently points to the InputManager.prefab</remarks>
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/// Can be found in the meta file of the input system prefab. We use the GUID in case people move the toolkit folders & assets around in their own projects.
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/// <remarks>Currently points to InputManager.prefab</remarks>
/// Can be found in the meta file of the camera prefab. We use the GUID in case people move the toolkit folders & assets around in their own projects.
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/// <remarks>Currently points to the DefaultCursor.prefab</remarks>
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/// Can be found in the meta file of the default cursor prefab. We use the GUID in case people move the toolkit folders & assets around in their own projects.
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/// <remarks>Currently points to DefaultCursor.prefab</remarks>
/// Can be found in the meta file of the spatial mapping prefab. We use the GUID in case people move the toolkit folders & assets around in their own projects.
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/// <remarks>Currently points to SpatialMapping.prefab</remarks>
"Updates all the World Space Canvases in the scene to use the Focus Managers UIRaycastCamera as its default event camera.\n\n"+
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"<color=#ffff00ff><b>Note:</b></color> This also adds a CanvasHelper script to the canvas to aid in the scene transitions and instances where the camera does not "+
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"initially exist in the same scene as the canvas.";
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Names[SceneSetting.AddSpatialMapping]="Add the Spatial Mapping Prefab";
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Descriptions[SceneSetting.AddSpatialMapping]=
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"Adds the Spatial Mapping Prefab to the scene.\n\n"+
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"The prefab comes preset with the components and options for bringing spatial mapping into your HoloLens application.\n\n"+
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"<color=#ff0000ff><b>Warning!</b></color> This will remove and replace any currently existing Spatial Mapping Managers in your scene.";
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