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docs/mrtk3-overview/getting-started/exploring-features/mrtk3-sample-scenes.md

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As a result, we no longer ship our sample scenes inside the MRTK library/package itself. Instead, we maintain the `UnityProjects` folder at the top level of the [GitHub repository](https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity), which contains any Unity projects we want to ship. Currently, this folder includes the `MRTKDevTemplate` project, which contains all of our example scenes and is configured to align with our recommended best settings.
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We also recommend using the `MRTKDevTemplate` project for local development when submitting fixes or changes. All of the packages are specified as local on-disk dependencies, making editing and submitting changes easy. Clone the repo and ensure you're on the `mrtk3` branch, and open the `MRTKDevTemplate` Unity project.
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We also recommend using the `MRTKDevTemplate` project for local development when submitting fixes or changes. All of the packages are specified as local on-disk dependencies, making editing and submitting changes easy. Clone the repo and open the `MRTKDevTemplate` Unity project.
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Within `MRTKDevTemplate`, you can find all of our sample scenes. Most of the sample scenes are in `UnityProjects/MRTKDevTemplate/Assets/Scenes`, while some experimental or early-preview sample scenes are located in `UnityProjects/MRTKDevTemplate/Assets/Data Binding Example`.
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## Included sample scenes
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We list below just a few of them.
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A non-exhaustive list can be found below.
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### HandInteractionExamples
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docs/mrtk3-overview/getting-started/overview.md

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## Where should I go next?
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[Exploring MRTK features](./exploring-features/mrtk3-tutorials.md): Learn about MRTK's features through our tutorial project and explore our example scenes.
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[Explore MRTK features](./exploring-features/mrtk3-sample-scenes.md): Learn about MRTK's features through exploring our example scenes.
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[Set up an MRTK Project](./setting-up/setup-dev-env.md): Learn how to create an AR/VR ready Unity project using MRTK
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[Set up an MRTK project](./setting-up/setup-dev-env.md): Learn how to set up your development environment and create an AR/VR ready Unity project using MRTK.
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[Test and Deploy your app](../test-and-deploy/overview.md): Learn how to test and deploy your application on a device.
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## Software Requirements
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To acquire and use MRTK3, the following software tools are required.
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| Software | Version | Notes |
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| --- | --- | --- |
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| [Microsoft Visual Studio](https://visualstudio.microsoft.com/) | 2019 Community edition or greater | Recommend Visual Studio 2022 |
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| Unity | 2022.3 LTS or newer | Recommend using an LTS release |
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| [Mixed Reality Feature Tool for Unity](https://aka.ms/mrfeaturetool) | | Used to acquire MRTK3 packages |
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| Mixed Reality OpenXR Plugin | | Install via Mixed Reality Feature Tool |
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[Test and deploy your app](../test-and-deploy/overview.md): Learn how to test and deploy your application on a device.

docs/mrtk3-overview/getting-started/setting-up/setup-dev-env.md

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# Setting up your development environment
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Before setting up a Unity Project with MRTK3, make sure you have the following prerequisites.
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Before setting up a Unity Project with MRTK3, make sure you have the following software tools installed.
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- A Windows 10 or 11 PC
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- Visual Studio 2022 with the required workloads (as noted in the [Installation Checklist](https://learn.microsoft.com/windows/mixed-reality/develop/install-the-tools))
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- Windows 10 SDK 10.0.18362.0 or later
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- Unity Hub with Unity 2022.3 LTS or Unity 2021.3 LTS installed
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| Software | Version | Notes |
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| --- | --- | --- |
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| Unity | 2022.3 LTS or newer | Recommend using an LTS release <br> See [Additional tools](#additional-tools) below for recommended modules |
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| [Mixed Reality Feature Tool for Unity](https://aka.ms/mrfeaturetool) | | Used to acquire MRTK3 packages |
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If your target platform is a HoloLens device, your Unity installation needs to include the Universal Windows Platform Support Module.
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## Additional tools
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![UWP Module Installation](../../images/setting-up/MRTK-Development-Setup-UWPModule.png)
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### Android
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If your target platform is a Quest device, your Unity installation needs to include the Android Build Support Module and its submodules. More more information specifics, see the [Oculus Developer documentation](https://developer.oculus.com/documentation/unity/book-unity-gsg/#install-unity-editor).
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If your target platform is an [AOSP-based](https://source.android.com/) device, like Android XR or Quest, your Unity installation needs to include the Android Build Support module and its submodules.
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![Android Module Installation](../../images/setting-up/MRTK-Development-Setup-AndroidModule.png)
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![Android module installation](../../images/setting-up/MRTK-Development-Setup-AndroidModule.png)
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### HoloLens 2
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| Software | Version | Notes |
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| --- | --- | --- |
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| [Microsoft Visual Studio](https://visualstudio.microsoft.com/) | 2022 Community or newer | Add the required workloads as noted in the [Installation Checklist](https://learn.microsoft.com/windows/mixed-reality/develop/install-the-tools) |
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| Windows 10 SDK | 10.0.18362.0 or later | |
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If your target platform is a HoloLens device, your Unity installation needs to include the Universal Windows Platform Support module.
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![UWP module installation](../../images/setting-up/MRTK-Development-Setup-UWPModule.png)
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## Next steps
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After setting up the development environment, there are few options for creating a Unity Project with MRTK3.
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- [Starting from a Template Project](./setup-template.md): This guide walks you through cloning a template project, which is pre-configured to consume all MRTK3 packages. This template project is set up with Unity project settings for running your application on a device.
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- [Starting from a New Project](./setup-new-project.md): This guide walks you through adding vital MRTK3 packages to a new Unity project. The guide also helps you set up the Unity project settings for running your application on a device.
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- [Starting from the template project](./setup-template.md): This guide walks you through cloning a template project, which is pre-configured to consume all MRTK3 packages. This template project is set up with Unity project settings for running your application on a device.
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- [Starting from a new project](./setup-new-project.md): This guide walks you through adding vital MRTK3 packages to a new Unity project. The guide also helps you set up the Unity project settings for running your application on a device.

docs/mrtk3-overview/getting-started/setting-up/setup-new-project.md

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## Setting up a new Unity project with MRTK3
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### 1. Create a new Unity project
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### Create a new Unity project
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Create a new Unity project with Unity 2021.3.21f1 or newer. Close the Unity project before proceeding to the next step.
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### 2. Import required dependencies and MRTK3 packages with Mixed Reality Feature Tool
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### Import required dependencies and MRTK3 packages with Mixed Reality Feature Tool
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There are a handful of packages that MRTK3 uses that aren't part of this toolkit. To obtain these packages, use the [`Mixed Reality Feature Tool`](https://learn.microsoft.com/windows/mixed-reality/develop/unity/welcome-to-mr-feature-tool) and select the latest versions of the following in the **Discover Features** step.
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There are a handful of packages that MRTK3 uses that aren't part of this toolkit. To obtain these packages, use the [Mixed Reality Feature Tool](https://learn.microsoft.com/windows/mixed-reality/develop/unity/welcome-to-mr-feature-tool) and select the latest versions of the following in the **Discover Features** step.
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To run on **HoloLens 2** or to visualize controller models on a **Quest device**, an additional package is required.
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- **Platform Support → Mixed Reality OpenXR Plugin**
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To spatialize audio in your scene, an additional package is required.
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- **Spatial Audio → Microsoft Spatializer** (Optional)
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For MRTK3 packages, we highly recommend the following two packages to help you get started quickly:
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For MRTK3 packages, we recommend the following two packages to help you get started quickly:
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- **MRTK3 → MRTK Input** (Required for this setup)
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- **MRTK3 → MRTK UX Components**
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> [!NOTE]
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> For more information on MRTK3 packages, see the [package overview page](../../packages/packages-overview.md).
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When you're finished selecting packages, click **Get features**, and then follow the instructions in the Mixed Reality Feature Tool to import the selected packages into your Unity project.
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When you're finished selecting packages, click **Get Features**, and then follow the instructions in the Mixed Reality Feature Tool to import the selected packages into your Unity project.
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### 3. Open the Unity project
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### Open the Unity project
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Open the Unity project and wait for Unity to finish importing the newly added packages. There may be two pop-up messages in this process:
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Unity might restart a few times during this process; wait for it to finish before proceeding.
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### 4. Configure MRTK profile after import
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### Configure MRTK profile after import
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Once imported, MRTK3 requires a profile to be set for the standalone target platform and each additional target platform.
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1. Switch to the tabs of other build target(s) you want to use (for example, UWP, Android) and check to see if the profile is assigned. If not, repeat the previous step on the current tab.
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### 5. Configure OpenXR-related settings
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### Configure OpenXR-related settings
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Once imported, MRTK3 requires some configuration on OpenXR if you're targeting a specific XR device. Refer to the instructions on the following pages for platform-specific guidance.
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- [Deploy to an Android XR device](../../test-and-deploy/android-xr-deployment.md)
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- [Deploy to a Quest device](../../test-and-deploy/quest-deployment.md)
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- [Deploy to HoloLens 2](../../test-and-deploy/hololens2-deployment.md)
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### 6. Congratulations, the project setup is now finished
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Proceed to [creating a new MRTK3 scene](./setup-new-scene.md).
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## Next steps
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Once you've finished setting up your Unity project, learn how to [experience your application on a device](../../test-and-deploy/overview.md)
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Once you've finished setting up your Unity project, proceed to [creating a new MRTK3 scene](./setup-new-scene.md).

docs/mrtk3-overview/getting-started/setting-up/setup-new-scene.md

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# Creating a new scene with MRTK3
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The following will walk through through creating a AR/VR ready scene using MRTK3.
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The following will walk through through creating an AR/VR ready scene using MRTK3.
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1. Create a new Unity scene.
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1. Add the **MRTK XR Rig** prefab.
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1. Remove the **Main Camera** Game Object because **MRTK XR Rig** already contains a camera.
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1. Remove the **Main Camera** Game Object because **MRTK XR Rig** already contains a camera.
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![MRTK XR rig screenshot](../../images/mrtk-xr-rig.png)
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1. Add the MRTK Input Simulator prefab to your scene.
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> [!NOTE]
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> This step is optional, but required by in-editor simulations.
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> This step is optional, but required for in-editor input simulation.
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![MRTK input simulator hierarchy pane](../../images/mrtk-input-simulator.png)
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## Next steps
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Once you've finished setting up your Unity project, learn how to [experience your application on a device](../../test-and-deploy/overview.md).
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title: Starting from a template project
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title: Starting from the MRTK3 template project
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parent: Getting started with MRTK3
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# Starting from the MRTK3 template project
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The easiest way to acquire and try out MRTK3 is to explore our pre-configured project. This project contains references to all of the current MRTK3 packages, and comes pre-configured with the project settings required to deploy to device. Clone the project from [the MRTK3 GitHub repo](https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity). After that, you can simply launch Unity (2021.3.21f1 or newer) on the `MRTKDevTemplate` project under `UnityProjects` and start playing with the sample scenes in the Editor by using remoting or deploying them to devices.
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The easiest way to acquire and try out MRTK3 is to explore our pre-configured project. This project contains references to all of the current MRTK3 packages and comes pre-configured with the project settings required to deploy to device.
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If you work with Git using the command line, you can clone the repo while specifying the `main` branch:
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1. Clone the project from [the MRTK3 GitHub repo](https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity).
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`git clone --branch main https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity.git`
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> [!NOTE]
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> If you work with Git using the command line, you can clone the repo with `git clone https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity.git`
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For information on the sample scenes included in the preview, see [Exploring MRTK3 Sample Scenes](../exploring-features/mrtk3-sample-scenes.md).
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1. Launch Unity (2021.3.21f1 or newer) on the `MRTKDevTemplate` project under `UnityProjects` and start playing with the sample scenes in the Unity editor by using input simulation, remoting, or deploying them to devices.
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For information on the sample scenes included in the preview, see [Exploring MRTK3 sample scenes](../exploring-features/mrtk3-sample-scenes.md).
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## Next steps
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Once you've finished setting up your Unity project, learn how to [experience your application on a device](../overview.md)
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Once you've finished setting up your Unity project, choose one of the following options:
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* Learn how to [experience your application on a device](../../test-and-deploy/overview.md)
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* Proceed to [creating a new MRTK3 scene](./setup-new-scene.md)

docs/mrtk3-overview/test-and-deploy/android-xr-deployment.md

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## Deployment Prerequisites
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1. Add MRTK to your project and ensure your [project settings](../getting-started/setting-up/setup-new-project.md#5-configure-openxr-related-settings) are configured correctly to use the OpenXR pipeline and MRTK's feature set. **These features are required to deploy your project onto your Android XR device**.
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1. Add MRTK to your project and ensure your [project settings](../getting-started/setting-up/setup-new-project.md#configure-openxr-related-settings) are configured correctly to use the OpenXR pipeline and MRTK's feature set. **These features are required to deploy your project onto your Android XR device**.
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> [!NOTE]
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> If starting from the [template project](../getting-started/setting-up/setup-template.md), these project settings should already be configured for you.

docs/mrtk3-overview/test-and-deploy/hololens2-deployment.md

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## Deployment Prerequisites
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1. Add MRTK to your project and ensure your [project settings](../getting-started/setting-up/setup-new-project.md#5-configure-openxr-related-settings) are configured correctly to use the OpenXR pipeline and MRTK's feature set. **These features are required to deploy your project onto your HoloLens**.
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1. Add MRTK to your project and ensure your [project settings](../getting-started/setting-up/setup-new-project.md#configure-openxr-related-settings) are configured correctly to use the OpenXR pipeline and MRTK's feature set. **These features are required to deploy your project onto your HoloLens**.
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> If starting from the [template project](../getting-started/setting-up/setup-template.md), these project settings should already be configured for you.

docs/mrtk3-overview/test-and-deploy/quest-deployment.md

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1. Ensure that [developer mode](https://developer.oculus.com/documentation/native/android/mobile-device-setup/#enable-developer-mode) is enabled on your device (you may need to [join a developer team](https://developers.meta.com/horizon/documentation/native/android/mobile-device-setup/#joining-or-creating-a-team) first). Installing the Oculus ADB Drivers is optional.
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1. Add MRTK to your project and ensure that your [project settings](../getting-started/setting-up/setup-new-project.md#5-configure-openxr-related-settings) are configured correctly to use the OpenXR pipeline and MRTK's feature set. **These features are required to deploy your project onto your Quest device**.
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1. Add MRTK to your project and ensure that your [project settings](../getting-started/setting-up/setup-new-project.md#configure-openxr-related-settings) are configured correctly to use the OpenXR pipeline and MRTK's feature set. **These features are required to deploy your project onto your Quest device**.
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> [!NOTE]
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> If starting from the [template project](../getting-started/setting-up/setup-template.md), these project settings should already be configured for you.

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