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docs/mrtk3-overview/api-reference.md

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# API reference — MRTK3
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# API reference
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MRTK3 is now shipping as [a set of individually versioned packages](index.md#versioning). As a result, each MRTK3 package ships its API reference individually. Please find the links to the API references for MRTK3 packages below:
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docs/mrtk3-overview/architecture/architecture.md

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# Architecture overview — MRTK3
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# Architecture overview
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![Architecture MRTK3](../images/MRTK_v3_Architecture.png)
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docs/mrtk3-overview/architecture/interactables.md

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# Interactables — MRTK3
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# Interactables
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MRTK builds on the `XRBaseInteractable` provided by Unity's XR Interaction Toolkit. The existing interactable behavior and API is fully supported in MRTK, and all of our custom interactables obey the existing XRI interactable API.
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docs/mrtk3-overview/architecture/interactors.md

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# Interactor Architecture — MRTK3
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# Interactor Architecture
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MRTK builds upon the set of interactors offered by Unity's XR Interaction Toolkit. Mixed reality features like articulated hand tracking, gaze, and pinch require more elaborate interactors than the set provided with XRI by default. MRTK defines new interactor interfaces, categorized generally by the input modality, and corresponding implementations.
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docs/mrtk3-overview/architecture/subsystems.md

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# Subsystems — MRTK3
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# Subsystems
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MRTK3 leverages the Unity XR Subsystem Management infrastructure for writing extensible modules that can help provide cross-platform support for features like speech and hand tracking. These subsystems are initialized and loaded by Unity alongside the existing Unity-native subsystems like `XRMeshSubsystem` and `XRInputSubsystem`. See [the documentation for how Unity subsystems work](https://docs.unity3d.com/ScriptReference/UnityEngine.SubsystemsModule.html).
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docs/mrtk3-overview/known-issues.md

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# Known issues — MRTK3
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# Known issues
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For known issues in MRTK3, refer to [the issues page](https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity/issues?q=is%3Aopen+is%3Aissue) of our GitHub repo.

org.mixedrealitytoolkit.input/Visualizers/RiggedHandVisualizer/README.md

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# FAQ
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## Why are there three different shaders + materials for the rigged hand?
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URP doesn't support multipass shaders, unfortunately! So we have to split the three passes
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It's a model that we've had internally for a while (since the early days of MRTK!) It's been
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re-rigged and painted with the correct vertex colors for MRTK3.
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## I want hands with a different shader/color/material/model/etc!
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## I want hands with a different shader/color/material/model/etc
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Great! You can build your own hand model prefab with your own custom mesh or materials, and
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still use the RiggedHandMeshVisualizer.cs script. The script expects joints/armatures in the
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default Blender format, following OpenXR joint conventions.
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default Blender format, following OpenXR joint conventions.

org.mixedrealitytoolkit.uxcomponents/LICENSE.md

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BSD 3-Clause License
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Copyright (c) 2023, Mixed Reality Toolkit Contributors
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Copyright (c) 2025, Mixed Reality Toolkit Contributors
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:

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