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Copy file name to clipboardExpand all lines: docs/mrtk3-overview/getting-started/mrtk3-sample-scenes.md
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title: Exploring MRTK3 sample scenes
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parent: Getting started with MRTK3
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# Exploring MRTK3 sample scenes
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This sample scene offers a wide variety of interaction examples. Despite the name, this scene is a good example of cross-platform input, including hand tracking, controller input, and mouse input. Examples of several different UI controls and interactables are present, including the volumetric UI systems.
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title: MRTK3 tutorials
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parent: Getting started with MRTK3
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# Exploring MRTK3 tutorials
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The [MRTK3 Aquarium project](https://learn.microsoft.com/windows/mixed-reality/develop/unity/mrtk3-aquarium) provides a Unity in-editor tutorial that explores various MRTK3 features. Set in an underwater scene, you'll be introduced to the creatures of the aquarium and the objects that make up their habitat. Using MRTK3 features, you'll add interactivity to the aquarium, enabling you to create an aquarium of your very own!
[Zappy's Playground](https://learn.microsoft.com/windows/mixed-reality/develop/unity/playground-tutorial) is a cross-platform developer sample project that showcases how to develop intuitive and comprehensive end-to-end experiences for mixed reality. It makes use of many advanced features present in MRTK3, such as Gaze Interaction, Hand Menus, and Spatial Audio.
Copy file name to clipboardExpand all lines: 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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[Exploring MRTK features](./mrtk3-tutorials.md): Learn about MRTK's features through our tutorial project and explore 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](./setup-dev-env.md): Learn how to 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.
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).
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 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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Since MRTK3 is a collection of loosely coupled packages, consuming MRTK3 is done differently than the way you consume MRTK 2.x. We don't ship MRTK as a Unity project, so you have to manually add MRTK3 packages to your project in order to consume them.
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You're not expected to consume every MRTK package. See [which features are useful to you](../../packages/packages-overview.md) and add only the dependencies that matter.
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You're not expected to consume every MRTK package. See [which features are useful to you](../packages/packages-overview.md) and add only the dependencies that matter.
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## Setting up a new Unity project with MRTK3
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Be sure to select the `org.mixedrealitytoolkit.*` packages, and not the deprecated packages. The `com.microsoft.mrtk.*` packages have been deprecated, and are no longer supported.
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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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> 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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1. Navigate to **Edit > Project Settings**.
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1. Under **Project Settings**, navigate to **MRTK3** and then switch to the standalone tab. Note that the profile is initially unspecified.
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1. Populate the field with the default MRTK profile that ships with the core package. You can type in the keyword "MRTKprofile" in the search bar of the project window; make sure you search in `All`. Alternatively, you can find the profile under `Packages/org.mixedrealitytoolkit.core/Configuration/Default Profiles/MRTKProfile.asset`.
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> [!NOTE]
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> Not all of the MRTK subsystems are shown in the screenshot below. The MRTK subsystems that you see may be different depending on the MRTK3 packages you've added to your project.
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> [!NOTE]
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> Not all of the MRTK subsystems are shown in the screenshot below. The MRTK subsystems that you see may be different depending on the MRTK3 packages you've added to your project.
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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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Once imported, MRTK3 requires some configuration on OpenXR if you're targeting an XR device such as HoloLens 2 or Quest.
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> [!NOTE]
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> The following instructions apply to HoloLens 2 or WMR headsets. If you're targeting Quest, refer to the instructions on the [Quest deployment page](../../test-and-deploy/quest-deployment.md#deployment-prerequisites).
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> The following instructions apply to HoloLens 2 or WMR headsets. If you're targeting Quest, refer to the instructions on the [Quest deployment page](../test-and-deploy/quest-deployment.md#deployment-prerequisites).
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1. Navigate to **Edit > Project Settings**.
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1. Under **Project Settings**, navigate to **XR Plug-in Management > OpenXR > Interaction Profiles** and add the following three profiles for UWP and Standalone:
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1. For HoloLens 2, we recommend that you set **Depth Submission Mode** to 16-bit in the settings above.
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1. For immersive headsets, you can use 24-bit depth submission. See the [Microsoft development docs for Unity](https://learn.microsoft.com/windows/mixed-reality/develop/unity/recommended-settings-for-unity?tabs=openxr#enable-depth-buffer-sharing) for more info.
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### 6. Congratulations, the project setup is now finished
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Proceed to [creating a new MRTK3 scene](../setting-up/setup-new-scene.md).
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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, learn how to [experience your application on a device](../test-and-deploy/overview.md)
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