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Move input subsystem implementations to the input package. #11641
Move input subsystem implementations to the input package. #11641
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Can some of the remaining usages of HandsAggregatorSubsystem be changed to IHandsAggregatorSubsystem ? XRSubsystemHelpers may hold something that is not a HandsAggregatorSubsystem.
com.microsoft.mrtk.input/Visualizers/ControllerVisualizer/ControllerVisualizer.cs
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com.microsoft.mrtk.input/Utilities/PoseSource/HandBasedPoseSource.cs
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com.microsoft.mrtk.input/Controllers/ArticulatedHandController.cs
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I think there are some docs that should be updated after this, opening an issue to track work #11644. |
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The TextToSpeechSubsystem is also in the core package, should this be moved as well?
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Thank you!
@@ -3,6 +3,7 @@ | |||
"rootNamespace": "Microsoft.MixedReality.Toolkit.Speech.Windows", | |||
"references": [ | |||
"Microsoft.MixedReality.Toolkit.Core", | |||
"Microsoft.MixedReality.Toolkit.Input", |
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This seems weird. (I don't think we should move these base classes, but if they need to be moved) I'm not sure why the speech classes weren't moved into the speech package. That's where the concrete implementations already live.
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I don't think these classes make sense to move (apologies for being less certain before: I though you were referring to layer 3 but were actually referring to layer 2, below).
There are three defined parts to an MRTK subsystem:
- The interface, largely used to keep the API surface of the subsystems and providers consistent
- Lives in Core
- The base class, largely scaffolding code linking the subsystem to an abstract provider, following Unity's established patterns
- Previously lived in Core, moving to Input in this PR
- The actual implementation, largely implementing the abstract provider from 2
- Lives in the corresponding packages, like Input or Speech.Windows
1 and 2 should live in the Core, imo, because devs shouldn't need to write the scaffolding themselves or have to import the Input package just to get access to the scaffolding. There's almost no variation in this level, and any needed variation could/should live in the concrete implementation.
3 is where the actual interesting differences lie, and the only level devs should need to write themselves (if they don't want to use MRTK's impl).
The existence of the interface is slightly misleading. I don't believe Unity's pattern for subsystems typically defines explicit interface types, but we used it just to maintain an API consistency across subsystems and their providers.
…#11641) * Move input subsystem implementations to the input package. * Address code review comments
Overview
Move input subsystem implementations to the input package.
Changes
Verification