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2.3.0","description":"Status: Planning\r\n\r\nTimeline: January 2020\r\n\r\nThemes:\r\n- Stability\r\n- Developer education\r\n- Unity 2019.3 XR SDK platform support\r\n- User Experience bug fixes\r\n\r\nPotential areas of focus\r\n- Build tool user experience refresh\r\n- Leap Motion hand controller support\r\n- Mobile 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Overview\r\nFixes behavior where rays do not turn on when you are targeting a far object but your hand is near some grabbable that's out of the visual FOV. \r\n\r\nBefore, notice that hand rays stay off as I move the camera up. The hand is still near a grabbable that's not visible.\r\n![ray_before](https://user-images.githubusercontent.com/168492/70673089-33238900-1c36-11ea-8303-6b410fb390db.gif)\r\n\r\n\r\nAfter, notice hand rays are turning on when the camera moves up, even though hand is still near a grabbable object. Since the grabbable object is not visible, the object is ignored.\r\n![ray_after](https://user-images.githubusercontent.com/168492/70673092-3585e300-1c36-11ea-8da1-b1f7f0f09a3c.gif)\r\n\r\n## Changes\r\n- Fixes: #6634 \r\n- When determining if a sphere pointer is near an object, require that the object be both near the sphere pointer AND visible to the camera.\r\n- Added a test to verify behavior\r\n\r\n\r\n## Verification\r\nTested on HoloLens 2 and got sign off from @cre8ivepark \r\n\r\n> This optional section is a place where you can detail the specific type of verification \r\n> you want from reviewers. For example, if you want reviewers to checkout the PR locally\r\n> and validate the functionality of specific scenarios, provide instructions\r\n> on the specific scenarios and what you want verified.\r\n>\r\n> If there are specific areas of concern or question feel free to highlight them here so\r\n> that reviewers can watch out for those issues.\r\n>\r\n> As a reviewer, it is possible to check out this change locally by using the following\r\n> commands (substituting {PR_ID} with the ID of this pull request):\r\n>\r\n> git fetch origin pull/{PR_ID}/head:name_of_local_branch\r\n>\r\n> git checkout name_of_local_branch\r\n"},"comment":{"url":"https://api.github.com/repos/microsoft/MixedRealityToolkit-Unity/issues/comments/565304443","html_url":"https://github.com/microsoft/MixedRealityToolkit-Unity/pull/6870#issuecomment-565304443","issue_url":"https://api.github.com/repos/microsoft/MixedRealityToolkit-Unity/issues/6870","id":565304443,"node_id":"MDEyOklzc3VlQ29tbWVudDU2NTMwNDQ0Mw==","user":{"login":"julenka","id":168492,"node_id":"MDQ6VXNlcjE2ODQ5Mg==","avatar_url":"https://avatars1.githubusercontent.com/u/168492?v=4","gravatar_id":"","url":"https://api.github.com/users/julenka","html_url":"https://github.com/julenka","followers_url":"https://api.github.com/users/julenka/followers","following_url":"https://api.github.com/users/julenka/following{/other_user}","gists_url":"https://api.github.com/users/julenka/gists{/gist_id}","starred_url":"https://api.github.com/users/julenka/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/julenka/subscriptions","organizations_url":"https://api.github.com/users/julenka/orgs","repos_url":"https://api.github.com/users/julenka/repos","events_url":"https://api.github.com/users/julenka/events{/privacy}","received_events_url":"https://api.github.com/users/julenka/received_events","type":"User","site_admin":false},"created_at":"2019-12-13T05:20:08Z","updated_at":"2019-12-13T05:20:08Z","author_association":"CONTRIBUTOR","body":"> GetColliderBoundsPoints() has quite a bit of cost. Then transforms per corner and FOV checks every time\r\n\r\nWhat makes you say [GetColliderBoundsPoints](https://github.com/microsoft/MixedRealityToolkit-Unity/blob/6c9b01173a5b2bb385a30acbb754605f4e9b3375/Assets/MixedRealityToolkit/Extensions/BoundsExtensions.cs#L373) is expensive? The one that takes a single collider, not a GameObject. It just looks like it's doing something with 8 points every frame. Is it because it's creating a new Bounds object every frame? \r\n"}}
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