Comments (6)
Let's put it like this:
Is there any specific reason for this component to be abstract? If not, I don't see why this change couldn't happen. It basically leaves existing implementations working as they are and yet enables more flexibility for developers in how they want to use it.
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Gotta think about this
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Any news here? This is really a no brainer honestly...
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Yeah let's go for it. Doesn't really hurt imho
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I'm surprised you didn't open a PR already tbh
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Cool. Yeah I was going to do a PR right away but decided to take the proper way this time and first create an issue and then solve it via PR 😀
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Related Issues (19)
- Ensure no platform dependencies HOT 1
- Missing package dependencies
- PR #44 missed some definition updates in the serialisation HOT 1
- NREs in pointer inspectors HOT 26
- MixedRealityInputSystem error; Failed to start the Input System! No controllers visible HOT 1
- Prefab saving issue with DefaultDiagnosticsWindow prefab HOT 8
- Diagnostics window is too close to the main camera view
- Diagnostics pin button doesn't properly highlight
- Diagnostics prefab console warning text color is hard to read
- Mixed Reality Data Provider type bug HOT 1
- Spatial Observer Profiles are missing from the packages and sdk
- Adding SDK to a new project, causes a DIrectoryNotFound error HOT 2
- Define XRTK UX integration (SDK)
- Missing asset files after SDK import via UPM HOT 4
- Project validation build step fails to unload assets in profile folder HOT 3
- SDK: Create a sample script for detecting and updating scene active content based on AR / VR
- SDK core dependency is not aligned to latest release HOT 5
- Hand Simulation configuration profiles missing elements in release HOT 6
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