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Fix documentation generation warnings;
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Make test types not public
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mtschoen-unity committed Sep 24, 2020
1 parent 4445eb6 commit ea883f0
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Showing 8 changed files with 12 additions and 24 deletions.
22 changes: 5 additions & 17 deletions Documentation~/com.unity.labs.editorxr.md
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Expand Up @@ -23,7 +23,7 @@ This version of EditorXR is compatible with the following versions of the Unity

## Known limitations

*_EditorXR version 0.4.10-preview includes the following known limitations:_*
*_EditorXR version 0.4.13-preview includes the following known limitations:_*
* *_Undo/redo do not record all change history yet in the Radial Menu_*
* *_Toggles from the main menu are not yet supported (snap, locomotion type, etc)._*
* *_Other EditorXR menus and workspaces still draw above the Spatial Menu._*
Expand All @@ -46,8 +46,6 @@ If you are new to EditorXR, or have a question after reading the documentation,
* Join our [support forum](https://forum.unity.com/forums/editorxr.126/).
* Follow us on [Twitter](http://www.twitter.com/unity3dlabs).

<a name="UsingEditorXR"></a>

# Using EditorXR

To use EditorXR, go to ****Windows**** > ****EditorXR**** (or press Ctrl-E on your keyboard), then put on your headset. You might need to click the button ****Toggle Device View**** to have it show correctly in the headset.
Expand Down Expand Up @@ -279,8 +277,6 @@ To use EditorXR, go to ****Windows**** > ****EditorXR**** (or press Ctrl-E on yo

[![Locked Objects](images/locked.png)](https://drive.google.com/open?id=1JgfadHWtL9mwIJ0I_vc2wb2vUSV8tT9e "Locked Objects")

<a name="Workflows"></a>

# EditorXR workflows

To create assets:
Expand Down Expand Up @@ -317,21 +313,17 @@ To place assets:

[![Place](images/placement.png)](https://drive.google.com/open?id=1Oxh5uYDp5MoxwKeaTjgT_d3GBpKUi5u6 "Place")

<a name="Advanced"></a>

# Advanced topics

This section provides more information on the following topics:

* [EditorXR Runtime](#first): explains the use of EditorXR in Play Mode and included in Player builds.
* [EditorXR Runtime](#editorxr-runtime): explains the use of EditorXR in Play Mode and included in Player builds.

* [Minimal Context](#second): explains the origin of ...
* [Minimal Context](#minimal-context): explains the origin of ...

* [Image Effect and Camera Settings Copy Support](#third): explains the origin of ...
* [Image Effect and Camera Settings Copy Support](#image-effect-and-camera-settings-copy-support): explains the origin of ...

* [Extending EditorXR](#fourth): explains the origin of ...

<a name="EditorXRRuntime"></a>
* [Extending EditorXR](#extending-editorxr): explains the origin of ...

## EditorXR Runtime

Expand All @@ -347,8 +339,6 @@ Before entering Play Mode or making a build, there is one final step: you must c

This will add support for the Script Importer functionality which many EditorXR systems rely on. This collects all of the MonoBehaviours that are instantiated during an EditorXR session and creates prefabs out of them, which will include asset references that were set in the Script Importer inspector. If you have created any new EditorXR systems you may want to ensure that you update this asset as you make changes, or tag your classes with the interfaces used within the DefaultScriptReferences class.

<a name="MinimalContext"></a>

## Minimal Context

* Ideal for lightweight client builds not requiring much of the EditorXR UI
Expand All @@ -359,8 +349,6 @@ Before entering Play Mode or making a build, there is one final step: you must c
* Can be located in the project at :
- Assets/EditorXR/Scripts/Core/Contexts/Minimal

<a name="ImageEffect&CameraSettingsCopySupport"></a>

## Image Effect & Camera Settings Copy Support

EditorXR has limited support for automatic copying of (post)image effects to the EditorXR camera(s), from the MainCamera in your scene. This includes the in-HMD camera, and the “presentation camera”. Both cameras are created by EditorXR on startup of an EditorXR session.
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2 changes: 1 addition & 1 deletion Tests/Editor/EditorXRTestInitializer.cs
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Expand Up @@ -10,7 +10,7 @@
namespace Unity.EditorXR.Tests.Core
{
[SetUpFixture]
public class EditorXRTestInitializer
class EditorXRTestInitializer
{
EditingContextManagerSettings projectSettingsBackup;
EditingContextManagerSettings userSettingsBackup;
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2 changes: 1 addition & 1 deletion Tests/Editor/Unit/Core/EditingContextManagerTests.cs
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Expand Up @@ -16,7 +16,7 @@
namespace Unity.EditorXR.Tests.Core
{
[TestFixture]
public class EditingContextManagerTests
class EditingContextManagerTests
{
GameObject go;
EditorXRContext context, context2;
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Expand Up @@ -6,7 +6,7 @@

namespace Unity.EditorXR.Tests.Extensions
{
public class MonoBehaviourExtensionsTests
class MonoBehaviourExtensionsTests
{
MonoBehaviour mb;
int coIndex = 0;
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Expand Up @@ -5,7 +5,7 @@
namespace Unity.EditorXR.Tests.Extensions
{
[TestFixture]
public class TransformExtensionsTests
class TransformExtensionsTests
{
GameObject go;
float delta = 0.00000001f;
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2 changes: 1 addition & 1 deletion Tests/Editor/Unit/Utilities/EditorXRUtilsTests.cs
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Expand Up @@ -7,7 +7,7 @@
namespace Unity.EditorXR.Tests.Utilities
{
[TestFixture]
public class EditorXRUtilsTests
class EditorXRUtilsTests
{
GameObject m_GO, m_Parent, m_Other;
List<GameObject> m_ToCleanupAfterEach = new List<GameObject>();
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2 changes: 1 addition & 1 deletion Tests/Editor/Unit/Utilities/GradientPairTests.cs
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Expand Up @@ -5,7 +5,7 @@
namespace Unity.EditorXR.Tests.Utilities
{
[TestFixture]
public class GradientPairTests
class GradientPairTests
{
Color m_ColorA;
Color m_ColorB;
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2 changes: 1 addition & 1 deletion Tests/Editor/Unit/Utilities/MathUtilsExtTests.cs
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Expand Up @@ -5,7 +5,7 @@
namespace Unity.EditorXR.Tests.Utilities
{
[TestFixture]
public class MathUtilsExtTests
class MathUtilsExtTests
{
[OneTimeSetUp]
public void Setup() { }
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