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Fix various minor typos
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@@ -203,12 +203,12 @@ The XR runtime can use this for improved reprojection.
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Startup Alert
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-------------
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If enabled this will result in an alert message presented to the user if OpenXR fails to start.
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We don't always receive feedback from the XR system as to why starting fails. If we do we log this to the console.
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If enabled, this will result in an alert message presented to the user if OpenXR fails to start.
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We don't always receive feedback from the XR system as to why starting fails. If we do, we log this to the console.
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Common failure reasons are:
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- No OpenXR runtime is installed on the host system.
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- Microsofts WMR OpenXR runtime is currently active, this only supports DirectX and will fail if OpenGL or Vulkan is used.
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- Microsoft's WMR OpenXR runtime is currently active, this only supports DirectX and will fail if OpenGL or Vulkan is used.
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- SteamVR is used but no headset is connected/turned on.
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Disable this if you support a fallback mode in your game so it can be played in desktop mode when no VR headset is connected,
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@@ -201,7 +201,7 @@ OpenXR defines a number of bindable input poses that are commonly available for
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There are no rules for which poses are supported for different controllers.
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The poses OpenXR currently defines are:
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* The aim pose on most controllers is positioned slightly infront of the controller and aims forward.
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* The aim pose on most controllers is positioned slightly in front of the controller and aims forward.
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This is a great pose to use for laser pointers or to align the muzzle of a weapon with.
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* The grip pose on most controllers is positioned where the grip button is placed on the controller.
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The orientation of this pose differs between controllers and can differ for the same controller on different XR runtimes.
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