diff --git a/Editor/Sites/SiteBuilder.cs b/Editor/Sites/SiteBuilder.cs
index fd62467..2a405d3 100644
--- a/Editor/Sites/SiteBuilder.cs
+++ b/Editor/Sites/SiteBuilder.cs
@@ -15,6 +15,7 @@ namespace Passer {
/// by selecting the appropriate sites in the dialog:
///
/// \image html BuildSitesDialog.png
+ /// \image rtf BuildSitesDialog.png
///
/// When the Build button is pressed, all sites will be build and become available in the Assets/SiteBuilds folder
/// with a submap for each platform (like Windows, Android...)
diff --git a/Runtime/HumanoidControl/HumanoidPreferences.cs b/Runtime/HumanoidControl/HumanoidPreferences.cs
index f29e5e4..ac3b314 100644
--- a/Runtime/HumanoidControl/HumanoidPreferences.cs
+++ b/Runtime/HumanoidControl/HumanoidPreferences.cs
@@ -11,6 +11,7 @@ namespace Passer.Humanoid {
/// The preferences can be accessed by the Edit->Preferences... menu.
///
/// \image html HumanoidPreferences.png
+ /// \image rtf HumanoidPreferences.png
///
/// * SteamVR Support, enables support for SteamVR devices beyound Unity XR (VR, Plus, Pro)
/// * Vive Tracker Support, enables support for Vive Trackers (Plus, Pro)
diff --git a/Runtime/HumanoidControl/Scripts/Extensions/UnityXR/UnityXRTracker.cs b/Runtime/HumanoidControl/Scripts/Extensions/UnityXR/UnityXRTracker.cs
index 0ce3d29..40e6ba6 100644
--- a/Runtime/HumanoidControl/Scripts/Extensions/UnityXR/UnityXRTracker.cs
+++ b/Runtime/HumanoidControl/Scripts/Extensions/UnityXR/UnityXRTracker.cs
@@ -16,20 +16,24 @@ namespace Passer.Humanoid {
/// =====
/// Go to Edit Menu->Project Settings->XR Plugin Management and click on the Install XR Plugin Management button:
/// \image html UnityXRPreferences.png
+ /// \image rtf UnityXRPreferences.png
/// Then enable the desired XR Plugin. For example the Oculus plugin for Android:
/// \image html UnityXRPreferencesOculus.png
/// Note that if you want to test Oculus Quest in the editor, the Oculus Plugin for Standalone needs to be enabled too:
/// \image html UnityXRPreferencesOculus2.png
+ /// \image rtf UnityXRPreferencesOculus2.png
///
/// Configuration
/// =============
/// To enable body tracking with Unity XR for a humanoid, Unity XR needs to be enabled
/// in the HumanoidControl component:
/// \image html UnityXRTrackerNotShown.png
+ /// \image rtf UnityXRTrackerNotShown.png
/// By default the \ref Passer::Tracking::UnitXR "UnityXR" object is not visible in the scene,
/// but it will be created automatically when the scene starts.
/// If the button Show is pressed, the UnityXR object will be created in the Real World object.
/// \image html UnityXRTrackerShown.png
+ /// \image rtf UnityXRTrackerShown.png
/// UnityXR (UnityXR) is a reference to the object in the scene representing the root of the Unit XR tracking space.
/// This GameObject is found as a child of the Real World GameObject.
/// The \ref Tracking::UnityXR "UnityXR" GameObject can be used to adjust the origin of the Unity XR tracking space.
@@ -39,6 +43,7 @@ namespace Passer.Humanoid {
/// To use an HMD tracking for the head of the avatar Unity XR needs to be enabled on the Head %Target too.
/// This is enabled by default:
/// \image html UnityXRHeadSensorNotShown.png
+ /// \image rtf UnityXRHeadSensorNotShown.png
/// By default the \ref Passer::Tracking::UnityXRHmd "UnityXRHmd" object is not visible in the scene,
/// but it will be created automatically when the scene starts.
/// The UnityXRHmd will also have the main camera attached. You can disable the camera
@@ -47,16 +52,19 @@ namespace Passer.Humanoid {
/// If the button Show is pressed, the UnityXRHead object will be created as a child of
/// the UnityXR object in the Real World.
/// \image html UnityXRHeadSensorShown.png
+ /// \image rtf UnityXRHeadSensorShown.png
///
/// Hand %Target
/// ============
/// When you want to control the hands of the avatar using Unity XR you need to enable Unity XR on the Hand %Target:
/// \image html UnityXRHandSensorNotShown.png
+ /// \image rtf UnityXRHandSensorNotShown.png
/// Like with the Head %Target, the \ref Passer::Tracking::UnityXRController "UnityXRController" object
/// is not visible in the editor scene by default but it will be created automatically when the scene starts.
/// If the button Show is pressed, the UnityXRController object will be creates as a child of
/// the UnityXR object in the Real World.
/// \image html UnityXRHandSensorShown.png
+ /// \image rtf UnityXRHandSensorShown.png
///
/// Hand %Tracking (Plus & Pro)
/// ==========================
@@ -67,6 +75,7 @@ namespace Passer.Humanoid {
/// ------------
/// When the Android platform is selected in Unity, an additional option for Oculus Hand %Tracking is shown:
/// \image html UnityXROculusHandTracking.png
+ /// \image rtf UnityXROculusHandTracking.png
/// When enabled, hand tracking will be possible for this humanoid.
///
/// HTC Vive
@@ -76,6 +85,7 @@ namespace Passer.Humanoid {
/// When the HTC Vive Hand Tracking SDK is imported in the project on the Windows Standalone platform,
/// an option for HTC Vive Hand %Tracking is shown:
/// \image html UnityXRViveHandTracking.png
+ /// \image rtf UnityXRViveHandTracking.png
/// For Vive Hand tracking, the OpenVR Plugin for UnityXR is needed. OpenXR does not work with
/// Vive Hand %Tracking in version 1.0.0 of the SDK. This may be fixed in more recent versions.
/// The OpenVR Plugin is automatically installed when the SteamVR Plugin from the Asset Store is
diff --git a/Runtime/HumanoidControl/Scripts/HumanoidControl.cs b/Runtime/HumanoidControl/Scripts/HumanoidControl.cs
index 2d17871..c4c1fd9 100644
--- a/Runtime/HumanoidControl/Scripts/HumanoidControl.cs
+++ b/Runtime/HumanoidControl/Scripts/HumanoidControl.cs
@@ -26,6 +26,7 @@ namespace Passer.Humanoid {
/// This document describes the available settings.
///
/// \image html HumanoidControlInspector.png
+ /// \image rtf HumanoidControlInspector.png
///
/// Targets
/// =======
diff --git a/Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerVoice.cs b/Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerPunVoice.cs
similarity index 100%
rename from Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerVoice.cs
rename to Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerPunVoice.cs
diff --git a/Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerVoice.cs.meta b/Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerPunVoice.cs.meta
similarity index 100%
rename from Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerVoice.cs.meta
rename to Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerPunVoice.cs.meta
diff --git a/Runtime/HumanoidControl/Scripts/Targets/FootTarget.cs b/Runtime/HumanoidControl/Scripts/Targets/FootTarget.cs
index f3fecb2..391c836 100644
--- a/Runtime/HumanoidControl/Scripts/Targets/FootTarget.cs
+++ b/Runtime/HumanoidControl/Scripts/Targets/FootTarget.cs
@@ -15,6 +15,7 @@ namespace Passer.Humanoid {
///
///
/// \image html FootTargetInspector.png
+ /// \image rtf FootTargetInspector.png
///
/// Sensors
/// =======
diff --git a/Runtime/HumanoidControl/Scripts/Targets/HandTarget.cs b/Runtime/HumanoidControl/Scripts/Targets/HandTarget.cs
index e3c5e29..0728576 100644
--- a/Runtime/HumanoidControl/Scripts/Targets/HandTarget.cs
+++ b/Runtime/HumanoidControl/Scripts/Targets/HandTarget.cs
@@ -40,6 +40,7 @@ namespace Passer.Humanoid {
///
///
/// \image html HandTargetInspector.png
+ /// \image rtf HandTargetInspector.png
///
/// Sensors
/// =======
diff --git a/Runtime/HumanoidControl/Scripts/Targets/HeadTarget.cs b/Runtime/HumanoidControl/Scripts/Targets/HeadTarget.cs
index 6d86a75..415ca73 100644
--- a/Runtime/HumanoidControl/Scripts/Targets/HeadTarget.cs
+++ b/Runtime/HumanoidControl/Scripts/Targets/HeadTarget.cs
@@ -8,6 +8,7 @@ namespace Passer.Humanoid {
///
///
/// \image html HeadTargetInspector.png
+ /// \image rtf HeadTargetInspector.png
///
/// %Sensors
/// ===========
diff --git a/Runtime/HumanoidControl/Scripts/Tools/AvatarManager.cs b/Runtime/HumanoidControl/Scripts/Tools/AvatarManager.cs
index f280687..1dd3a33 100644
--- a/Runtime/HumanoidControl/Scripts/Tools/AvatarManager.cs
+++ b/Runtime/HumanoidControl/Scripts/Tools/AvatarManager.cs
@@ -14,6 +14,7 @@ namespace Passer.Humanoid {
/// Single User
/// ===========
/// \image html AvatarManagerInspectorSingle.png
+ /// \image rtf AvatarManagerInspectorSingle.png
///
/// The Avatar Manger script shows the list of available avatars to use.
/// Every avatar needs to have a Animator component attached and only avatars from the
@@ -28,6 +29,7 @@ namespace Passer.Humanoid {
/// ==========
/// When Networking Support is enabled additional entries for the third person avatar will be shown.
/// \image html AvatarManagerInspectorMulti.png
+ /// \image rtf AvatarManagerInspectorMulti.png
/// These values match the behaviour of the Remote Avatar in the Humanoid Control script:
/// at the local client, the first person avatar is used, while the third person avatar is used on
/// remote clients. This will enable you to optimize the avatars for each case.
@@ -40,7 +42,8 @@ namespace Passer.Humanoid {
/// and SetAvatar. These functions can also be used in combination with \ref Script "Scripts"
/// or ControllerInput:
///
- /// \image AvatarManagerControllerInput.png
+ /// \image html AvatarManagerControllerInput.png
+ /// \image rtf AvatarManagerControllerInput.png
///
[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_avatar_manager.html")]
public class AvatarManager : MonoBehaviour {
diff --git a/Runtime/Sites/Scripts/Possessable.cs b/Runtime/Sites/Scripts/Possessable.cs
index 89a0fad..d5b3181 100644
--- a/Runtime/Sites/Scripts/Possessable.cs
+++ b/Runtime/Sites/Scripts/Possessable.cs
@@ -10,6 +10,7 @@ namespace Passer {
///
///
/// \image html PossessionInspector.png
+ /// \image rtf PossessionInspector.png
///
/// * %Possession type, see Possession::possessionType
/// * %Cross site allowed, see Possession::crossSite
diff --git a/Runtime/Tools/Events/Event.cs b/Runtime/Tools/Events/Event.cs
index 0198c82..8648123 100644
--- a/Runtime/Tools/Events/Event.cs
+++ b/Runtime/Tools/Events/Event.cs
@@ -14,8 +14,10 @@ namespace Passer {
/// When an event Handler has been defined,
/// a new empty button will appear below which you can use to add an additional event Handler.
/// \image html EventHandlerUnselected.png
+ /// \image rtf EventHandlerUnselected.png
/// When an event Handler has been selected, a number of fields become visible:
/// \image html EventHandlerSelected.png
+ /// \image rtf EventHandlerSelected.png
///
/// Event Type
/// ----------
@@ -51,6 +53,7 @@ namespace Passer {
/// Options
/// -------
/// \image html EventHandlerOptions.png
+ /// \image rtf EventHandlerOptions.png
/// Depending on the parameter type additional settings can be set in the Options section.
/// * Inverse: the parameter value will be inverted before it is sent to the %Method
/// * Multiplication: the parameter value will be multiplied by the given value
diff --git a/Runtime/Tools/Input/ControllerInput.cs b/Runtime/Tools/Input/ControllerInput.cs
index 9d3552b..40cde75 100644
--- a/Runtime/Tools/Input/ControllerInput.cs
+++ b/Runtime/Tools/Input/ControllerInput.cs
@@ -9,6 +9,7 @@ namespace Passer {
/// ControllerInput can be used to access the state and change of input buttons, touchpads and thumbsticks
/// on any kind of input controller including game controllers and VR/XR controllers.
/// \image html ControllerInputInspector.png
+ /// \image rtf ControllerInputInspector.png
/// * \ref ControllerInput::fingerMovements "Finger Movements"
/// * \ref ControllerInput::gameController "Game Controller"
///
diff --git a/Runtime/Tools/Physics/CollisionEventHandler.cs b/Runtime/Tools/Physics/CollisionEventHandler.cs
index b539835..9c18a21 100644
--- a/Runtime/Tools/Physics/CollisionEventHandler.cs
+++ b/Runtime/Tools/Physics/CollisionEventHandler.cs
@@ -11,6 +11,7 @@ namespace Passer {
/// The Collision Event Handler can be placed on GameObjects and Rigidbodies to catch collision events and
/// execute functions when this happens.
/// \image html CollisionEventHandlerInspector.png
+ /// \image rtf CollisionEventHandlerInspector.png
/// The event type is as follows:
/// * Never:
/// the event handler is disabled, the %Target Method is never called
diff --git a/Runtime/Tools/Physics/TriggerEventHandler.cs b/Runtime/Tools/Physics/TriggerEventHandler.cs
index dc86643..38e963d 100644
--- a/Runtime/Tools/Physics/TriggerEventHandler.cs
+++ b/Runtime/Tools/Physics/TriggerEventHandler.cs
@@ -13,6 +13,7 @@ namespace Passer {
/// The Trigger Event Handler can be placed on GameObjects
/// to catch trigger events and execute functions when this happens.
/// \image html TriggerEventHandlerInspector.png
+ /// \image rtf TriggerEventHandlerInspector.png
/// The event type is as follows:
/// * Never:
/// the event handler is disabled, the %Target Method is never called.
@@ -73,6 +74,7 @@ namespace Passer {
/// you can override the Controller Input while the GameObject is in the trigger collider.
/// This enables you to assign a button to open a door when the player is close to that door for example.
/// \image html TriggerEventHandlerControllerInput.png
+ /// \image rtf TriggerEventHandlerControllerInput.png
/// The configuration is similar to the normal Controller Input.
/// The difference is that empty entries do not override the Controller Input configuration.
/// In the example above only the left Button 1 will be overridden, all other input will not be changed.
diff --git a/Runtime/Tools/Scripts/Counter.cs b/Runtime/Tools/Scripts/Counter.cs
index 48fb22f..235be0b 100644
--- a/Runtime/Tools/Scripts/Counter.cs
+++ b/Runtime/Tools/Scripts/Counter.cs
@@ -12,6 +12,7 @@ namespace Passer {
/// The Counter can be incremented and decremented and functions cal be called based on the value.
///
/// \image html CounterInspector.png
+ /// \image rtf CounterInspector.png
///
/// * %Value, see Counter::value
/// * %Minimum, see Counter::min
diff --git a/Runtime/Tools/Scripts/Handle.cs b/Runtime/Tools/Scripts/Handle.cs
index 435525a..c6512bb 100644
--- a/Runtime/Tools/Scripts/Handle.cs
+++ b/Runtime/Tools/Scripts/Handle.cs
@@ -20,6 +20,7 @@ namespace Passer {
/// Sockets can also be used at different places to receive handles.
///
/// \image html HandleInspector.png
+ /// \image rtf HandleInspector.png
///
/// * \ref Handle::hand "Hand"
/// * \ref Handle::grabType "Grab Type"
diff --git a/Runtime/Tools/Scripts/HumanoidSpawnPoint.cs b/Runtime/Tools/Scripts/HumanoidSpawnPoint.cs
index bea7698..6aa64fe 100644
--- a/Runtime/Tools/Scripts/HumanoidSpawnPoint.cs
+++ b/Runtime/Tools/Scripts/HumanoidSpawnPoint.cs
@@ -11,6 +11,7 @@ namespace Passer.Humanoid {
/// which define the capsule which is checked with the isFree function.
///
/// \image html HumanoidSpawnPointInspector.png
+ /// \image rtf HumanoidSpawnPointInspector.png
///
/// * \ref HumanoidSpawnPoint::center "Center"
/// * \ref HumanoidSpawnPoint::radius "Radius"
@@ -19,6 +20,7 @@ namespace Passer.Humanoid {
/// In the scene view, the capsule is visualized as an orange cylinder when the spawn point is selected:
///
/// \image html HumanoidSpawnPointGizmo.png
+ /// \image rtf HumanoidSpawnPointGizmo.png
[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_humanoid_spawn_point.html")]
public class HumanoidSpawnPoint : SpawnPoint {
diff --git a/Runtime/Tools/Scripts/InteractionPointer.cs b/Runtime/Tools/Scripts/InteractionPointer.cs
index 7dd7928..3e1e7e4 100644
--- a/Runtime/Tools/Scripts/InteractionPointer.cs
+++ b/Runtime/Tools/Scripts/InteractionPointer.cs
@@ -18,6 +18,7 @@ namespace Passer {
/// Configuration
/// =============
/// \image html InteractionPointerInspector.png
+ /// \image rtf InteractionPointerInspector.png
///
/// * \ref InteractionPointer::active "Active"
/// * \ref InteractionPointer::timedClick "Timed Click"
diff --git a/Runtime/Tools/Scripts/Socket.cs b/Runtime/Tools/Scripts/Socket.cs
index f4ffe45..899b87f 100644
--- a/Runtime/Tools/Scripts/Socket.cs
+++ b/Runtime/Tools/Scripts/Socket.cs
@@ -5,6 +5,7 @@ namespace Passer {
/// Sockets can hold a Handles.
/// \image html SocketGizmo.png
+ /// \image rtf SocketGizmo.png
///
/// Attaching and Releasing
/// =======================
diff --git a/Runtime/Tools/Scripts/Teleporter.cs b/Runtime/Tools/Scripts/Teleporter.cs
index 7a3f2c3..5a8b544 100644
--- a/Runtime/Tools/Scripts/Teleporter.cs
+++ b/Runtime/Tools/Scripts/Teleporter.cs
@@ -19,6 +19,7 @@ namespace Passer {
/// Here you will find an ‘Add Teleporter’ button:
///
/// \image html TeleporterHeadTargetInspector.png
+ /// \image rtf TeleporterHeadTargetInspector.png
///
/// When this button is pressed, a Teleporter GameObject (see below) will be attached to the Head Target.
/// It will be active by default so that you will see the focus point continuously when running the scene.
@@ -27,6 +28,7 @@ namespace Passer {
/// which will teleport the humanoid to the location in focus:
///
/// \image html TeleporterGazeControllerInput.png
+ /// \image rtf TeleporterGazeControllerInput.png
///
/// The Left Button One will match the Menu Button on the SteamVR Controller and the X button of the Left Oculus Touch Controller.
///
@@ -34,7 +36,8 @@ namespace Passer {
/// ----------------------
/// Hand pointing based teleportation is activated on either Hand Target. Like above, you will find an ‘Add Teleporter’ button here:
///
- /// image html TeleporterHandTargetInspector.png
+ /// \image html TeleporterHandTargetInspector.png
+ /// \image rtf TeleporterHandTargetInspector.png
///
/// This will add a Teleporter GameObject to the Hand Target. In this case, no focus object is used,
/// but an line renderer is used to show the pointing direction. This is visible as a standard pink ray on the hand.
@@ -43,6 +46,7 @@ namespace Passer {
/// On the Oculus Touch, the One button is the X or A button, while the trigger button is the Index Finger Trigger button.
///
/// \image html TeleporterPointingControllerInput.png
+ /// \image rtf TeleporterPointingControllerInput.png
///
/// Of course you can change these button assignments through the editing of the Controller Input,
/// setting the desired button to the Teleporter.Activation and -.Click functions.
@@ -51,6 +55,7 @@ namespace Passer {
/// =============
///
/// \image html TeleporterInspector.png
+ /// \image rtf TeleporterInspector.png
///
/// * \ref Teleporter::active "Active"
/// * \ref Teleporter::timedClick "Timed teleport"
diff --git a/Runtime/Visitors/Scripts/VisitorPossessions.cs b/Runtime/Visitors/Scripts/VisitorPossessions.cs
index 250b552..7b2cf30 100644
--- a/Runtime/Visitors/Scripts/VisitorPossessions.cs
+++ b/Runtime/Visitors/Scripts/VisitorPossessions.cs
@@ -14,6 +14,7 @@ namespace Passer {
///
///
/// \image html PawnPossessionsInspector.png
+ /// \image rtf PawnPossessionsInspector.png
///
/// * Default possessions, see PawnPossessions::defaultPossessions
/// * Clear at start, see PawnPossessions::clearAtStart