diff --git a/Runtime/HumanoidControl/Scripts/Extensions/Oculus/Oculus_Doc.cs b/Runtime/HumanoidControl/Scripts/Extensions/Oculus/Oculus_Doc.cs index f17ecef..21e4e32 100644 --- a/Runtime/HumanoidControl/Scripts/Extensions/Oculus/Oculus_Doc.cs +++ b/Runtime/HumanoidControl/Scripts/Extensions/Oculus/Oculus_Doc.cs @@ -1,22 +1,22 @@ namespace Passer.Humanoid { - /// \page OculusDoc Meta/Oculus + /// \page QuestDoc Meta Quest /// - /// Oculus Rift and Quest are supported using the \ref UnityXRTracker "UnityXR" component. - /// This pages gives additional specific information for using the Oculus devices + /// Meta Rift and Quest are supported using the \ref UnityXRTracker "UnityXR" component. + /// This pages gives additional specific information for using the Meta devices /// /// Unity XR Plugin /// =============== - /// Oculus devices can be used with both the Oculus and OpenXR plugin for Unity XR. - /// However, it should be mentioned that hand tracking with the Oculus Quest is only + /// Meta devices can be used with both the Oculus and OpenXR plugin for Unity XR. + /// However, it should be mentioned that hand tracking with the Meta Quest is only /// supported using the Oculus plugin. /// /// Hand Tracking /// ============= /// - /// For hand tracking, make sure the Unity XR plugin is set to Oculus. + /// For hand tracking, make sure the Unity XR plugin is set to *Oculus*. /// Hand tracking is currently not supported for OpenXR. /// - /// Also, OVR plugin *version 1.75.0 or higher* is required for hand tracking. + /// Also, OVR plugin _version 1.75.0 or higher_ is required for hand tracking. /// The latest OVR plugin version can be installed by importing the latest /// Oculus Integration package from the Asset Store. /// @@ -25,11 +25,11 @@ /// \image rtf OculusHandTracking.png /// /// Please make sure that for hand tracking, ‘Use Hands’ is enabled in the - /// Settings of the Oculus Quest itself or hand tracking will not work. + /// Settings of the Meta Quest itself or hand tracking will not work. /// /// Controller Buttons /// ================== - /// The buttons of the Oculus controller can be accessed using ControllerInput. + /// The buttons of the controller can be accessed using ControllerInput. /// The buttons are mapped as follows: /// /// Left Controller