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  • Features and Architecture
  • API Documentation

We've moved!

Starting from MRTK 2.6, we are publishing both conceptual docs and API references on docs.microsoft.com. For conceptual docs, please visit our new landing page. For API references, please visit the MRTK-Unity section of the dot net API explorer. Existing content will remain here but will not be updated further.

  • Features and Architecture
  • Feature Overviews
  • Tools
  • Dependency Window
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    Show / Hide Table of Contents
    • Welcome to MRTK
      • Installation Guide
      • Configuration
        • Using the Unity Package Manager
        • MRTK configuration dialog
        • Getting started with MRTK and XR SDK
      • Updates and Deployment
        • Updating from earlier versions
        • Upgrading from HTK
        • Building and Deploying MRTK
      • Packages and Release Notes
        • Release Notes
        • MRTK Packages
      • Performance and Best Practices
        • Performance
        • Hologram Stabilization
        • Using MRTK in large projects
    • Architecture
      • Overview
      • Framework and Runtime
      • Input System
        • Terminology
        • Core System
        • Controllers, Pointers, and Focus
      • Systems, Extension Services and Data Providers
    • Feature Overviews
      • Boundary System
        • Boundary System Overview
        • Configuring the Boundary Visualization
      • Camera System
        • Camera System Overview
        • Camera Settings Providers
          • Windows Mixed Reality Camera Settings
          • Unity AR Camera Settings [Experimental]
          • Creating a camera settings provider
      • Cross Platform Support
        • Configure MRTK for iOS and Android
        • Configure MRTK for Leap Motion Hand Tracking
        • Configure MRTK for Oculus Quest
      • Detecting Platform Capabilities
      • Diagnostics System
        • Diagnostics System Overview
        • Configuring the Diagnostics System
        • Using the Visual Profiler
      • Extension Services
        • Extension Service Creation Wizard
        • Scene Transition Service Overview
        • Hand Physics Service Overview
      • Input System
        • Input Overview
        • Input Actions
        • Input Events
        • Input Providers
          • Input Providers Overview
          • Creating an input data provider
        • Controllers
        • Eyes
          • Overview
          • Getting Started
          • Access Data via Code
          • Validate Tracking Calibration
        • Gaze
        • Gestures
        • Hands
        • How to Add Near Interaction
        • In-Editor Input Simulation
        • Pointers
        • Voice Input
          • Dictation
          • Speech (Command and Control)
      • Multi Scene System
        • Multi Scene System Overview
        • Scene Types
        • Content Scene Loading
        • Monitoring Content Loading
        • Lighting Scene Operations
      • Packaging
        • MRTK Packages
        • MRTK Modularization
      • Profiles
        • Profiles Overview
        • Configuration Guide
      • Rendering
        • MRTK Standard Shader
        • Material Instance Overview
        • Hover Light Overview
        • Proximity Light Overview
        • Clipping Primitive Overview
      • Services
        • What makes a mixed reality feature
        • What are the MixedRealityServiceRegistry and IMixedRealityServiceRegistrar
        • Extension services
      • Spatial Awareness System
        • Spatial Awareness Overview
        • Spatial Observers
          • Configuring Observers for Device
          • Configuring Observers for Editor
          • Controlling Observers via Code
          • Creating a custom Observer
      • Teleport System Overview
      • Tools
        • Dependency Window
        • Extension Service Creation Wizard
        • Holographic Remoting
        • Input Animation Recording
          • Input Animation File Format Specification
        • Migration Window
        • Optimize Window
        • Runtime tools
          • Controller Mapping tool
          • InputFeatureUsage tool
          • MixedRealityInteractionMapping tool
      • UX Building Blocks
        • Toolbox Window
        • Button
        • Bounds Control
        • Object Manipulator
        • Constraint Manager
        • Slate
        • System Keyboard
        • Interactable
        • Interactive Element
        • Solvers
          • Tap to Place
        • Object Collection
        • Scrolling Object Collection
        • Tooltips
        • Slider
        • Hand Menu
        • Near Menu
        • App Bar
        • Rigged Hand Visualizer
        • Fingertip Visualization
        • Progress Indicator
        • Dialog
        • Hand Coach
        • Pulse Shader
        • Dock Control [Experimental]
        • HoloLens Keyboard Helpers [Experimental]
        • Elastic System [Experimental]
        • Bounding Box [Obsolete]
        • Manipulation Handler [Obsolete]
      • Example Scenes
        • Examples Hub
        • Hand Interaction Example
        • Eye Tracking Interaction Example
    • Contributing
      • Contributing Overview
      • Coding Guidelines
      • Writing and Running Tests
      • Writing Documentation
      • Pull Requests
      • Experimental Features
      • Breaking Changes
      • How to use DocFX
    • Planning
      • Roadmap
    • Notice
    • Authors

    Dependency window

    In Unity, it is often difficult to gleam which assets are being used, and what is referencing them. The "Find References in Scene" option works great when you are only concerned with the current scene, but what about your entire Unity project? This is where the Dependency Window (Assets/MRTK/Tools/DependencyWindow) can be useful.

    The Dependency Window displays how assets reference and depend on each other. Dependencies are calculated by parsing guids within project YAML files (note, script to script dependencies are not considered).

    Usage

    To open the window, select Mixed Reality Toolkit->Utilities->Dependency Window which will open the window and automatically begin building your project's dependency graph. Once the dependency graph is built, you can select assets in the project tab to inspect their dependencies.

    Dependency window

    The window displays a list of assets that the currently selected asset depends on, and a hierarchical list of assets that depend on it. If nothing depends on the currently selected asset, you can consider deleting it from your project (note that some assets are loaded programmatically via APIs like Shader.Find() and may not be caught by the dependency tracker).

    The window can also display just a list of all assets which are not referenced by any other assets and could be considered for deletion:

    Dependency window showing unreferenced assets

    Note

    If assets are modified, added, or removed while the dependency window is in use, it is advised to refresh the dependency graph for the most "up to date" results.

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