fix documentation typos
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@@ -26,7 +26,7 @@
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- [X] Easy wrist/hand tracking debugging using the SenseGlove Debug module.
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- [X] A generic Settings module with the ability to override settings.
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- [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
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- [X] A fallback to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
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- [X] A fall back to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
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- [X] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
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- [X] FXRMotionControllerData compatible hand animation system.
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- [X] FXRMotionControllerData compatible wrist tracking system.
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@@ -43,7 +43,7 @@
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- [ ] Get tracking input from sources other than a SenseGlove device.
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- [ ] Be able to assign behaviors to different objects (meshes) in the scene (e.g. Slider, Hinge, basic Grabables, etc).
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- [ ] Make it so developers can define or extend their own behavior(s) to an object through Code / Blueprints (e.g. I want a car door that is like a slider, but follows a path rather than a straight line).
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- [ ] Make it so developers can define or extend their own behavior(s) to an object through Code / Blueprint (e.g. I want a car door that is like a slider, but follows a path rather than a straight line).
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- [ ] Make the hand(s) able to push around physics-driven objects (for as much as their behaviors allow) (in backlog).
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- [ ] Be able to grab objects with up to 2 hands (and move them around with both hands at the same time in a way that seems realistic).
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- [ ] Ensure that our virtual hands (and the objects they hold) do not phase through other physics objects (e.g. walls and tables).
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