This page contains Windows bias

About This Page

This page is part of the Azure documentation. It contains code examples and configuration instructions for working with Azure services.

Bias Analysis

Bias Types:
⚠️ windows_first
⚠️ windows_tools
⚠️ missing_linux_example
Summary:
The documentation page demonstrates a Windows bias by focusing exclusively on Windows Mixed Reality (WMR), Windows-specific APIs, and Direct3D (D3D11) graphics bindings. All examples and configuration instructions are tailored to Windows environments, with no mention of Linux or cross-platform alternatives. There are no Linux-specific instructions, tools, or code samples, and Windows terminology and tools are presented as the default or only option.
Recommendations:
  • Add equivalent instructions and examples for Linux platforms, including how to configure LSR modes and pose modes in Unity and native applications on Linux.
  • Reference cross-platform APIs (such as Vulkan or OpenGL) alongside Direct3D, and provide code samples for these APIs where possible.
  • Mention and document any differences or limitations when using LSR features on Linux, including supported hardware and drivers.
  • Clarify whether the described features are Windows-only or if there is Linux support, and if not, provide a roadmap or alternatives for Linux users.
  • Ensure terminology and instructions are inclusive of both Windows and Linux users, avoiding Windows-specific paths, tools, or settings as the default.
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Scan History

Date Scan ID Status Bias Status
2025-08-17 00:01 #83 in_progress ✅ Clean
2025-07-13 21:37 #48 completed ❌ Biased
2025-07-12 23:44 #41 in_progress ❌ Biased

Flagged Code Snippets

using Microsoft.MixedReality.OpenXR; public class OverrideReprojection : MonoBehaviour { void OnEnable() { RenderPipelineManager.endCameraRendering += RenderPipelineManager_endCameraRendering; } void OnDisable() { RenderPipelineManager.endCameraRendering -= RenderPipelineManager_endCameraRendering; } // When using the Universal Render Pipeline, OnPostRender has to be called manually. private void RenderPipelineManager_endCameraRendering(ScriptableRenderContext context, Camera camera) { OnPostRender(); } // Called directly when using Unity's legacy renderer. private void OnPostRender() { ReprojectionSettings reprojectionSettings = default; reprojectionSettings.ReprojectionMode = ReprojectionMode.PlanarManual; // Or your favorite reprojection mode. // In case of PlanarManual you also need to provide a focus point here. reprojectionSettings.ReprojectionPlaneOverridePosition = ...; reprojectionSettings.ReprojectionPlaneOverrideNormal = ...; reprojectionSettings.ReprojectionPlaneOverrideVelocity = ...; foreach (ViewConfiguration viewConfiguration in ViewConfiguration.EnabledViewConfigurations) { if (viewConfiguration.IsActive && viewConfiguration.SupportedReprojectionModes.Contains(reprojectionSettings.ReprojectionMode)) { viewConfiguration.SetReprojectionSettings(reprojectionSettings); } } } }