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Merge pull request #192 from Hubs-Foundation/mozilla-branding-removal-update
[Mozilla Branding Removal] Update
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.gitignore

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package.json

docs/creators-advanced-avatar-customization.md

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To customize your avatar's shape, you can modify our basic robot template, or upload a .glb file of your choice. If you use the robot template, your avatar will have hands and a body and a head that grows/shrinks when you speak. If you use a plain .glb file, this item is considered the head of the avatar and the whole object will grow and shrink when you speak.
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You can follow along with Jim and Dom in this recorded live stream here to walk through the whole process: https://youtu.be/qBvZhh6KVcg?t=561
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<!-- You can follow along with Jim and Dom in this recorded live stream here to walk through the whole process: https://youtu.be/qBvZhh6KVcg?t=561 -->
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### Modify Base Robot Template
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We offer the following resources if you'd like to modify our base Robot avatar:
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* [Blender Source Files](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) are available of our Robot avatar. **For specific information about how to use these .blend files, be sure to check out the readme within the [Blender/AvatarBot](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) folder.**
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* [Exported GLBs](Exported%20GLB%20models)/[Exported OBJ](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Other%20model%20formats) are available if you'd like to bring them into your editor of choice.
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* [Exported OBJ Files](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Other%20model%20formats) are available if you'd like to bring them into your editor of choice.
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We recommend using [Blender 2.83](https://builder.blender.org/download/) (or whatever the most recent release is) for custom models since we have provided example files that you may use as a guide. (Typically, skeleton setup varies between modeling appications which can make importing/exporting skeletons a bit tricky due to unexpected changes in bone rotations, but it is still possible to use something other than Blender.) Note: the .blend files were created with [Blender 2.8](https://builder.blender.org/download/) due to the built-in glTF exporter. The glTF importer/exporter for Blender is currently in development. Expect some bugs and [please report them!](https://github.com/KhronosGroup/glTF-Blender-IO/issues)
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Files with the suffix *_base* refer to the most barebones, basic robot avatar template that can be used as a reference when creating new avatar models. Typically, the Blender workflow would be to either 'Link' or 'Append' the objects from [AvatarBot_base_for_export.blend](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) in order to use the existing armature (skeleton) and any animations that go along with it, using them as a basis for your own model that you would attach to it.
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The armature is based largely upon the same hierarchy and naming conventions of the skeleton provided by [High Fidelity](https://docs.highfidelity.com/en/rc80/create/avatars/avatar-standards.html#skeleton). This also happens to have a similar structure to VRChat in terms of bone orientations.
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The armature is based largely upon the same hierarchy and naming conventions of the skeleton originally provided by High Fidelity. This also happens to have a similar structure to VRChat in terms of bone orientations.
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However, in our current implementation in Hubs, we have eliminated some of the bones within the hierarchy, namely the lower body and arm joints since we are not using any sort of inverse kinematics (IK) at the moment. This may change in future iterations.
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### Use a Regular .glb File

docs/creators-optimization.md

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#### Reduce number of triangles
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There is no golden rule of thumb for what number of triangles in a model is ideal, however, we recommend using models with only tens of thousands, rather than hundreds of thousands of triangles. Many complex 3D models can have their triangle count reduced without greatly impacting the way that the model looks. You can do this using the Mesh Decimation tool in Blender. For instructions, check out [this video](https://www.youtube.com/watch?v=IIQNj-6_tQE_)
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There is no golden rule of thumb for what number of triangles in a model is ideal, however, we recommend using models with only tens of thousands, rather than hundreds of thousands of triangles. Many complex 3D models can have their triangle count reduced without greatly impacting the way that the model looks. You can do this using the Mesh Decimation tool in Blender.
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For instructions, check out [this video](https://www.youtube.com/watch?v=IIQNj-6_tQE_)
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## Oculus Quest & Mobile Notes
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docs/dev-contributing.md

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### 💻 Code Contributions
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Hubs has a client-server architecture that gives multiple users the ability to connect to a shared room on the server. If you are interested in contributing to the Hubs client, follow the instructions in the [Readme](https://github.com/Hubs-Foundation/hubs#readme) to get started. If you want to contribute to the networking or infrastructure, consider looking at the [reticulum](https://github.com/Hubs-Foundation/reticulum) or [Dialog](https://github.com/Hubs-Foundation/dialog) repositories. If you are interested in working on the code for Spoke, the 3D editor used to create custom environments for Hubs rooms, explore the [Spoke](https://github.com/Hubs-Foundation/spoke) repository.
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For more information on the inner workings of Hubs and the architectural decisions behind the project, check out [this presentation on the Hubs Code Base](https://vimeo.com/365531296) by Engineering Lead Greg Fodor.
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Issues that are open are tagged. If you explore a bug or feature request that you'd like to fix, make a comment on the case so we know you're looking into it! We try to use the '[good first issue](https://github.com/Hubs-Foundation/hubs/issues?q=is%3Aissue+is%3Aopen+label%3A%22good+first+issue%22)' tag to identify some cases that may be easier than others to begin with as you get started with the code base.
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Steps to contributing code to the Hubs project:

docs/hubs-cloud-customizing-look-and-feel.md

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sidebar_label: Customizing Look & Feel
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---
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# An announcement about the Hubs user interface
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On January 25, 2021, we released a significant update to the user interface for Hubs on hubs.Hubs-Foundation.com. This change will not go live on new Hubs Cloud deployments until on or after March 25, 2021. Before the update is released to Hubs Cloud, we encourage administrators of Hubs Cloud deployments to consider their own releases and determine a plan of action for updating to the new UI.
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- If you have not made any changes to your Hubs Cloud client look and feel, your Hubs Cloud instance will be updated on or after March 25th to have the new UI.
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- If you added your own logos or chosen new colors within the Hubs Cloud admin console, these will be applied to the new UI. You may need to review and confirm your color choices when the update is live.
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- If you are using a custom CSS sheet for styles, you may need to modify this CSS file to account for the new user interface styles. Check this page in the coming weeks for additional information.
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- If you are running a custom Hubs Cloud client, you will not automatically receive the new update. You will need to pull in the client changes to your own fork of the client codebase or undeploy your Hubs Cloud custom client to get the new UI automatically.
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- If you do not want to be updated to the new UI, you can deploy a custom client to your Hubs Cloud instance. This will remove your Hubs Cloud instance from the automatic update path, and you will stop receiving updates to the client when we release new Hubs Cloud updates.
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Please note that we are working on tools and documentation to help streamline the transition to the new UI from older versions of the Hubs client. Check this page for updates and additional information, or check out the Hubs Cloud channels in Discord.
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# Deprecated: Updating the look and feel for the original Hubs Client UI
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You can completely completely customize the look and feel of your hub by adding custom colors and branding.

docs/hubs-cloud-getting-started.md

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sidebar_label: Getting Started
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---
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After successful Hubs Cloud deployment on AWS or DigitalOcean, navigate to your hub's hosted domain name (eg. myhub.com or hub.mydomain.com).
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After successful Hubs deployment, navigate to your hub's hosted domain name (eg. myhub.com or hub.mydomain.com).
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In the upper right corner, click "Sign In" and enter your admin email address you specified during CloudFormation. In your email inbox, click the received "magic link" to login (Issues with login? Check out the [AWS Troubleshooting Guide](./hubs-cloud-aws-troubleshooting.md)).
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In the upper right corner, click "Sign In" and enter your admin email address you specified during CloudFormation. In your email inbox, click the received "magic link" to login.
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Once you've logged into Hubs Cloud for the first time, you should see the Hubs Cloud Admin Console. It should look like this:
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Once you've logged into Hubs for the first time, you should see the Hubs Admin Console. It should look like this:
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![Hubs Cloud Admin Landing](img/hubs-cloud-admin-landing.jpeg)
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- [Customize the Look and Feel](./hubs-cloud-customizing-look-and-feel.md) to make your hub fit your brand or style.
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- [Enable the Scene Editor](./hubs-cloud-enable-scene-editor.md) to let visitors create their own scenes.
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- [Enable permissive rooms](./hubs-cloud-permissive-rooms.md) to let visitors add media to their rooms.
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- [Set up the media browser](./hubs-cloud-enable-media-browser.md) so visitors can add content from sites like Sketchfab.
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- [Learn how to manage content](./hubs-cloud-managing-content.md) so visitors can contribute content to your hub.
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- [Add Administrators](./hubs-cloud-adding-administrators.md) if you'd like others to help you set up your hub.

docs/hubs-cloud-importing-content.md

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The two forms of content you can import into Hubs Cloud are **avatars** and **scenes**. Avatars are 3D figures like robots, humans, and ducks that can be worn by visitors to represent themselves, and scenes are 3D environments like interiors and landscapes that provide visual grounding for a room.
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Hubs-Foundation offers a number of [Asset Packs](./hubs-cloud-asset-packs.md) you can import to add some initial content to your hub. Additionally, you can import any custom content you've created, either on [hubsfoundation.org](https://hubsfoundation.org), or using the tools like the [Scene Editor](./hubs-cloud-enable-scene-editor.md) available on your hub. For more information about the Scene Editor, see [Spoke Documentation](http://hubs.local:3000/docs/docs/spoke-creating-projects.html)[^1].
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You can import any custom content you've created, either on [hubsfoundation.org](https://hubsfoundation.org), or using the tools like the [Scene Editor](./hubs-cloud-enable-scene-editor.md) available on your hub. For more information about the Scene Editor, see [Spoke Documentation](http://hubs.local:3000/docs/docs/spoke-creating-projects.html)[^1].
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### Admin Import Tool
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docs/hubs-cloud-intro.md

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![Hubs Cloud](img/hubs-cloud-logo.jpeg)
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**NOTICE: HUBS CLOUD WILL BE REPLACED BY COMMUNITY EDITION.
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PRO TIER IS AVAILABLE NOW TO EASILY DEPLOY CUSTOM CLIENTS ON YOUR OWN DOMAINS
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<!-- READ MORE [HERE](https://hubs.mozilla.com/#subscribe)** -->
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**NOTICE: HUBS CLOUD HAS BEEN REPLACED BY COMMUNITY EDITION.**
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<!-- [Hubs Cloud](https://hubs.mozilla.com/cloud) allows you to run your own hub on a private server.
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- For AWS, see the [AWS Quick Start](./hubs-cloud-aws-quick-start.md)
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- For DigitalOcean, see the [DigitalOcean Quick Start](./hubs-cloud-do-quick-start.md)
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- Once your hub is up, see the [Getting Started Guide](./hubs-cloud-getting-started.md)
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- Use your own domain name.
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- Customize the branding, styling, and colors.
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- Customize the content library of avatars and scenes.
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- Run a custom version of the software to add features and functionality. -->
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**Note: If you're looking for community Edition, which is the replacement for hubs cloud that you can bring anywhere as a dev, checkout [Hubs Community Edition](https://github.com/Hubs-Foundation/hubs-cloud/tree/master/community-edition)**

docs/hubs-create-join-rooms.md

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## Create a New Room
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To create your own room, head to [Hubs-Foundation's Demo Hub](https://hubs.Hubs-Foundation.com/demo) and click "Create a Room". Your new space is private; no one else can join until you invite them.
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To create your own room click "Create a Room". Your new space is private; no one else can join until you invite them.
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## Join an Existing Room
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You can join an existing Hubs room using either a URL or a numeric code. If you have a URL, navigate to the URL in your browser. If you have a numeric code, visit [hubs.link](https://hubs.link) to use it.
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You can join an existing Hubs room using either a URL or a numeric code. If you have a URL, navigate to the URL in your browser.
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<!-- If you have a numeric code, visit [hubs.link](https://hubs.link) to use it. -->
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Click "Enter Room" and follow the prompts to select a username/avatar and set up your mic. On the final prompt select "Enter on Screen", or "Enter on Phone" if on mobile.
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<video autoplay loop muted controls >
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![Screencapture from an event in Hubs](img/dressingRoom1.jpeg)
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Open the browser in your VR headset, navigate to [hubs.link](https://hubs.link) and enter the code.
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<!-- Open the browser in your VR headset, navigate to [hubs.link](https://hubs.link) and enter the code.
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### On a Wired-in VR Headset
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docs/hubs-discord-bot.md

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* Saves a record of text chat and photos created in the Hubs room.
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<iframe width="560" height="315" src="https://www.youtube.com/embed/5HtRJolThZ8" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
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docs/hubs-room-settings.md

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There are lots of scenes to choose from in our featured scenes browser. You can also upload your own using our scene editor, [Spoke](./intro-spoke.html). If you are a room moderator, find the scene browser by opening the dropdown menu and selecting "Choose a Scene".
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Note that only featured scenes have been tested for performance across devices. For more information on how featured scenes are selected take a look at our [Featured Content Guidelines](./creators-content-guidelines.html).
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<!-- Note that only featured scenes have been tested for performance across devices. For more information on how featured scenes are selected take a look at our [Featured Content Guidelines](./creators-content-guidelines.html). -->
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docs/hubs-troubleshooting.md

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A connectivity issue may result in one person in the room being unable to hear one or more other participants in a space. We first recommend that you confirm that you can hear other sounds in the room (for example, the sound an object makes when you add it to the room, a video in the room, or the chat sound) and that your Hubs audio preferences aren't set to 0 volume. Also confirm that you are not muted and that you have allowed microphone permissions for Hubs. If you aren't getting any audio at all, try reconnecting to the room with a different audio output device. If you are willing, we also ask that you fill out [this form](https://forms.gle/o6tV9R2ujgDY7gpc8) with network connectivity logs, which will help us diagnose system issues related to audio and connectivity.
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A connectivity issue may result in one person in the room being unable to hear one or more other participants in a space. We first recommend that you confirm that you can hear other sounds in the room (for example, the sound an object makes when you add it to the room, a video in the room, or the chat sound) and that your Hubs audio preferences aren't set to 0 volume. Also confirm that you are not muted and that you have allowed microphone permissions for Hubs. If you aren't getting any audio at all, try reconnecting to the room with a different audio output device.
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Some older systems have trouble rendering 2D objects in the scene. If you suspect this is happening, try reloading the page with the following flag at the end of the URL: __?disablebatching__.
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YouTube videos don't work reliably in Hubs. We recommend trying Vimeo or saving your video to Dropbox and streaming from there.

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