<commit_before># Hand menu

![Hand Menu UX Example](Images/Solver/MRTK_UX_HandMenu.png)

Hand menus allow users to quickly bring up hand-attached UI for frequently used functions. To prevent false activation while interacting with other objects, hand menu provides options such as 'Require Flat Hand' and 'Use Gaze Activation'. It is recommended to use these options to prevent unwanted activation.

## Hand menu Examples
**HandMenuExamples.unity** scene is under ``MRTK/Examples/Demos/HandTracking/Scenes`` folder. When it is running, the scene will only activate currently selected menu type. 
<br/><img src="Images/HandMenu/MRTK_HandMenu_ExampleScene.png" width="600px">

You can find these hand menu prefabs under ``MRTK/Examples/Demos/HandTracking/Prefabs`` folder.

### HandMenu_Small_HideOnHandDrop and HandMenu_Medium_HideOnHandDrop
These two examples simply activate and deactivate the MenuContent object to show and hide menu on **OnFirstHandDetected()** and **OnLastHandLost()** event.
<br/><img src="Images/HandMenu/MRTK_HandMenu_Example1.png" width="600">
<br/><img src="Images/HandMenu/MRTK_HandMenu_Example2.png" width="600">

### HandMenu_Large_WorldLock_On_GrabAndPull
For more complex menus that require longer interaction time, it is recommended to world-lock the menu. In this example, the user can grab and pull to world-lock the menu, in addition to activating and deactivating the MenuContent on **OnFirstHandDetected()** and **OnLastHandLost()** events.<commit_msg>Update Documentation/README_HandMenu.md<commit_after># Hand menu

![Hand Menu UX Example](Images/Solver/MRTK_UX_HandMenu.png)

Hand menus allow users to quickly bring up hand-attached UI for frequently used functions. To prevent false activation while interacting with other objects, hand menu provides options such as 'Require Flat Hand' and 'Use Gaze Activation'. It is recommended to use these options to prevent unwanted activation.

## Hand menu examples
**HandMenuExamples.unity** scene is under ``MRTK/Examples/Demos/HandTracking/Scenes`` folder. When it is running, the scene will only activate currently selected menu type. 
<br/><img src="Images/HandMenu/MRTK_HandMenu_ExampleScene.png" width="600px">

You can find these hand menu prefabs under ``MRTK/Examples/Demos/HandTracking/Prefabs`` folder.

### HandMenu_Small_HideOnHandDrop and HandMenu_Medium_HideOnHandDrop
These two examples simply activate and deactivate the MenuContent object to show and hide menu on **OnFirstHandDetected()** and **OnLastHandLost()** event.
<br/><img src="Images/HandMenu/MRTK_HandMenu_Example1.png" width="600">
<br/><img src="Images/HandMenu/MRTK_HandMenu_Example2.png" width="600">

### HandMenu_Large_WorldLock_On_GrabAndPull
For more complex menus that require longer interaction time, it is recommended to world-lock the menu. In this example, the user can grab and pull to world-lock the menu, in addition to activating and deactivating the MenuContent on **OnFirstHandDetected()** and **OnLastHandLost()** events.
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