Unity 2021 Orbit mode not woking in visual scripting inside Graph Inspector - unity3d

If you try to go around in your graph inspector in unity 2021 using alt and drag or hand tool, none of it is working except middle mouse click. It was working in the earlier versions, but not in this version.
Is there setup to be configured for it?

Got it, need to change control scheme to unreal

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Hololens + Unity: GameObjects are invisible

After I build my Unity project and send it to the Hololens, I have the following problem:
The splash screen appear followed by a debugging window on the bottom. In the background is a white net. However, you can't see any game objects. I've tested a lot but haven't found a solution for that. Visual Studio does not display any error messages. What I've looked at roughly:
These are my modules. Im using the 2019.4.22f1 version of Unity and the MRTK Foundation Toolkit 2.7.2.
My build settings
My project settings
I tried to place the objects in the middle of the camera and changed the colors.
MRTK settings I haven't changed anything most of the time
Main camera settings
My scene
When i start the scene i get this error in the console. I dont know if this has anything to do with my problem
i have two possible solutions (no guarantee)##
you could spawn the objects on input directly in front of the
camera, add a debug.log("object in front of you"); so you can find
the issue.
If this doesnt work i would try to test differnet types of materials
like you do with HDRP.
if this does not work either i probably cant help you out now.
It seems like your GameObject is too far to be hidden behind by the mesh. Please make the spatial mesh invisible by setting the Display Option property of Spatial Mesh Observer Setting to None, this item can be found under the Spatial Awareness profile of the MRTK profile.

Hololens 2 Gaze cursor not executing buttons

We're working on Hololens 2 and have created our own Button design, where we followed a MRTK Tutorial.
Now sadly we cannot execute the buttons using the Gaze-cursor in Hololens 2.
We are using our own Configurationprofile, but the same is valid when using the defaultHololens2configurationprofile.
Also there is a weird behaviour (Valid for both profiles mentioned before): When starting the app the Gaze-cursor is visible, the moment my hands are recognized the gaze-cursor disappears (all good until now), but when I move my hands behind my back the gaze-cursor doesn't appear anymore.
Does anybody have a similar problem, knows how to solve it or has observed something similar?
We are using:
Unity 2020.3.6f1
MRTK 2.7.0
All XR Packages up to date, except XR Plugin Management 4.0.1
Here some screenshots which components our buttons have attached:
Cheers and thanks for the help
The reason is that MRTK is currently designed in a way that at a distance hand rays act as the prioritized focus pointers, so the eye gaze is suppressed as a cursor input if hand rays are used.
If you want to use both eye focus and hand rays at the same time, please follow this documentation:Use hand rays and eye-gaze input together. However, in this way, voice command will be the only method to interact with the hologram which focusing on.
Besides, if you want to support a 'look and pinch' interaction, you need to disable the hand ray according to this document:How to support look + hand motions (eye gaze & hand gestures)
I filed the following GitHub issue and it's being investigated - "Select" voice command does not fire the appropriate events when using OpenXR on HoloLens 2

no hand joints over holographic remoting

I use Holographic Remoting Player to project the unity uwp program to HoloLens. I can get the unity picture on HoloLens, move around to move the field of view, have the hand laser and air tap working well, but the hand joint visualization doesn't show up.
The player setting is ok. And I have followed the troubleshooting steps in this link, everything is ok, but the hand joint still doesn't work.
https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/Tools/HolographicRemoting.html#msbuildforunity-package-import-via-writing-into-the-packagemanifest
I have tried in Unity 2019.2.4 and 2019.4.1, both the same result. Is there anything misconfigured I need to check?
According to this document, the hand tracking profile has been updated to allow for setting the hand joint visualization to: Nothing, Everything, Editor or Player. It meaning it is possible to turn on/off hand joint visualizations while in the editor or in the device or both. So it might be a good idea to double check this field in your MRTK profile and the following way is worth trying:
Click the MixedRealityToolkit object in the Hierarchy window, and then navigate to Input->Hand Tracking in Inspector window, find HandJointVisualizationModes field and set to Everything.

Light in the scene window got way brighter after upgrading to Unity 2018.2.18f1 but the game window shows light correctly

So I had a project that I created using unity 2017.3 now I decided to move to Unity 2018.2.18f1 and notice a very annoying problem that I can't seem to solve,
the lighting in the scene window got way too bright on the other hand in the game window even before hitting play it shows the correct light. here is an image of the issue:
I tried everything out there that worked on past versions with no results, trying removing auto generate and generating the lightmap manually, tried to change the reflection source from skybox to custom didn't work.
although in the game it self the light is correct so it didn't really break the project but it is really annoying designing levels this way
any insight on this would be great.
Sometimes, issues occur when upgrading a project to another Unity version. If the issue is related to lighting do the following in order:
1. Delete the lights in the current scene then create new lights. For some reason, there seems to be light issues carrying it's settings to the new Unity version and creating new lights usually fixes it.
2. Go to Windows --> Lighting --> Settings then go to the Scene tab. Scroll down and disable Auto Generate checkbox then click the Generate Lightning button.
3.Go to Assets --> Reimport All.
4. If everything above did not work, go your Project's Library folder then delete it. Restart Unity.

Monogame Window opens in inconvenient location (Visual Studio 2013)

I am working on a Monogame OpenGL project in VisualStudio 2013 and whenever I compile the project, the window opens down on the lower-right hand corner of the screen.
This is extremely annoying, especially given that I am working on a laptop without defined right/left click points on the trackpad, so the computer responds weirdly when I try to drag it back.
What causes this? Is it a screen resolution issue? How can I fix it?
Set the position of your GameWindow with its position property. According to the current source, it will work for any desktop OpenGL export.
It should use similar coordinates to your in-game positions, with (0, 0) at the top-left.