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.gitattributes vendored
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* text=auto * text=auto
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraMovement : MonoBehaviour
{
[SerializeField] private Transform target;
[SerializeField] private float speed;
private MapInfo map;
private Camera cam;
void Start()
{
map = FindObjectOfType<MapInfo>();
cam = GetComponentInChildren<Camera>();
if (cam == null)
enabled = false;
}
// LateUpdate is called once at the end of frame
void LateUpdate()
{
if(target == null)
return;
Vector3 targetPositon = target.position;
if (map != null)
{
targetPositon = map.ClampPosition(targetPositon,
new Vector2(cam.orthographicSize * cam.aspect, cam.orthographicSize));
}
transform.position = Vector3.MoveTowards(transform.position, targetPositon, speed * Time.deltaTime);
}
public void SetTarget(Transform newTarget)
{
target = newTarget;
}
public void JumpToTarget()
{
if(target == null)
return;
transform.position = target.position;
}
}

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//Command.cs
using UnityEngine;
public abstract class Command
{
public abstract KeyCode Key { get; set; }
public abstract string Description { get; }
/*
Todo:
1. Add an abstract Execute method with an argument for receiver.
For your consideration:
What would make for a good Execute receiver parameter?
Should we try to limit the receiver types?
How precisely can we limit the receiver's type?
Could we move the receiver into command data instead?
What are the benefits of either approach? Which works best here?
*/
/*
2. Create a MoveCommand class, which executes Walk method in TileBasedMovement component.
Execute method of this command should call the Walk(Vector3 direction) method of GridMovement.
*/
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ControlCard : MonoBehaviour
{
public Command MyCommand;
[SerializeField] private Text description;
[SerializeField] private Text key;
private RebindMenu rebindMenu;
public void Populate(Command command, RebindMenu rebindMenu)
{
this.rebindMenu = rebindMenu;
MyCommand = command;
Refresh();
}
public void Rebind()
{
rebindMenu.Open(this);
}
public void Refresh()
{
description.text = MyCommand.Description;
key.text = MyCommand.Key.ToString();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ControlsMenu : MonoBehaviour
{
[Header("Widgets")]
[SerializeField] private GameObject mainPanel;
[SerializeField] private GameObject scrollContent;
[SerializeField] private RebindMenu rebindMenu;
[Header("Prefabs")]
[SerializeField] private ControlCard controlCardPrefab;
private InputHandler inputHandler;
// Start is called before the first frame update
void Start()
{
inputHandler = FindObjectOfType<InputHandler>();
if (inputHandler == null)
{
gameObject.SetActive(false);
return;
}
foreach (Command command in inputHandler.Keymap)
{
ControlCard card = Instantiate(controlCardPrefab, scrollContent.transform);
card.Populate(command, rebindMenu);
}
Close();
}
public void Open()
{
mainPanel.SetActive(true);
inputHandler.enabled = false;
}
public void Close()
{
mainPanel.SetActive(false);
rebindMenu.Close();
inputHandler.enabled = true;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class RebindMenu : MonoBehaviour
{
[SerializeField] private Text instruction;
private ControlCard controlCard;
public void Open(ControlCard keybindCard)
{
controlCard = keybindCard;
instruction.text = $"Enter new key for\n" +
$"{controlCard.MyCommand.Description}";
gameObject.SetActive(true);
}
public void Close()
{
gameObject.SetActive(false);
}
//On GUI provides a convenient method to get keycodes through Event data
void OnGUI()
{
if(!(Event.current.isKey && Input.anyKeyDown))
return;
controlCard.MyCommand.Key = Event.current.keyCode;
controlCard.Refresh();
Close();
}
}

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//GridMovement.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GridMovement : MonoBehaviour
{
[SerializeField] private float moveTime = 0.3f;
[SerializeField] private AnimationCurve spacing;
private bool isMoving;
private Animator animator;
private MapInfo map;
void Start()
{
animator = GetComponent<Animator>();
animator.SetFloat("y", -1);
map = FindObjectOfType<MapInfo>();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.W))
{
Walk(Vector3.up);
}
else if (Input.GetKeyDown(KeyCode.S))
{
Walk(Vector3.down);
}
else if (Input.GetKeyDown(KeyCode.A))
{
Walk(Vector3.left);
}
else if (Input.GetKeyDown(KeyCode.D))
{
Walk(Vector3.right);
}
}
public bool Walk(Vector3 direction)
{
if (isMoving)
return false;
if (!IsPositionWalkable(transform.position + direction))
return false;
StartCoroutine(WalkCoroutine(direction, moveTime));
return true;
}
private bool IsPositionWalkable(Vector3 pos)
{
if (Physics2D.OverlapPoint(pos) != null)
return false;
if (map != null)
{
return map.IsPositionInBounds(pos);
}
return true;
}
private IEnumerator WalkCoroutine(Vector3 direction, float duration)
{
Vector3 from = transform.position;
Vector3 to = from + direction;
animator.SetFloat("x", direction.x);
animator.SetFloat("y", direction.y);
animator.SetFloat("speed", 1f);
if (duration < float.Epsilon)
{
transform.position = to;
yield break;
}
isMoving = true;
float aggregate = 0;
while (aggregate < 1f)
{
aggregate += Time.deltaTime / duration;
transform.position = Vector3.Lerp(from, to, spacing.Evaluate(aggregate));
yield return null;
}
isMoving = false;
animator.SetFloat("speed", 0f);
}
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//InputHandler.cs
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
public class InputHandler : MonoBehaviour
{
// SerializeField let's us assign a value in the Unity editor for private variables.
[SerializeField]
// The character currently being commanded
private GridMovement currentActor;
// A list of all characters in the scene
private List<GridMovement> allActors;
// Variables for binding commands to input and executing commands
public List<Command> Keymap = new List<Command>(); // keycode to command mapping
// Use this for initialization
void Awake()
{
// TODO: Add movement commands to the list
}
void Update()
{
// TODO: Loop through all commands and execute them on correct actor via correct key press.
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapInfo : MonoBehaviour
{
[Header("Map Bounds")]
public Vector2Int MaxCoordinate;
public Vector2Int MinCoordinate;
public bool IsPositionInBounds(Vector3 pos)
{
return pos.x <= MaxCoordinate.x &&
pos.x >= MinCoordinate.x &&
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@ -11,9 +11,10 @@ Material:
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3} m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
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m_DoubleSidedGI: 0 m_DoubleSidedGI: 0
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@ -113,9 +114,9 @@ Material:
- _WorkflowMode: 1 - _WorkflowMode: 1
- _ZWrite: 1 - _ZWrite: 1
m_Colors: m_Colors:
- _BaseColor: {r: 0.6981132, g: 0.4544322, b: 0.45867008, a: 1} - _BaseColor: {r: 0.9339623, g: 0.030838395, b: 0.045404896, a: 1}
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--- !u!114 &8952982900415126127 --- !u!114 &8952982900415126127

View File

@ -215,6 +215,7 @@ namespace UnityEngine.XR.Content.Interaction
} }
pressInfo.m_InPressRegion = withinButtonRegion; pressInfo.m_InPressRegion = withinButtonRegion;
Debug.Log("Button was pressed by: " + pressInfo.m_Interactor);
} }
minimumHeight = Mathf.Max(minimumHeight, -(m_PressDistance + m_PressBuffer)); minimumHeight = Mathf.Max(minimumHeight, -(m_PressDistance + m_PressBuffer));
@ -234,7 +235,11 @@ namespace UnityEngine.XR.Content.Interaction
m_Toggled = !m_Toggled; m_Toggled = !m_Toggled;
if (m_Toggled) if (m_Toggled)
{
m_OnPress.Invoke(); m_OnPress.Invoke();
}
else else
m_OnRelease.Invoke(); m_OnRelease.Invoke();
} }

View File

@ -1,5 +1,6 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using Unity.XR.CoreUtils;
using UnityEngine; using UnityEngine;
using static MouseLook; using static MouseLook;
@ -101,6 +102,7 @@ public class CarDrivingRoutine : MonoBehaviour
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
if (other.GetComponent<XROrigin>() == null) return;
StartCoroutine(SmoothAdjustSpeed(0, 0, haltspeed)); // Smoothly halt in 1 second StartCoroutine(SmoothAdjustSpeed(0, 0, haltspeed)); // Smoothly halt in 1 second
_tireSound.Stop(); _tireSound.Stop();
_stopSound.Play(); _stopSound.Play();
@ -108,6 +110,7 @@ public class CarDrivingRoutine : MonoBehaviour
private void OnTriggerExit(Collider other) private void OnTriggerExit(Collider other)
{ {
if (other.GetComponent<XROrigin>() == null) return;
StartCoroutine(SmoothAdjustSpeed(targetSpeed, targetRotationSpeed, haltspeed)); // Smoothly resume speed in 1 second StartCoroutine(SmoothAdjustSpeed(targetSpeed, targetRotationSpeed, haltspeed)); // Smoothly resume speed in 1 second
_stopSound.Stop(); _stopSound.Stop();
_tireSound.Play(); _tireSound.Play();

View File

@ -0,0 +1,310 @@
using System;
using System.Collections.Generic;
using Unity.XR.CoreUtils;
using UnityEngine.Events;
using UnityEngine.XR.Interaction.Toolkit;
namespace UnityEngine.XR.Content.Interaction
{
/// <summary>
/// An interactable that can be pushed by a direct interactor's movement
/// </summary>
public class CarTeleportButton : XRBaseInteractable
{
class PressInfo
{
internal IXRHoverInteractor m_Interactor;
internal bool m_InPressRegion = false;
internal bool m_WrongSide = false;
}
public PassangerSeat passangerSeat;
[Serializable]
public class ValueChangeEvent : UnityEvent<float> { }
[SerializeField]
[Tooltip("The object that is visually pressed down")]
Transform m_Button = null;
[SerializeField]
[Tooltip("The distance the button can be pressed")]
float m_PressDistance = 0.1f;
[SerializeField]
[Tooltip("Extra distance for clicking the button down")]
float m_PressBuffer = 0.01f;
[SerializeField]
[Tooltip("Offset from the button base to start testing for push")]
float m_ButtonOffset = 0.0f;
[SerializeField]
[Tooltip("How big of a surface area is available for pressing the button")]
float m_ButtonSize = 0.1f;
[SerializeField]
[Tooltip("Treat this button like an on/off toggle")]
bool m_ToggleButton = false;
[SerializeField]
[Tooltip("Events to trigger when the button is pressed")]
UnityEvent m_OnPress;
[SerializeField]
[Tooltip("Events to trigger when the button is released")]
UnityEvent m_OnRelease;
[SerializeField]
[Tooltip("Events to trigger when the button pressed value is updated. Only called when the button is pressed")]
ValueChangeEvent m_OnValueChange;
[SerializeField]
[Tooltip("Audio source to play when the button is pressed")]
AudioSource m_AudioSource;
bool m_Pressed = false;
bool m_Toggled = false;
float m_Value = 0f;
Vector3 m_BaseButtonPosition = Vector3.zero;
Dictionary<IXRHoverInteractor, PressInfo> m_HoveringInteractors = new Dictionary<IXRHoverInteractor, PressInfo>();
/// <summary>
/// The object that is visually pressed down
/// </summary>
public Transform button
{
get => m_Button;
set => m_Button = value;
}
/// <summary>
/// The distance the button can be pressed
/// </summary>
public float pressDistance
{
get => m_PressDistance;
set => m_PressDistance = value;
}
/// <summary>
/// The distance (in percentage from 0 to 1) the button is currently being held down
/// </summary>
public float value => m_Value;
/// <summary>
/// Events to trigger when the button is pressed
/// </summary>
public UnityEvent onPress => m_OnPress;
/// <summary>
/// Events to trigger when the button is released
/// </summary>
public UnityEvent onRelease => m_OnRelease;
/// <summary>
/// Events to trigger when the button distance value is changed. Only called when the button is pressed
/// </summary>
public ValueChangeEvent onValueChange => m_OnValueChange;
/// <summary>
/// Whether or not a toggle button is in the locked down position
/// </summary>
public bool toggleValue
{
get => m_ToggleButton && m_Toggled;
set
{
if (!m_ToggleButton)
return;
m_Toggled = value;
if (m_Toggled)
SetButtonHeight(-m_PressDistance);
else
SetButtonHeight(0.0f);
}
}
public override bool IsHoverableBy(IXRHoverInteractor interactor)
{
if (interactor is XRRayInteractor)
return false;
return base.IsHoverableBy(interactor);
}
void Start()
{
if (m_Button != null)
m_BaseButtonPosition = m_Button.position;
}
protected override void OnEnable()
{
base.OnEnable();
if (m_Toggled)
SetButtonHeight(-m_PressDistance);
else
SetButtonHeight(0.0f);
hoverEntered.AddListener(StartHover);
hoverExited.AddListener(EndHover);
}
protected override void OnDisable()
{
hoverEntered.RemoveListener(StartHover);
hoverExited.RemoveListener(EndHover);
base.OnDisable();
}
void StartHover(HoverEnterEventArgs args)
{
m_HoveringInteractors.Add(args.interactorObject, new PressInfo { m_Interactor = args.interactorObject });
}
void EndHover(HoverExitEventArgs args)
{
m_HoveringInteractors.Remove(args.interactorObject);
if (m_HoveringInteractors.Count == 0)
{
if (m_ToggleButton && m_Toggled)
SetButtonHeight(-m_PressDistance);
else
SetButtonHeight(0.0f);
}
}
public override void ProcessInteractable(XRInteractionUpdateOrder.UpdatePhase updatePhase)
{
base.ProcessInteractable(updatePhase);
if (updatePhase == XRInteractionUpdateOrder.UpdatePhase.Dynamic)
{
if (m_HoveringInteractors.Count > 0)
{
UpdatePress();
}
}
}
void UpdatePress()
{
var minimumHeight = 0.0f;
if (m_ToggleButton && m_Toggled)
minimumHeight = -m_PressDistance;
// Go through each interactor
foreach (var pressInfo in m_HoveringInteractors.Values)
{
var interactorTransform = pressInfo.m_Interactor.GetAttachTransform(this);
var localOffset = transform.InverseTransformVector(interactorTransform.position - m_BaseButtonPosition);
var withinButtonRegion = (Mathf.Abs(localOffset.x) < m_ButtonSize && Mathf.Abs(localOffset.z) < m_ButtonSize);
if (withinButtonRegion)
{
if (!pressInfo.m_InPressRegion)
{
pressInfo.m_WrongSide = (localOffset.y < m_ButtonOffset);
}
if (!pressInfo.m_WrongSide)
minimumHeight = Mathf.Min(minimumHeight, localOffset.y - m_ButtonOffset);
}
pressInfo.m_InPressRegion = withinButtonRegion;
//Debug.Log("Button was pressed by: " + pressInfo.m_Interactor);
XROrigin player = pressInfo.m_Interactor.transform.parent.parent.GetComponent<XROrigin>(); // Gets XROrigin player component
passangerSeat.activateButtonPush(player, this);
}
minimumHeight = Mathf.Max(minimumHeight, -(m_PressDistance + m_PressBuffer));
// If button height goes below certain amount, enter press mode
var pressed = m_ToggleButton ? (minimumHeight <= -(m_PressDistance + m_PressBuffer)) : (minimumHeight < -m_PressDistance);
var currentDistance = Mathf.Max(0f, -minimumHeight - m_PressBuffer);
m_Value = currentDistance / m_PressDistance;
if (m_ToggleButton)
{
if (pressed)
{
if (!m_Pressed)
{
m_Toggled = !m_Toggled;
if (m_Toggled)
{
m_OnPress.Invoke();
}
else
m_OnRelease.Invoke();
}
}
}
else
{
if (pressed)
{
if (!m_Pressed)
m_OnPress.Invoke();
}
else
{
if (m_Pressed)
m_OnRelease.Invoke();
// Play sound if the audio source is set
if (m_AudioSource != null)
{
m_AudioSource.Play();
}
}
}
m_Pressed = pressed;
// Call value change event
if (m_Pressed)
m_OnValueChange.Invoke(m_Value);
SetButtonHeight(minimumHeight);
}
void SetButtonHeight(float height)
{
if (m_Button == null)
return;
Vector3 newPosition = m_Button.localPosition;
newPosition.y = height;
m_Button.localPosition = newPosition;
}
void OnDrawGizmosSelected()
{
var pressStartPoint = Vector3.zero;
if (m_Button != null)
{
pressStartPoint = m_Button.localPosition;
}
pressStartPoint.y += m_ButtonOffset - (m_PressDistance * 0.5f);
Gizmos.color = Color.green;
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.DrawWireCube(pressStartPoint, new Vector3(m_ButtonSize, m_PressDistance, m_ButtonSize));
}
void OnValidate()
{
SetButtonHeight(0.0f);
}
}
}

View File

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@ -0,0 +1,94 @@
using _PROJECT.NewHandPresence;
using System.Collections;
using System.Collections.Generic;
using Unity.XR.CoreUtils;
using UnityEngine;
using UnityEngine.XR.Content.Interaction;
using UnityEngine.XR.Interaction.Toolkit;
public class PassangerSeat : MonoBehaviour
{
// Start is called before the first frame update
public TeleportLocation ExitSpot;
public CarTeleportButton ExitButton;
private XROrigin currentPassanger;
private LocomotionSystem currentPlayerLocomotion;
void Start()
{
}
public void activateButtonPush(XROrigin player, CarTeleportButton button)
{
if (button == ExitButton) ExitCar();
else EnterCar(player);
}
public void EnterCar(XROrigin player)
{
if (player == null || currentPassanger != null) return;
TutorialController cameraChild = player.GetComponentInChildren<TutorialController>();
if (cameraChild == null) return;
Transform cameraTransform = cameraChild.transform.parent.transform;
Vector3 cameraShift = cameraTransform.localPosition;
currentPassanger = player;
player.transform.SetParent(this.transform);
player.transform.localPosition = -cameraShift;
player.transform.localRotation = Quaternion.identity;
cameraTransform.localRotation = this.transform.rotation;
disablePlayerLocomotion(player);
}
private void disablePlayerLocomotion(XROrigin player)
{
Menu menu = player.GetComponentInChildren<Menu>();
if (menu == null) return;
menu.DeactivateMenu();
LocomotionSystem locomotion = player.GetComponentInChildren<LocomotionSystem>();
currentPlayerLocomotion = locomotion;
//if (locomotion == null) return;
Debug.Log("LocomotionSystem of: " + locomotion + " disabled");
locomotion.gameObject.SetActive(false);
}
public void ExitCar()
{
if (currentPassanger == null) return;
enablePlayerLocomotion(currentPassanger);
TutorialController cameraChild = currentPassanger.GetComponentInChildren<TutorialController>();
if (cameraChild == null) return;
Transform cameraTransform = cameraChild.transform.parent.transform;
// Set the players parent to null (making it part of the scene hierarchy)
currentPassanger.transform.SetParent(null);
// Put the player outside;
currentPassanger.transform.localPosition = ExitSpot.transform.localPosition;
cameraTransform.rotation = ExitSpot.transform.rotation;
currentPassanger = null;
}
private void enablePlayerLocomotion(XROrigin player)
{
Menu menu = player.GetComponentInChildren<Menu>();
//if (menu == null) return;
menu.ReactivateMenu();
//LocomotionSystem locomotion = player.GetComponentInChildren<LocomotionSystem>();
//if (locomotion == null) return;
currentPlayerLocomotion.gameObject.SetActive(true);
}
// Update is called once per frame
void Update()
{
}
}

View File

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@ -0,0 +1,54 @@
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.XR.Interaction.Toolkit;
public class GravityHandler : MonoBehaviour
{
public InputActionReference teleportAction;
public XRInteractorLineVisual TeleportRayLine;
public ActionBasedContinuousMoveProvider defaultGravity;
public bool isInSpace = false;
private void Awake()
{
teleportAction.action.Enable();
teleportAction.action.performed += OnTeleport;
}
private void Update()
{
if (isInSpace)
{
defaultGravity.useGravity = false; // Disable default gravity
}
else
{
defaultGravity.useGravity = true; // Enable default gravity
Physics.gravity = Vector3.down * 9.81f; // Reset to normal gravity
}
}
private void OnTeleport(InputAction.CallbackContext context)
{
if (isInSpace)
{
Quaternion newRotation = TeleportRayLine.reticle.transform.rotation;
Debug.Log("Teleport detected! Adjusting gravity... New rotation is: " + newRotation.eulerAngles);
//AdjustGravity(newRotation);
}
}
public void AdjustGravity(Quaternion rotation)
{
Vector3 newGravityDirection = rotation * Vector3.down; // Rotate gravity based on teleport direction
Physics.gravity = newGravityDirection.normalized * Physics.gravity.magnitude;
Debug.Log("New Gravity: " + Physics.gravity);
}
private void OnDestroy()
{
teleportAction.action.Disable();
teleportAction.action.performed -= OnTeleport;
}
}

View File

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@ -15,9 +15,11 @@ public class MenuTeleportButton : MonoBehaviour
public XRBaseControllerInteractor LeftXRInteractor; // Reference to XR controller interactor (e.g., Ray Interactor) public XRBaseControllerInteractor LeftXRInteractor; // Reference to XR controller interactor (e.g., Ray Interactor)
public XRBaseControllerInteractor RightXRInteractor; public XRBaseControllerInteractor RightXRInteractor;
public XROrigin Player; public XROrigin Player;
public TeleportationProvider teleportationProvider; // Reference to TeleportationProvider
private Button button; private Button button;
private TeleportLocation target; // Target teleport position private TeleportLocation target; // Target teleport position
void Start() void Start()
{ {
button = GetComponent<Button>(); button = GetComponent<Button>();
@ -25,69 +27,68 @@ public class MenuTeleportButton : MonoBehaviour
// Subscribe to button events // Subscribe to button events
button.onClick.AddListener(TeleportPlayer); button.onClick.AddListener(TeleportPlayer);
TeleportLocation[] locations = FindObjectsOfType<TeleportLocation>(); // Fetches all teleport locations from scene. TeleportLocation[] locations = FindObjectsOfType<TeleportLocation>(); // Fetch all teleport locations in the scene.
//Debug.Log("The amount of teleport locations is " + locations.Length); foreach (TeleportLocation location in locations) // Find the target location.
foreach (TeleportLocation location in locations) // Finds the target.
{ {
if (location.Name.Equals(TargetName)) if (location.Name.Equals(TargetName))
{ {
target = location; target = location;
//Debug.Log("Teleport target of " + target.Name + " found."); break;
} }
} }
if (target == null) Debug.Log("Teleport target of " + TargetName + " not found.");
if (target == null)
{
Debug.LogError("Teleport target of " + TargetName + " not found.");
}
} }
public void SetStateSelected() public void SetStateSelected()
{ {
if (button != null) if (button != null && HoverSprite != null)
{ {
if (HoverSprite != null) button.targetGraphic.GetComponent<Image>().sprite = HoverSprite;
{
button.targetGraphic.GetComponent<Image>().sprite = HoverSprite;
}
} }
} }
public void SetStateDefault() public void SetStateDefault()
{ {
// Refresh the button state. // Refresh the button state.
button.interactable = false; button.interactable = false;
button.interactable = true; button.interactable = true;
if (NormalSprite != null)
{ if (NormalSprite != null)
{
button.targetGraphic.GetComponent<Image>().sprite = NormalSprite; button.targetGraphic.GetComponent<Image>().sprite = NormalSprite;
} }
} }
public void SetStateDefault()
{
targetButton.interactable = false;
targetButton.interactable = true;
}
private void TeleportPlayer() private void TeleportPlayer()
{ {
//Debug.Log("Teleport button clicked"); if (target == null || Player == null || teleportationProvider == null)
if (target != null && Player != null && Player.Camera != null)
{ {
Player.transform.position = target.transform.position; Debug.LogWarning("Teleportation failed: Target, Player, or TeleportationProvider is missing.");
return;
// Calculate the rotation offset needed for the player
Vector3 targetEulerAngles = target.transform.rotation.eulerAngles;
Vector3 currentCameraEulerAngles = Player.Camera.transform.rotation.eulerAngles;
// Determine the rotation delta around the Y-axis
float rotationDeltaY = targetEulerAngles.y - currentCameraEulerAngles.y;
// Apply the rotation delta to the XR Origin
Player.transform.Rotate(0, rotationDeltaY, 0, Space.World);
// Refresh the button state.
button.interactable = false;
button.interactable = true;
} }
// Prepare teleport request
TeleportRequest request = new TeleportRequest
{
destinationPosition = target.transform.position,
destinationRotation = target.transform.rotation,
matchOrientation = MatchOrientation.TargetUpAndForward
};
// Queue teleport request
bool success = teleportationProvider.QueueTeleportRequest(request);
if (!success)
{
Debug.LogWarning("Teleport request failed to queue.");
}
// Refresh the button state
button.interactable = false;
button.interactable = true;
} }
} }

View File

@ -1,6 +1,7 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using Unity.XR.CoreUtils;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.InputSystem.LowLevel; using UnityEngine.InputSystem.LowLevel;
@ -19,6 +20,7 @@ public class Menu : MonoBehaviour
public GameObject PlayericonFloor1Parent; public GameObject PlayericonFloor1Parent;
public GameObject PlayericonFloor2Parent; public GameObject PlayericonFloor2Parent;
public XROrigin Player;
public InputActionReference openMenuAction; public InputActionReference openMenuAction;
private Canvas canvas; private Canvas canvas;
@ -34,6 +36,7 @@ public class Menu : MonoBehaviour
private float floor2UpperLimit = 9; private float floor2UpperLimit = 9;
private float floorsMidpointLimit = 2.5f; private float floorsMidpointLimit = 2.5f;
private float floor1LowerLimit = -5; private float floor1LowerLimit = -5;
private bool activated = true;
private void Awake() private void Awake()
{ {
@ -44,22 +47,32 @@ public class Menu : MonoBehaviour
canvas.enabled = false; canvas.enabled = false;
} }
public void DeactivateMenu() // Makes the ToggleMenu inable to toggle.
{
canvas.enabled = false;
activated = false;
}
public void ReactivateMenu() // Makes the ToggleMenu able to toggle again.
{
activated = true;
}
private void ToggleMenu(InputAction.CallbackContext context) private void ToggleMenu(InputAction.CallbackContext context)
{ {
// Match the Y rotation of the MenuRotator to the Camera if (!activated) return;
Vector3 cameraRotation = Camera.transform.eulerAngles; // Get the camera's local Y rotation relative to the parent of MenuRotator
Vector3 menuRotatorRotation = MenuRotator.transform.eulerAngles; float relativeYRotation = Camera.transform.localEulerAngles.y;
// Update only the Y rotation, keep X and Z unchanged // Apply the relative Y rotation to MenuRotator while keeping X and Z unchanged
menuRotatorRotation.y = cameraRotation.y; MenuRotator.transform.localEulerAngles = new Vector3(0, relativeYRotation, 0);
MenuRotator.transform.eulerAngles = menuRotatorRotation;
// Set the menu rotator position to that of the camera // Set the menu position to match the camera's position in local space
MenuRotator.transform.position = Camera.transform.position; MenuRotator.transform.position = Camera.transform.position;
// Toggle the menu visibility
canvas.enabled = !canvas.enabled; canvas.enabled = !canvas.enabled;
} }
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {

View File

@ -225,6 +225,7 @@ MonoBehaviour:
PlayericonFloor2: {fileID: 7554133574101087666} PlayericonFloor2: {fileID: 7554133574101087666}
PlayericonFloor1Parent: {fileID: 8144600077522330704} PlayericonFloor1Parent: {fileID: 8144600077522330704}
PlayericonFloor2Parent: {fileID: 3922359959326010239} PlayericonFloor2Parent: {fileID: 3922359959326010239}
Player: {fileID: 2260340697406480061}
openMenuAction: {fileID: 2462937694456473221, guid: c348712bda248c246b8c49b3db54643f, openMenuAction: {fileID: 2462937694456473221, guid: c348712bda248c246b8c49b3db54643f,
type: 3} type: 3}
--- !u!1 &916340287994646858 --- !u!1 &916340287994646858
@ -240,6 +241,7 @@ GameObject:
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Unity.XR.CoreUtils;
using UnityEngine;
using UnityEngine.XR;
public class Portal : MonoBehaviour
{
public bool allowRender;
private bool _canRender;
private bool _shouldRender = true;
public Portal targetPortal;
public Transform normalVisible;
public Transform normalInvisible;
public Camera portalLCamera;
public Camera portalRCamera;
public Renderer viewThroughRenderer;
private RenderTexture _viewThroughRenderTextureL;
private RenderTexture _viewThroughRenderTextureR;
private Material _viewThroughMaterial;
private Camera _mainCamera;
private Vector4 _vectorPlane;
public bool _shouldTeleport;
private bool ShouldRender(Plane[] cameraPlanes) =>
viewThroughRenderer.isVisible &&
GeometryUtility.TestPlanesAABB(cameraPlanes,
viewThroughRenderer.bounds);
private void Start()
{
// Generate bounding plane
var plane = new Plane(normalVisible.forward, transform.position + normalVisible.forward * -0.01f);
_vectorPlane = new Vector4(plane.normal.x, plane.normal.y, plane.normal.z, plane.distance);
if (allowRender)
{
float scaleX = transform.localScale.x;
float scaleY = transform.localScale.y;
// Create render texture
_viewThroughRenderTextureL =
new RenderTexture((1440), (1600), 24);
_viewThroughRenderTextureL.Create();
_viewThroughRenderTextureR =
new RenderTexture((1440), (1600), 24);
_viewThroughRenderTextureR.Create();
// Assign render texture to portal camera
portalLCamera.targetTexture = _viewThroughRenderTextureL;
portalRCamera.targetTexture = _viewThroughRenderTextureR;
// Assign render texture to portal material (cloned)
_viewThroughMaterial = viewThroughRenderer.material;
_viewThroughMaterial.SetTexture("_TexL", _viewThroughRenderTextureL);
_viewThroughMaterial.SetTexture("_TexR", _viewThroughRenderTextureR);
// Cache the main camera
_mainCamera = Camera.main;
Application.onBeforeRender += OnBeforeRender;
_shouldTeleport = true;
_canRender = true;
}
else
{
portalLCamera.gameObject.SetActive(false);
portalRCamera.gameObject.SetActive(false);
viewThroughRenderer.enabled = false;
}
}
private void OnBeforeRender()
{
if (!_canRender) return;
var cameraPlanes = GeometryUtility.CalculateFrustumPlanes(_mainCamera);
if (!ShouldRender(cameraPlanes))
{
if (!_shouldRender) return;
Debug.Log("Disabling render for " + transform.name);
viewThroughRenderer.material = new Material(Shader.Find("Unlit/Color"));
portalLCamera.enabled = false;
portalRCamera.enabled = false;
_shouldRender = false;
return;
}
if (!_shouldRender)
{
Debug.Log("Enabling render for " + transform.name);
viewThroughRenderer.material = _viewThroughMaterial;
portalLCamera.enabled = true;
portalRCamera.enabled = true;
_shouldRender = true;
}
UpdateCamera(portalLCamera, XRNode.LeftEye);
UpdateCamera(portalRCamera, XRNode.RightEye);
}
private void UpdateCamera(Camera portalCamera, XRNode eye)
{
// Calculate portal camera position and rotation
var virtualPosition = TransformPositionBetweenPortals(this, targetPortal, GetEyeWorldPosition(eye));
var virtualRotation = TransformRotationBetweenPortals(this, targetPortal, GetEyeRotation(eye));
// Position camera
portalCamera.transform.SetPositionAndRotation(virtualPosition, virtualRotation);
// Calculate projection matrix
var clipThroughSpace = Matrix4x4.Transpose(Matrix4x4.Inverse(portalCamera.worldToCameraMatrix)) *
targetPortal._vectorPlane;
// Set portal camera projection matrix to clip walls between target portal and portal camera
// Inherits main camera near/far clip plane and FOV settings
portalCamera.projectionMatrix =
CalculateObliqueMatrix(
_mainCamera.GetStereoProjectionMatrix(eye == XRNode.LeftEye
? Camera.StereoscopicEye.Left
: Camera.StereoscopicEye.Right), clipThroughSpace);
}
private void OnDestroy()
{
if (!_canRender) return;
Application.onBeforeRender -= OnBeforeRender;
// Release render texture from GPU
_viewThroughRenderTextureL.Release();
_viewThroughRenderTextureR.Release();
// Destroy cloned material and render texture
Destroy(_viewThroughMaterial);
Destroy(_viewThroughRenderTextureL);
Destroy(_viewThroughRenderTextureR);
}
private static Vector3 TransformPositionBetweenPortals(Portal sender, Portal target, Vector3 position)
{
return
target.normalInvisible.TransformPoint(
sender.normalVisible.InverseTransformPoint(position));
}
private static Quaternion TransformRotationBetweenPortals(Portal sender, Portal target, Quaternion rotation)
{
return
target.normalInvisible.rotation *
Quaternion.Inverse(sender.normalVisible.rotation) *
rotation;
}
private Vector3 GetEyeWorldPosition(XRNode eye)
{
if (!XRSettings.enabled) return _mainCamera.transform.position;
InputDevice device = InputDevices.GetDeviceAtXRNode(eye);
if (!device.isValid) return default;
float cameraSeparation = _mainCamera.stereoSeparation;
return _mainCamera.transform.position + _mainCamera.transform.right *
(eye == XRNode.LeftEye ? -cameraSeparation : cameraSeparation) / 2;
}
private Quaternion GetEyeRotation(XRNode _)
{
return _mainCamera.transform.rotation;
}
static Matrix4x4 CalculateObliqueMatrix(Matrix4x4 projection, Vector4 clipPlane)
{
Matrix4x4 obliqueMatrix = projection;
Vector4 q = projection.inverse * new Vector4(
Math.Sign(clipPlane.x),
Math.Sign(clipPlane.y),
1.0f,
1.0f
);
Vector4 c = clipPlane * (2.0F / (Vector4.Dot(clipPlane, q)));
obliqueMatrix[2] = c.x - projection[3];
obliqueMatrix[6] = c.y - projection[7];
obliqueMatrix[10] = c.z - projection[11];
obliqueMatrix[14] = c.w - projection[15];
return obliqueMatrix;
}
private void OnTriggerEnter(Collider other)
{
if (!_canRender || !_shouldTeleport) return;
if (!other.CompareTag("Player")) return;
Debug.Log(transform.name + " player entered and should teleport");
targetPortal._shouldTeleport = false;
// Move player to target portal collider relative position
other.transform.position = TransformPositionBetweenPortals(this, targetPortal, other.transform.position);
other.transform.rotation = TransformRotationBetweenPortals(this, targetPortal, other.transform.rotation);
}
private void OnTriggerExit(Collider other)
{
if (!_canRender || !_shouldTeleport || IsInvoking(nameof(AllowTeleport))) return;
if (!other.CompareTag("Player")) return;
Debug.Log(transform.name + " player exited");
Invoke(nameof(AllowTeleport), 1f);
}
private void AllowTeleport()
{
_shouldTeleport = true;
}
}

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using UnityEngine;
public class MoveInCircle : MonoBehaviour
{
[SerializeField] private float radius = 2f; // Radius of the circular movement
[SerializeField] private float speed = 2f; // Speed of circling
[SerializeField] private bool clockwise = true; // Direction toggle
private float angle = 0f; // Angle for movement
private Vector3 startLocalPosition;
void Start()
{
startLocalPosition = transform.localPosition; // Store the initial local position
}
void Update()
{
// Increment angle based on speed and direction
angle += (clockwise ? -1 : 1) * speed * Time.deltaTime;
// Calculate new local position
float x = Mathf.Cos(angle) * radius;
float z = Mathf.Sin(angle) * radius;
// Apply the new position relative to the parent
transform.localPosition = startLocalPosition + new Vector3(x, 0, z);
}
}

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using UnityEngine;
public class PlayAnimationOnTrigger : MonoBehaviour
{
[SerializeField] public Animator animator; // Reference to the Animator component
[SerializeField] public string animationName = "YourAnimation"; // Name of the animation to play
private void OnTriggerEnter(Collider other)
{
// Check if the animator is assigned
if (animator == null)
{
Debug.LogWarning("Animator not assigned!", this);
return;
}
// Check if the animation is already playing
if (animator.GetCurrentAnimatorStateInfo(0).IsName(animationName) && animator.GetCurrentAnimatorStateInfo(0).normalizedTime < 1)
{
Debug.Log("Animation is already playing.");
return;
}
// Play the animation
animator.Play(animationName, 0, 0f);
Debug.Log("Playing animation: " + animationName);
}
}

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@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpaceEnterCollider : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
GravityHandler playerGravity = other.GetComponent<GravityHandler>();
if (playerGravity != null)
{
playerGravity.isInSpace = true;
}
Debug.Log(other + " entered space.");
}
private void OnTriggerExit(Collider other)
{
GravityHandler playerGravity = other.GetComponent<GravityHandler>();
if (playerGravity != null)
{
StartCoroutine(DelayExit(playerGravity));
//playerGravity.AdjustGravity(new Quaternion()); // Set Gravity back to default
}
Debug.Log(other + " left space.");
}
private IEnumerator DelayExit(GravityHandler playerGravity)
{
yield return new WaitForSeconds(1f); // Wait for 1 second
playerGravity.isInSpace = false;
Debug.Log("Default gravity restored after 1 second.");
}
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@ -5,6 +5,7 @@ using System.Runtime.InteropServices;
using Unity.XR.CoreUtils; using Unity.XR.CoreUtils;
using UnityEngine; using UnityEngine;
using UnityEngine.XR; using UnityEngine.XR;
using UnityEngine.XR.Interaction.Toolkit;
public class StencilPortal : MonoBehaviour public class StencilPortal : MonoBehaviour
{ {
@ -16,33 +17,30 @@ public class StencilPortal : MonoBehaviour
public LayerMask portalLayer; public LayerMask portalLayer;
public PortalScene portalScene; public PortalScene portalScene;
public OcclusionPortal occlusionPortal; public OcclusionPortal occlusionPortal;
public bool _shouldTeleport; public bool _shouldTeleport;
public TeleportationProvider teleportationProvider; // Reference to TeleportationProvider
public static Vector3 TransformPositionBetweenPortals(StencilPortal sender, StencilPortal target, Vector3 position) public static Vector3 TransformPositionBetweenPortals(StencilPortal sender, StencilPortal target, Vector3 position)
{ {
return return target.normalInvisible.TransformPoint(sender.normalVisible.InverseTransformPoint(position));
target.normalInvisible.TransformPoint(
sender.normalVisible.InverseTransformPoint(position));
} }
public static Quaternion TransformRotationBetweenPortals(StencilPortal sender, StencilPortal target, Quaternion rotation) public static Quaternion TransformRotationBetweenPortals(StencilPortal sender, StencilPortal target, Quaternion rotation)
{ {
return return target.normalInvisible.rotation * Quaternion.Inverse(sender.normalVisible.rotation) * rotation;
target.normalInvisible.rotation *
Quaternion.Inverse(sender.normalVisible.rotation) *
rotation;
} }
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
if (!other.CompareTag("Player")) return; if (other.GetComponent<XROrigin>() == null) return;
if (occlusionPortal != null) if (occlusionPortal != null)
{ {
occlusionPortal.open = !occlusionPortal.open; occlusionPortal.open = !occlusionPortal.open;
} }
if (!_shouldTeleport) if (!_shouldTeleport)
{ {
if (destroyAfterTeleport) if (destroyAfterTeleport)
@ -54,11 +52,29 @@ public class StencilPortal : MonoBehaviour
Debug.Log(transform.name + " player entered and should teleport"); Debug.Log(transform.name + " player entered and should teleport");
targetPortal._shouldTeleport = false; targetPortal._shouldTeleport = false;
// Move player to target portal collider relative position if (teleportationProvider != null)
other.transform.position = TransformPositionBetweenPortals(this, targetPortal, other.transform.position); {
other.transform.rotation = TransformRotationBetweenPortals(this, targetPortal, other.transform.rotation); Vector3 targetPosition = TransformPositionBetweenPortals(this, targetPortal, other.transform.position);
Quaternion targetRotation = TransformRotationBetweenPortals(this, targetPortal, other.transform.rotation);
TeleportRequest request = new TeleportRequest
{
destinationPosition = targetPosition,
destinationRotation = targetRotation,
matchOrientation = MatchOrientation.TargetUpAndForward
};
teleportationProvider.QueueTeleportRequest(request);
other.transform.rotation = TransformRotationBetweenPortals(this, targetPortal, other.transform.rotation);
}
else
{
Debug.LogWarning("TeleportationProvider is not assigned!", this);
other.transform.position = TransformPositionBetweenPortals(this, targetPortal, other.transform.position);
other.transform.rotation = TransformRotationBetweenPortals(this, targetPortal, other.transform.rotation);
}
if (destroyAfterTeleport) if (destroyAfterTeleport)
{ {
Destroy(gameObject, 0.5f); Destroy(gameObject, 0.5f);
@ -67,6 +83,7 @@ public class StencilPortal : MonoBehaviour
private void OnTriggerExit(Collider other) private void OnTriggerExit(Collider other)
{ {
AllowTeleport();
if (!_shouldTeleport || IsInvoking(nameof(AllowTeleport))) return; if (!_shouldTeleport || IsInvoking(nameof(AllowTeleport))) return;
if (!other.CompareTag("Player")) return; if (!other.CompareTag("Player")) return;
Debug.Log(transform.name + " player exited"); Debug.Log(transform.name + " player exited");
@ -79,8 +96,6 @@ public class StencilPortal : MonoBehaviour
} }
public StencilPortal TargetPortal => targetPortal; public StencilPortal TargetPortal => targetPortal;
public LayerMask DefaultLayer => defaultLayer; public LayerMask DefaultLayer => defaultLayer;
public LayerMask PortalLayer => portalLayer; public LayerMask PortalLayer => portalLayer;
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Lumin: UNITY_POST_PROCESSING_STACK_V2;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER
Nintendo Switch: UNITY_POST_PROCESSING_STACK_V2;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;PROBUILDER_EXPERIMENTAL_FEATURES
PS4: UNITY_POST_PROCESSING_STACK_V2;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;PROBUILDER_EXPERIMENTAL_FEATURES;RealtimeCSG;RealtimeCSG_1;RealtimeCSG_1_6;RealtimeCSG_1_6_01
PS5: UNITY_POST_PROCESSING_STACK_V2;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;PROBUILDER_EXPERIMENTAL_FEATURES;RealtimeCSG;RealtimeCSG_1;RealtimeCSG_1_6;RealtimeCSG_1_6_01
QNX: UNITY_POST_PROCESSING_STACK_V2;PROBUILDER_EXPERIMENTAL_FEATURES;RealtimeCSG;RealtimeCSG_1;RealtimeCSG_1_6;RealtimeCSG_1_6_01
Stadia: UNITY_POST_PROCESSING_STACK_V2;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;PROBUILDER_EXPERIMENTAL_FEATURES;RealtimeCSG;RealtimeCSG_1;RealtimeCSG_1_6;RealtimeCSG_1_6_01
Standalone: UNITY_POST_PROCESSING_STACK_V2;BAKERY_INCLUDED;CROSS_PLATFORM_INPUT;USE_INPUT_SYSTEM_POSE_CONTROL;TERRAINPACKAGE_EXIST;BAKERYPACKAGE_EXIST;FISHNET;FISHNET_V3
WebGL: UNITY_POST_PROCESSING_STACK_V2;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;PROBUILDER_EXPERIMENTAL_FEATURES;RealtimeCSG;RealtimeCSG_1;RealtimeCSG_1_6;RealtimeCSG_1_6_01
Windows Store Apps: UNITY_POST_PROCESSING_STACK_V2;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;MOBILE_INPUT;USE_INPUT_SYSTEM_POSE_CONTROL;PROBUILDER_EXPERIMENTAL_FEATURES;RealtimeCSG;RealtimeCSG_1;RealtimeCSG_1_6;RealtimeCSG_1_6_01
XboxOne: UNITY_POST_PROCESSING_STACK_V2;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;PROBUILDER_EXPERIMENTAL_FEATURES;RealtimeCSG;RealtimeCSG_1;RealtimeCSG_1_6;RealtimeCSG_1_6_01
iPhone: UNITY_POST_PROCESSING_STACK_V2;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;CROSS_PLATFORM_INPUT;MOBILE_INPUT
tvOS: UNITY_POST_PROCESSING_STACK_V2;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;PROBUILDER_EXPERIMENTAL_FEATURES;RealtimeCSG;RealtimeCSG_1;RealtimeCSG_1_6;RealtimeCSG_1_6_01
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