Compare commits
10 Commits
master
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SamWorkset
Author | SHA1 | Date | |
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7cdb281c23 | |||
0fab2c9722 | |||
f42fc6463c | |||
11b4c264ef | |||
a3f514b6eb | |||
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ee0b46f451 | ||
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2bf7f50802 | ||
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e9404b9b51 | ||
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28819a12a6 | ||
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7f4c83d397 |
Assets
Fish-Networking-Discovery-main
Prefabs.metaScripts.meta_PROJECT
Components
Bolt/Intercation Logic
Bow/Scripts
NewHandPresence/Prefabs
Menu Sprites
off-hover.pngoff-hover.png.metaon-hover.pngon-hover.png.metasliderbutton 1.pngsliderbutton 1.png.metasliderbutton-hover.pngsliderbutton-hover.png.meta
XR Interaction Manager.prefabXR Interaction Manager.prefab.metaXR Origin.prefabOverlay UI
Portals2
Multiplayer
Other/Delta Hoone
Scenes
Doc
Readme-Footer.pngReadme-Header.pngReadmeIllustrations.afdesign
clips
Bolt-Self-Driving-Car-Clip.gifExplore-Clip.gifInteractive-Map-Clip.gifServer-Room-Clip.gifSkywalk-Clip.gifUFO-Bow-Game-Clip.gifWhiteboard-Clip.gif
designs
posters
ProjectSettings
AudioManager.assetClusterInputManager.assetDynamicsManager.assetEditorSettings.assetGraphicsSettings.assetInputManager.assetMemorySettings.assetNavMeshAreas.assetPackageManagerSettings.assetPhysics2DSettings.assetPresetManager.assetQualitySettings.assetShaderGraphSettings.assetTimeManager.assetTimelineSettings.assetUnityConnectSettings.assetVFXManager.assetVersionControlSettings.assetXRPackageSettings.assetXRSettings.asset
README.mdhighscore.json@ -242,7 +242,15 @@ namespace FishNet.Discovery
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|||||||
//
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//
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||||||
// return;
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// return;
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||||||
// }
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// }
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||||||
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<<<<<<< HEAD
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||||||
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<<<<<<< HEAD
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||||||
Debug.Log("NetworkDiscovery is searching");
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Debug.Log("NetworkDiscovery is searching");
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||||||
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=======
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// Debug.Log("NetworkDiscovery is searching on port " + port);
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||||||
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>>>>>>> master
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||||||
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=======
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||||||
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// Debug.Log("NetworkDiscovery is searching on port " + port);
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||||||
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>>>>>>> master
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||||||
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||||||
if (InstanceFinder.IsClient)
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if (InstanceFinder.IsClient)
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||||||
{
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{
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||||||
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@ -19,6 +19,7 @@ public class NetworkMenuUI : MonoBehaviour
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|||||||
[Header("Networking")]
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[Header("Networking")]
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||||||
public NetworkDiscovery networkDiscovery;
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public NetworkDiscovery networkDiscovery;
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||||||
public Camera uiCamera; // Optional, disable if connecting
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public Camera uiCamera; // Optional, disable if connecting
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||||||
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public Image coverImage;
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||||||
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||||||
private readonly List<IPEndPoint> foundServers = new();
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private readonly List<IPEndPoint> foundServers = new();
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@ -60,6 +61,7 @@ public class NetworkMenuUI : MonoBehaviour
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networkDiscovery.StopSearchingForServers();
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networkDiscovery.StopSearchingForServers();
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||||||
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uiCamera.enabled = false;
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uiCamera.enabled = false;
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coverImage.gameObject.SetActive(false);
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InstanceFinder.ClientManager.StartConnection("192.168.42.212");
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InstanceFinder.ClientManager.StartConnection("192.168.42.212");
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statusText.text = $"Joined server: {endPoint.Address}";
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statusText.text = $"Joined server: {endPoint.Address}";
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@ -76,6 +78,7 @@ public class NetworkMenuUI : MonoBehaviour
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{
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{
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networkDiscovery.StopSearchingForServers();
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networkDiscovery.StopSearchingForServers();
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if (uiCamera != null) uiCamera.enabled = false;
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if (uiCamera != null) uiCamera.enabled = false;
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coverImage.gameObject.SetActive(false);
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InstanceFinder.ClientManager.StartConnection(endPoint.Address.ToString());
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InstanceFinder.ClientManager.StartConnection(endPoint.Address.ToString());
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statusText.text = $"Joined server: {endPoint.Address}";
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statusText.text = $"Joined server: {endPoint.Address}";
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});
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});
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@ -121,6 +124,7 @@ public class NetworkMenuUI : MonoBehaviour
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networkDiscovery.StopSearchingForServers();
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networkDiscovery.StopSearchingForServers();
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InstanceFinder.ClientManager.StartConnection(firstServer.Address.ToString());
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InstanceFinder.ClientManager.StartConnection(firstServer.Address.ToString());
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statusText.text = $"Joined server: {firstServer.Address}";
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statusText.text = $"Joined server: {firstServer.Address}";
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coverImage.gameObject.SetActive(false);
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yield break;
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yield break;
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}
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}
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||||||
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@ -1,5 +1,9 @@
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|||||||
fileFormatVersion: 2
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fileFormatVersion: 2
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||||||
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<<<<<<<< HEAD:Assets/Prefabs.meta
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||||||
guid: f5d758e3acccf474babdbe217a2702ba
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guid: f5d758e3acccf474babdbe217a2702ba
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||||||
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========
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||||||
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guid: b75b31ee55930864c993630f33293a65
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||||||
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>>>>>>>> master:Assets/_PROJECT/Components/Bolt.meta
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||||||
folderAsset: yes
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folderAsset: yes
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||||||
DefaultImporter:
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DefaultImporter:
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||||||
externalObjects: {}
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externalObjects: {}
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||||||
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@ -1,5 +1,9 @@
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|||||||
fileFormatVersion: 2
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fileFormatVersion: 2
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||||||
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<<<<<<<< HEAD:Assets/Scripts.meta
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||||||
guid: 8f19a044f4ee30042a6ad8c58d595f40
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guid: 8f19a044f4ee30042a6ad8c58d595f40
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||||||
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========
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||||||
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guid: d130522c3b40916429cacacf79ffbc9b
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||||||
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>>>>>>>> master:Assets/_PROJECT/Components/Bolt/Intercation Logic.meta
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||||||
folderAsset: yes
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folderAsset: yes
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||||||
DefaultImporter:
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DefaultImporter:
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||||||
externalObjects: {}
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externalObjects: {}
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||||||
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@ -1,8 +1,12 @@
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|||||||
using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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<<<<<<< HEAD
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using Unity.XR.CoreUtils;
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using Unity.XR.CoreUtils;
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using UnityEngine;
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using UnityEngine;
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using static MouseLook;
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using static MouseLook;
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=======
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using UnityEngine;
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>>>>>>> master
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||||||
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public class CarDrivingRoutine : MonoBehaviour
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public class CarDrivingRoutine : MonoBehaviour
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{
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{
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@ -10,6 +14,7 @@ public class CarDrivingRoutine : MonoBehaviour
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public AudioSource _tireSound;
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public AudioSource _tireSound;
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public Waypoint _waypoint;
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public Waypoint _waypoint;
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||||||
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||||||
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<<<<<<< HEAD
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||||||
public float StraightSpeed = 5f; // Movement speed
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public float StraightSpeed = 5f; // Movement speed
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public float rotationSpeed = 5f; // Rotation speed
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public float rotationSpeed = 5f; // Rotation speed
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||||||
public float waypointProximityThreshold = 0.5f; // Distance to consider "close enough" to a waypoint
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public float waypointProximityThreshold = 0.5f; // Distance to consider "close enough" to a waypoint
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@ -28,16 +33,29 @@ public class CarDrivingRoutine : MonoBehaviour
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targetSpeed = StraightSpeed;
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targetSpeed = StraightSpeed;
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targetRotationSpeed = rotationSpeed;
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targetRotationSpeed = rotationSpeed;
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}
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}
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||||||
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=======
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||||||
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public float speed = 5f; // Movement speed
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public float rotationSpeed = 5f; // Rotation speed
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||||||
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public float waypointProximityThreshold = 0.5f; // Distance to consider "close enough" to a waypoint
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||||||
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>>>>>>> master
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||||||
|
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||||||
// Update is called once per frame
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// Update is called once per frame
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||||||
void Update()
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void Update()
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||||||
{
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{
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||||||
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<<<<<<< HEAD
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||||||
//if (hasPedestrianInFront) return;
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//if (hasPedestrianInFront) return;
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||||||
if (_waypoint == null) return; // Just in case.
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if (_waypoint == null) return; // Just in case.
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||||||
|
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||||||
// Move towards the waypoint
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// Move towards the waypoint
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Vector3 targetPosition = _waypoint.transform.position;
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Vector3 targetPosition = _waypoint.transform.position;
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float step = StraightSpeed * Time.deltaTime;
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float step = StraightSpeed * Time.deltaTime;
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||||||
|
=======
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if (_waypoint == null) return;
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// Move towards the waypoint
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||||||
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Vector3 targetPosition = _waypoint.transform.position;
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float step = speed * Time.deltaTime;
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>>>>>>> master
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||||||
transform.position = Vector3.MoveTowards(transform.position, targetPosition, step);
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transform.position = Vector3.MoveTowards(transform.position, targetPosition, step);
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||||||
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||||||
// Rotate towards the desired rotation
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// Rotate towards the desired rotation
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||||||
@ -45,6 +63,7 @@ public class CarDrivingRoutine : MonoBehaviour
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|||||||
Quaternion desiredRotation = Quaternion.Euler(0, targetRotation, 0);
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Quaternion desiredRotation = Quaternion.Euler(0, targetRotation, 0);
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||||||
transform.rotation = Quaternion.RotateTowards(transform.rotation, desiredRotation, rotationSpeed * Time.deltaTime);
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transform.rotation = Quaternion.RotateTowards(transform.rotation, desiredRotation, rotationSpeed * Time.deltaTime);
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||||||
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||||||
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<<<<<<< HEAD
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||||||
rollTires(); // Just an aesthetic improvement.
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rollTires(); // Just an aesthetic improvement.
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||||||
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||||||
if (Quaternion.Angle(transform.rotation, desiredRotation) > 1f) // If the car is turning.
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if (Quaternion.Angle(transform.rotation, desiredRotation) > 1f) // If the car is turning.
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||||||
@ -66,12 +85,15 @@ public class CarDrivingRoutine : MonoBehaviour
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|||||||
isTurning = false;
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isTurning = false;
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||||||
}
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}
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||||||
|
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||||||
|
=======
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||||||
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>>>>>>> master
|
||||||
// Check if close enough to the waypoint
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// Check if close enough to the waypoint
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||||||
if (Vector3.Distance(transform.position, targetPosition) <= waypointProximityThreshold &&
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if (Vector3.Distance(transform.position, targetPosition) <= waypointProximityThreshold &&
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||||||
Quaternion.Angle(transform.rotation, desiredRotation) <= 1f)
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Quaternion.Angle(transform.rotation, desiredRotation) <= 1f)
|
||||||
{
|
{
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||||||
// Proceed to the next waypoint
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// Proceed to the next waypoint
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||||||
_waypoint = _waypoint.Next;
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_waypoint = _waypoint.Next;
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||||||
|
<<<<<<< HEAD
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -138,4 +160,18 @@ public class CarDrivingRoutine : MonoBehaviour
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|||||||
StraightSpeed = targetStraightSpeed;
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StraightSpeed = targetStraightSpeed;
|
||||||
rotationSpeed = targetRotationSpeed;
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rotationSpeed = targetRotationSpeed;
|
||||||
}
|
}
|
||||||
|
=======
|
||||||
|
if (_waypoint == null)
|
||||||
|
{
|
||||||
|
// Optional: Play stop sound when no more waypoints
|
||||||
|
_stopSound?.Play();
|
||||||
|
}
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||||||
|
else
|
||||||
|
{
|
||||||
|
// Optional: Play tire sound when moving to the next waypoint
|
||||||
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_tireSound?.Play();
|
||||||
|
}
|
||||||
|
}
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||||||
|
}
|
||||||
|
>>>>>>> master
|
||||||
}
|
}
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||||||
|
@ -227,7 +227,7 @@ public class ArcheryRange : NetworkBehaviour
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|||||||
return data.HighScore;
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return data.HighScore;
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||||||
}
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}
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||||||
|
|
||||||
return -1f; // default score
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return 0f; // default score
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -49,6 +49,7 @@ public class ScoreBoard : MonoBehaviour
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|||||||
{
|
{
|
||||||
string json = File.ReadAllText(filePath);
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string json = File.ReadAllText(filePath);
|
||||||
_scoreData = JsonUtility.FromJson<ScoreData>(json);
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_scoreData = JsonUtility.FromJson<ScoreData>(json);
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||||||
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Debug.Log(Application.persistentDataPath);
|
||||||
}
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}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
BIN
Assets/_PROJECT/Components/NewHandPresence/Prefabs/Menu Sprites/off-hover.png
(Stored with Git LFS)
Normal file
BIN
Assets/_PROJECT/Components/NewHandPresence/Prefabs/Menu Sprites/off-hover.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,148 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: ef08e161591915a40be23ba6dedadf63
|
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|
TextureImporter:
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|
internalIDToNameTable: []
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externalObjects: {}
|
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|
serializedVersion: 12
|
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|
mipmaps:
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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BIN
Assets/_PROJECT/Components/NewHandPresence/Prefabs/Menu Sprites/on-hover.png
(Stored with Git LFS)
Normal file
BIN
Assets/_PROJECT/Components/NewHandPresence/Prefabs/Menu Sprites/on-hover.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,148 @@
|
|||||||
|
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README.md
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README.md
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# DeltaVR
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DeltaVR is a virtual reality experience set in the [Delta Centre](https://delta.ut.ee/) of the [University of Tartu](https://ut.ee/). The virtual Delta Building includes several interactive scenes that demonstrate the teaching and research actively done in the Delta Centre.
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DeltaVR is a virtual reality experience set in the Delta Centre of the University of Tartu. It was designed and implemented in a over three theses. The proiect used the Delta Building Visualization project as a basis for the building and built upon it, adding missing
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details and improving the performance. DeltaVR has multiplayer support, which allows players to explore the building together in PCVR, Quest 2 and non-VR versions.
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The application works on PCVR, Meta Quest 2 and 3, HTC Vive, and regular Windows PC platforms. There is cross-platform multiplayer functionality that enables several users to be in the same virtual environment from both VR and PC platforms.
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## Gameplay Sample Footage (DeltaVR 2021)
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## Build
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https://youtu.be/AoRN4eluiWY
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Download the **[[latest build]](https://drive.google.com/file/d/1Ky4RppQor-D5jHLrOan63M7BvcAN-2yN/view?usp=sharing)** (last updated 21.05.2025)
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## History
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## Features
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2023 version:
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### Exploration
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https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=77065&language=en
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DeltaVR features the first two floors of the Delta Educational Building for **exploration and discovery**. There are many diegetic elements representing the studies and research conducted at the Delta Building, such as robotics, the high-performance computing server room, video game development, and student life.
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(See Extras for build)
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2022 version:
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### UFO Bow Game
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https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=74390
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At the terrace on the second floor, Delta explorers can defend the building from UFO-s using a bow and **achieve high scores**.
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https://gitlab.com/Joonasp1/deltavr-multiplayer-builds
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2021 version:
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### Bolt Self-Driving Car
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https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=71682
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The courtyard between the Educational and Entrepreneurial buildings of the Delta Centre, the explorers can see the Bolt Self-Driving Car. This car is developed by the [[http://adl.cs.ut.ee/|Autonomous Driving Lab]] of the [[https://cs.ut.ee|Institute of Computer Science]]. If one is brave enough, they can stop the car and catch a ride, simulating both the **feeling of being in a self-driving vehicle** as well as VR motion sickness.
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https://drive.google.com/file/d/1n19_Wa69vCX6s6zKYoSYKirpHcfJHqaM/view?usp=sharing
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### Space Walk
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Where the actual Delta building has a set of skywalks connecting it with the entrepreneurship building, DeltaVR has a set of portals leading to the Space walk experience. In it, one can move in the **vastness of space** and experience **changes in gravity**. A fleet of UFO ships react to one's presence and come to investigate the arrival.
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### Server Room
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On the second floor, one can hear the humming of the servers. Should they investigate, they will find a room of server racks and a large red button. Should they push the button, they will trigger the **fire alarm** and have the server room fill with harmful invisible gas. This propms the player to escape the room. This largerly **auditory experience** is noted to be engaging and immersive. It represents the work of UT HPC in maintaining the servers of the University of Tartu.
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### Interactive Map
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To navigate the two floors of the large Delta Educational Building, explorers have an interactive map. This provides a clear overview of where they currently are and what other interactions are located across the building. Explorers can teleport to a **select interactive experiences**, while others are left for them to discover based on the hints on the map.
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### Whiteboard
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In the virtual Computer Graphics and Virtual Reality Study Lab, explorers can use spray paint cans to draw on a whiteboard. Surprisingly, this is one of the **more popular interactive experiences** of DeltaVR.
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## Credits
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**Ranno Samuel Adson**<br/>
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User experience design. Additional interactions. Interaction improvements.
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**Toomas Tamm**<br/>
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Project architecture, model optimization, lighting. [Bachelor's Thesis](https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=71682) ([poster](https://courses.cs.ut.ee/student_projects/download/478.pdf)), [Master's Thesis](https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=77065&language=en).
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**Joonas Püks**<br/>
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Multiplayer and cross-play functionality. [Bachelor's Thesis](https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=74390) ([poster](https://courses.cs.ut.ee/student_projects/download/534.pdf)).
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**Raimond Tunnel**<br/>
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Project management, visual design.
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Developed in the [Computer Graphcis and Virtual Reality Study Lab](https://cgvr.cs.ut.ee/) of the [Institute of Computer Science, University of Tartu](https://cs.ut.ee).
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### Used Attributions
|
|
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|
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| Description | License | Source | Author |
|
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|-----------------------------------------------------|----------------------------------------------|---------------------------------------------------------------------------------------------|------------------|
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| Bold's car driving sound | Attribution NonCommercial 3.0 | [Link](https://freesound.org/people/Pfujimoto/sounds/14371/) | Pfujimoto |
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| Bold's car braking sound | Attribution 3.0 | [Link](https://freesound.org/people/200154michaela/sounds/542448/) | 200154michaela |
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| Bold's car horn sound | Attribution 4.0 | [Link](https://freesound.org/people/ceberation/sounds/235506/) | ceberation |
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| Server rack model | Royalty Free, No AI License | [Link](https://www.cgtrader.com/free-3d-models/electronics/computer/simple-server-model) | anymelok |
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| Server rack humming sound | Attribution 4.0 | [Link](https://freesound.org/people/jameswrowles/sounds/248217/) | jameswrowles |
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| Fire suppression button press sound | Creative Commons 0 | [Link](https://freesound.org/people/LamaMakesMusic/sounds/403556/) | LamaMakesMusic |
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| Fire suppression alarm sound | Attribution 3.0 | [Link](https://freesound.org/people/jobro/sounds/33737/) | jobro |
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| Fire-suppressing gas release sound | Creative Commons 0 | [Link](https://freesound.org/people/mrmccormack/sounds/182359/) | mrmccormack |
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| Coughing sound in response to fire-suppressing gas | Attribution 4.0 | [Link](https://freesound.org/people/qubodup/sounds/739416/) | qubodup |
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| Robot movement sound | Creative Commons 0 | [Link](https://freesound.org/people/Brazilio123/sounds/661435/) | Brazilio123 |
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| Portal humming sound | Attribution 4.0 | [Link](https://freesound.org/people/zimbot/sounds/122972/) | zimbot |
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| Spacewalk UFO sound | Attribution NonCommercial 4.0 | [Link](https://freesound.org/people/Speedenza/sounds/209366/) | Speedenza |
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| Keyboard icons | Creative Commons Attribution-NoDerivs 3.0 | [Link](https://icons8.com/) | icons8 |
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|
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-----
|
|
||||||
|
|
||||||
DeltaVR was moved to this repository in 2025. The previous repository is available here: [[https://gitlab.com/UT-CGVR/deltavr]]
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|
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|
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-----
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@ -1 +1 @@
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|||||||
{"HighScore":461.0}
|
{"HighScore":492.0}
|
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