8 Commits

Author SHA1 Message Date
joonasp
06fde8ab2e minigame node particles and despawn timer 2022-03-28 12:52:41 +03:00
joonasp
851b7ae0da essence minigame improvements 2022-03-25 18:03:38 +02:00
joonasp
f0649da5d3 sounds for prefabs 2022-03-21 17:52:47 +02:00
joonasp
22e4260521 lever improvements, ready to be used 2022-03-18 20:35:45 +02:00
joonasp
6f8245e798 Initial minigame testing in scene 2022-03-17 17:24:46 +02:00
joonasp
f2c0c3d9a1 lever prefab, haptic events and more comments in lever code 2022-03-16 22:16:55 +02:00
joonasp
ec8a34daf5 initial lever system 2022-03-15 20:07:59 +02:00
joonasp
c2767fe0d1 new branch joonasp 2022-03-15 10:20:33 +02:00
61 changed files with 7680 additions and 3975 deletions

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@@ -1125,34 +1125,6 @@
"isPartOfComposite": false "isPartOfComposite": false
} }
] ]
},
{
"name": "Arlo",
"id": "25dc1661-9ce5-4e87-89c0-b3a1cf542d24",
"actions": [
{
"name": "Toggle",
"type": "Button",
"id": "e8d17945-12eb-403b-b900-eefad26af1e9",
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View File

@@ -1,36 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Hover : MonoBehaviour
{
Material material;
Color color;
Outline outline;
// Start is called before the first frame update
void Start()
{
material = GetComponent<Renderer>().material;
color = material.color;
outline = gameObject.GetComponent<Outline>();
outline.enabled = false;
}
// Update is called once per frame
void Update()
{
}
public void HoverStart()
{
outline.enabled = true;
}
public void HoverEnd()
{
outline.enabled = false;
}
}

View File

@@ -1,33 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class Menu : MonoBehaviour
{
public InputActionReference toggleReference;
// Start is called before the first frame update
void Awake()
{
toggleReference.action.started += Toggle;
}
private void OnDestroy()
{
toggleReference.action.started -= Toggle;
}
void Toggle(InputAction.CallbackContext context)
{
bool isActive = gameObject.active;
gameObject.SetActive(!isActive);
}
// Update is called once per frame
void Update()
{
}
}

View File

@@ -28,10 +28,4 @@ public class NoddingMovement : MonoBehaviour
transform.Translate(new Vector3(camera.transform.forward.x, 0, camera.transform.forward.z) * speed * Time.deltaTime * (camera.transform.eulerAngles.x-360)); transform.Translate(new Vector3(camera.transform.forward.x, 0, camera.transform.forward.z) * speed * Time.deltaTime * (camera.transform.eulerAngles.x-360));
} }
} }
public void toggle()
{
bool isActive = this.enabled;
this.enabled = (!isActive);
}
} }

View File

@@ -1,21 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestRotator : MonoBehaviour
{
private GameObject cube;
// Start is called before the first frame update
void Start()
{
cube = GameObject.Find("Cube (1)");
}
// Update is called once per frame
void Update()
{
cube.transform.Rotate(0, 1, 0);
}
}

View File

@@ -0,0 +1,83 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class EssenceNodeController : MonoBehaviour
{
[SerializeField]
private AudioSource chime;
public bool isTouched;
private bool followPlayer = false;
private Transform player;
private float timer;
private Material nodeMaterial;
private Coroutine decayCo;
private void Awake()
{
nodeMaterial = GetComponent<Renderer>().material;
}
public void Touched()
{
if (!isTouched)
{
GetComponent<Renderer>().material.color = Color.cyan;
chime.Play();
isTouched = true;
StopCoroutine(decayCo);
}
}
public void FollowPlayer()
{
followPlayer = true;
player = GameObject.FindGameObjectWithTag("MainCamera").transform;
StartCoroutine(Collect());
}
public void SetPitch(float value)
{
chime.pitch = value;
}
public void SetTimer(float seconds)
{
timer = seconds;
decayCo = StartCoroutine(Decay());
}
IEnumerator Collect()
{
yield return new WaitForSeconds(2f);
//TODO: Update value in player inventory
Destroy(gameObject);
}
IEnumerator Decay()
{
yield return new WaitForSeconds(timer);
Destroy(gameObject);
}
private void Update()
{
if (!isTouched)
{
//A way to either linearly reduce the alpha value of color or fade the color to gray (must react to changing timer values)
}
if (followPlayer)
{
transform.position = Vector3.Lerp(transform.position, new Vector3(player.position.x,player.position.y - 0.5f, player.position.z), Time.deltaTime);
}
}
}

View File

@@ -1,5 +1,5 @@
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View File

@@ -0,0 +1,102 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.XR.Interaction.Toolkit;
public class LeverController : MonoBehaviour
{
private Transform pivot; //The lever will use a pivot point
private Transform grabHand;
private bool leverGrabbed;
private bool eventCalled;
private bool leverDown;
private Vector3 handDelta;
private Vector3 lastPosition;
//These UnityEvent objects can be set in the inspector as any public methods from scripts
[SerializeField]
private UnityEvent onUp;
[SerializeField]
private UnityEvent onDown;
public float minAngle = 20f;
public float maxAngle = 75f;
public float hapticAmplitude = 1f;
public float hapticDuration = 0.1f;
public AudioSource upSound;
public AudioSource downSound;
//This script cannot work with multiplayer, see CheckHand() method
public Transform leftHand;
public Transform rightHand;
void Awake()
{
pivot = transform.parent;
leverGrabbed = false;
leverDown = false;
pivot.eulerAngles = new Vector3(pivot.eulerAngles.x, pivot.eulerAngles.y, minAngle);
leftHand = GameObject.Find("LeftHand Controller").transform;
rightHand = GameObject.Find("RightHand Controller").transform;
}
void Update()
{
if (leverGrabbed)
{
handDelta = lastPosition - grabHand.position; //The vector of hand movement between frames
pivot.RotateAround(pivot.position, pivot.forward, 200 * handDelta.y); //Is a Time.deltaTime multiplication needed here?
//Two following if statements set the up and down position angles and call events when angle is met
//Only one event is called per grab because the logic is in the update method
if(pivot.eulerAngles.z < minAngle)
{
pivot.eulerAngles = new Vector3(pivot.eulerAngles.x, pivot.eulerAngles.y, minAngle);
if (leverDown)
{
onUp.Invoke();
grabHand.gameObject.GetComponent<ActionBasedController>().SendHapticImpulse(hapticAmplitude, hapticDuration);
if (upSound != null) upSound.Play();
leverDown = false;
}
}
else if(pivot.eulerAngles.z > maxAngle)
{
pivot.eulerAngles = new Vector3(pivot.eulerAngles.x, pivot.eulerAngles.y, maxAngle);
if (!leverDown)
{
onDown.Invoke();
grabHand.gameObject.GetComponent<ActionBasedController>().SendHapticImpulse(hapticAmplitude, hapticDuration);
if (downSound != null) downSound.Play();
leverDown = true;
}
}
lastPosition = grabHand.position;
}
}
public void GrabLever()
{
CheckHand();
leverGrabbed = !leverGrabbed;
handDelta = Vector3.zero;
lastPosition = grabHand.position;
eventCalled = false;
}
private void CheckHand()
{
float leftDistance = Vector3.Distance(leftHand.position, transform.position);
float rightDistance = Vector3.Distance(rightHand.position, transform.position);
if (leftDistance > rightDistance) grabHand = rightHand;
else grabHand = leftHand;
}
}

View File

@@ -1,5 +1,5 @@
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View File

@@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LeverEventTest : MonoBehaviour
{
private void Awake()
{
gameObject.GetComponent<Renderer>().material.color = Color.red;
}
public void On()
{
gameObject.GetComponent<Renderer>().material.color = Color.green;
}
public void Off()
{
gameObject.GetComponent<Renderer>().material.color = Color.red;
}
}

View File

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View File

@@ -0,0 +1,69 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WellController : MonoBehaviour
{
public GameObject node;
public int numberOfNodes = 5;
private List<GameObject> nodes = new List<GameObject>();
public float spawnDelay;
public float despawnTime;
private Transform player;
public float rightDistance = 0.2f; //Distance between spawned nodes
public float maxUp = 0.2f; //Maximum up shift between orbs
public float minDown = -0.2f; //Same but for down
private Vector3 right;
private Vector3 up;
private void Awake()
{
}
public void StartMinigame()
{
player = GameObject.FindGameObjectWithTag("MainCamera").transform;
Vector3 nodeSpawn = player.transform.position + (player.forward * 0.5f);
nodeSpawn.y = player.transform.position.y;
up = player.transform.up;
right = player.transform.right;
StartCoroutine(SpawnNode(nodeSpawn, 0.5f, 0));
}
IEnumerator SpawnNode(Vector3 nodeSpawn, float pitch, int i)
{
if(i == numberOfNodes)
{
yield return new WaitForSeconds((despawnTime - spawnDelay) * 2); //Wait for all of the nodes to despawn
foreach(GameObject node in nodes)
{
node.GetComponent<EssenceNodeController>().FollowPlayer();
}
nodes.Clear();
yield break;
}
GameObject tempNode = Instantiate(node, nodeSpawn, Quaternion.identity);
tempNode.GetComponent<EssenceNodeController>().SetTimer(2f);
tempNode.GetComponent<AudioSource>().pitch = pitch;
nodeSpawn = nodeSpawn + right * rightDistance + Random.Range(minDown, maxUp) * up;
yield return new WaitForSeconds(spawnDelay);
StartCoroutine(SpawnNode(nodeSpawn, pitch, i + 1));
yield return new WaitForSeconds(despawnTime - spawnDelay);
if (tempNode.GetComponent<EssenceNodeController>().isTouched)
{
nodes.Add(tempNode);
}
}
private void Update()
{
transform.Rotate(new Vector3(10f, 10f, 10f) * Time.deltaTime);
}
}

View File

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Quick Outline
=============
Developed by Chris Nolet (c) 2018
Instructions
------------
To add an outline to an object, drag-and-drop the Outline.cs
script onto the object. The outline materials will be loaded
at runtime.
You can also add outlines programmatically with:
var outline = gameObject.AddComponent<Outline>();
outline.OutlineMode = Outline.Mode.OutlineAll;
outline.OutlineColor = Color.yellow;
outline.OutlineWidth = 5f;
The outline script does a small amount of work in Awake().
For best results, use outline.enabled to toggle the outline.
Avoid removing and re-adding the component if possible.
For large meshes, you may also like to enable 'Precompute
Outline' in the editor. This will reduce the amount of work
performed in Awake().
Troubleshooting
---------------
If the outline appears off-center, please try the following:
1. Set 'Read/Write Enabled' on each model's import settings.
2. Disable 'Optimize Mesh Data' in the player settings.

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//
// OutlineFill.shader
// QuickOutline
//
// Created by Chris Nolet on 2/21/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
Shader "Custom/Outline Fill" {
Properties {
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
_OutlineColor("Outline Color", Color) = (1, 1, 1, 1)
_OutlineWidth("Outline Width", Range(0, 10)) = 2
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CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float3 smoothNormal : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 position : SV_POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform fixed4 _OutlineColor;
uniform float _OutlineWidth;
v2f vert(appdata input) {
v2f output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal;
float3 viewPosition = UnityObjectToViewPos(input.vertex);
float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0);
output.color = _OutlineColor;
return output;
}
fixed4 frag(v2f input) : SV_Target {
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}
ENDCG
}
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//
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// QuickOutline
//
// Created by Chris Nolet on 2/21/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
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//
// Outline.cs
// QuickOutline
//
// Created by Chris Nolet on 3/30/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[DisallowMultipleComponent]
public class Outline : MonoBehaviour {
private static HashSet<Mesh> registeredMeshes = new HashSet<Mesh>();
public enum Mode {
OutlineAll,
OutlineVisible,
OutlineHidden,
OutlineAndSilhouette,
SilhouetteOnly
}
public Mode OutlineMode {
get { return outlineMode; }
set {
outlineMode = value;
needsUpdate = true;
}
}
public Color OutlineColor {
get { return outlineColor; }
set {
outlineColor = value;
needsUpdate = true;
}
}
public float OutlineWidth {
get { return outlineWidth; }
set {
outlineWidth = value;
needsUpdate = true;
}
}
[Serializable]
private class ListVector3 {
public List<Vector3> data;
}
[SerializeField]
private Mode outlineMode;
[SerializeField]
private Color outlineColor = Color.white;
[SerializeField, Range(0f, 10f)]
private float outlineWidth = 2f;
[Header("Optional")]
[SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. "
+ "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")]
private bool precomputeOutline;
[SerializeField, HideInInspector]
private List<Mesh> bakeKeys = new List<Mesh>();
[SerializeField, HideInInspector]
private List<ListVector3> bakeValues = new List<ListVector3>();
private Renderer[] renderers;
private Material outlineMaskMaterial;
private Material outlineFillMaterial;
private bool needsUpdate;
void Awake() {
// Cache renderers
renderers = GetComponentsInChildren<Renderer>();
// Instantiate outline materials
outlineMaskMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineMask"));
outlineFillMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineFill"));
outlineMaskMaterial.name = "OutlineMask (Instance)";
outlineFillMaterial.name = "OutlineFill (Instance)";
// Retrieve or generate smooth normals
LoadSmoothNormals();
// Apply material properties immediately
needsUpdate = true;
}
void OnEnable() {
foreach (var renderer in renderers) {
// Append outline shaders
var materials = renderer.sharedMaterials.ToList();
materials.Add(outlineMaskMaterial);
materials.Add(outlineFillMaterial);
renderer.materials = materials.ToArray();
}
}
void OnValidate() {
// Update material properties
needsUpdate = true;
// Clear cache when baking is disabled or corrupted
if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) {
bakeKeys.Clear();
bakeValues.Clear();
}
// Generate smooth normals when baking is enabled
if (precomputeOutline && bakeKeys.Count == 0) {
Bake();
}
}
void Update() {
if (needsUpdate) {
needsUpdate = false;
UpdateMaterialProperties();
}
}
void OnDisable() {
foreach (var renderer in renderers) {
// Remove outline shaders
var materials = renderer.sharedMaterials.ToList();
materials.Remove(outlineMaskMaterial);
materials.Remove(outlineFillMaterial);
renderer.materials = materials.ToArray();
}
}
void OnDestroy() {
// Destroy material instances
Destroy(outlineMaskMaterial);
Destroy(outlineFillMaterial);
}
void Bake() {
// Generate smooth normals for each mesh
var bakedMeshes = new HashSet<Mesh>();
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
// Skip duplicates
if (!bakedMeshes.Add(meshFilter.sharedMesh)) {
continue;
}
// Serialize smooth normals
var smoothNormals = SmoothNormals(meshFilter.sharedMesh);
bakeKeys.Add(meshFilter.sharedMesh);
bakeValues.Add(new ListVector3() { data = smoothNormals });
}
}
void LoadSmoothNormals() {
// Retrieve or generate smooth normals
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
// Skip if smooth normals have already been adopted
if (!registeredMeshes.Add(meshFilter.sharedMesh)) {
continue;
}
// Retrieve or generate smooth normals
var index = bakeKeys.IndexOf(meshFilter.sharedMesh);
var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh);
// Store smooth normals in UV3
meshFilter.sharedMesh.SetUVs(3, smoothNormals);
// Combine submeshes
var renderer = meshFilter.GetComponent<Renderer>();
if (renderer != null) {
CombineSubmeshes(meshFilter.sharedMesh, renderer.sharedMaterials);
}
}
// Clear UV3 on skinned mesh renderers
foreach (var skinnedMeshRenderer in GetComponentsInChildren<SkinnedMeshRenderer>()) {
// Skip if UV3 has already been reset
if (!registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) {
continue;
}
// Clear UV3
skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount];
// Combine submeshes
CombineSubmeshes(skinnedMeshRenderer.sharedMesh, skinnedMeshRenderer.sharedMaterials);
}
}
List<Vector3> SmoothNormals(Mesh mesh) {
// Group vertices by location
var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair<Vector3, int>(vertex, index)).GroupBy(pair => pair.Key);
// Copy normals to a new list
var smoothNormals = new List<Vector3>(mesh.normals);
// Average normals for grouped vertices
foreach (var group in groups) {
// Skip single vertices
if (group.Count() == 1) {
continue;
}
// Calculate the average normal
var smoothNormal = Vector3.zero;
foreach (var pair in group) {
smoothNormal += smoothNormals[pair.Value];
}
smoothNormal.Normalize();
// Assign smooth normal to each vertex
foreach (var pair in group) {
smoothNormals[pair.Value] = smoothNormal;
}
}
return smoothNormals;
}
void CombineSubmeshes(Mesh mesh, Material[] materials) {
// Skip meshes with a single submesh
if (mesh.subMeshCount == 1) {
return;
}
// Skip if submesh count exceeds material count
if (mesh.subMeshCount > materials.Length) {
return;
}
// Append combined submesh
mesh.subMeshCount++;
mesh.SetTriangles(mesh.triangles, mesh.subMeshCount - 1);
}
void UpdateMaterialProperties() {
// Apply properties according to mode
outlineFillMaterial.SetColor("_OutlineColor", outlineColor);
switch (outlineMode) {
case Mode.OutlineAll:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.OutlineVisible:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.OutlineHidden:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.OutlineAndSilhouette:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
break;
case Mode.SilhouetteOnly:
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
outlineFillMaterial.SetFloat("_OutlineWidth", 0f);
break;
}
}
}

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m_Value: {x: 0.5, y: 0.5} m_Value: {x: 0.5, y: 0.5}
intensity: intensity:
m_OverrideState: 1 m_OverrideState: 1
m_Value: 1 m_Value: 0
smoothness: smoothness:
m_OverrideState: 1 m_OverrideState: 1
m_Value: 1 m_Value: 1

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@@ -12,8 +12,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3} m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3}
m_Name: SimpleNaturePacl_URP m_Name: SimpleNaturePacl_URP
m_EditorClassIdentifier: m_EditorClassIdentifier:
k_AssetVersion: 5 k_AssetVersion: 9
k_AssetPreviousVersion: 5 k_AssetPreviousVersion: 9
m_RendererType: 1 m_RendererType: 1
m_RendererData: {fileID: 0} m_RendererData: {fileID: 0}
m_RendererDataList: m_RendererDataList:
@@ -23,6 +23,7 @@ MonoBehaviour:
m_RequireOpaqueTexture: 0 m_RequireOpaqueTexture: 0
m_OpaqueDownsampling: 1 m_OpaqueDownsampling: 1
m_SupportsTerrainHoles: 1 m_SupportsTerrainHoles: 1
m_StoreActionsOptimization: 0
m_SupportsHDR: 1 m_SupportsHDR: 1
m_MSAA: 4 m_MSAA: 4
m_RenderScale: 1 m_RenderScale: 1
@@ -33,22 +34,38 @@ MonoBehaviour:
m_AdditionalLightsPerObjectLimit: 4 m_AdditionalLightsPerObjectLimit: 4
m_AdditionalLightShadowsSupported: 0 m_AdditionalLightShadowsSupported: 0
m_AdditionalLightsShadowmapResolution: 512 m_AdditionalLightsShadowmapResolution: 512
m_AdditionalLightsShadowResolutionTierLow: 128
m_AdditionalLightsShadowResolutionTierMedium: 256
m_AdditionalLightsShadowResolutionTierHigh: 512
m_ReflectionProbeBlending: 0
m_ReflectionProbeBoxProjection: 0
m_ShadowDistance: 50 m_ShadowDistance: 50
m_ShadowCascades: 2 m_ShadowCascadeCount: 4
m_Cascade2Split: 0.25 m_Cascade2Split: 0.25
m_Cascade3Split: {x: 0.1, y: 0.3}
m_Cascade4Split: {x: 0.067, y: 0.2, z: 0.467} m_Cascade4Split: {x: 0.067, y: 0.2, z: 0.467}
m_CascadeBorder: 0.1
m_ShadowDepthBias: 1 m_ShadowDepthBias: 1
m_ShadowNormalBias: 1 m_ShadowNormalBias: 1
m_SoftShadowsSupported: 1 m_SoftShadowsSupported: 1
m_ConservativeEnclosingSphere: 0
m_NumIterationsEnclosingSphere: 64
m_AdditionalLightsCookieResolution: 2048
m_AdditionalLightsCookieFormat: 3
m_UseSRPBatcher: 1 m_UseSRPBatcher: 1
m_SupportsDynamicBatching: 1 m_SupportsDynamicBatching: 1
m_MixedLightingSupported: 1 m_MixedLightingSupported: 1
m_SupportsLightLayers: 0
m_DebugLevel: 0 m_DebugLevel: 0
m_UseAdaptivePerformance: 1
m_ColorGradingMode: 0 m_ColorGradingMode: 0
m_ColorGradingLutSize: 32 m_ColorGradingLutSize: 32
m_UseFastSRGBLinearConversion: 0
m_ShadowType: 1 m_ShadowType: 1
m_LocalShadowsSupported: 0 m_LocalShadowsSupported: 0
m_LocalShadowsAtlasResolution: 256 m_LocalShadowsAtlasResolution: 256
m_MaxPixelLights: 0 m_MaxPixelLights: 0
m_ShadowAtlasResolution: 256 m_ShadowAtlasResolution: 256
m_ShaderVariantLogLevel: 0 m_ShaderVariantLogLevel: 0
m_VolumeFrameworkUpdateMode: 0
m_ShadowCascades: 2

View File

@@ -5,9 +5,12 @@ EditorBuildSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes:
- enabled: 1 - enabled: 0
path: Assets/Scenes/DO_NOT_TOUCH.unity path: Assets/Scenes/DO_NOT_TOUCH.unity
guid: 9fc0d4010bbf28b4594072e72b8655ab guid: 9fc0d4010bbf28b4594072e72b8655ab
- enabled: 1
path: Assets/Scenes/JoonasP/SampleScene.unity
guid: 84eaff0e1a543c244920ec3c1b11b50f
m_configObjects: m_configObjects:
Unity.XR.Oculus.Settings: {fileID: 11400000, guid: bfa1182bd221b4ca89619141f66f1260, Unity.XR.Oculus.Settings: {fileID: 11400000, guid: bfa1182bd221b4ca89619141f66f1260,
type: 2} type: 2}

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@@ -147,17 +147,17 @@ PlayerSettings:
- {fileID: 0} - {fileID: 0}
- {fileID: 0} - {fileID: 0}
- {fileID: 0} - {fileID: 0}
- {fileID: -990268426630310298, guid: a9a6963505ddf7f4d886008c6dc86122, type: 2}
- {fileID: -8196854396901781169, guid: 1a4c68ca72a83449f938d669337cb305, type: 2}
- {fileID: 11400000, guid: bfa1182bd221b4ca89619141f66f1260, type: 2}
- {fileID: 0} - {fileID: 0}
- {fileID: 0} - {fileID: 0}
- {fileID: 0} - {fileID: 0}
- {fileID: 0} - {fileID: 0}
- {fileID: 0} - {fileID: 0}
- {fileID: 11400000, guid: bfa1182bd221b4ca89619141f66f1260, type: 2} - {fileID: 0}
- {fileID: -8196854396901781169, guid: 1a4c68ca72a83449f938d669337cb305, type: 2} - {fileID: 0}
- {fileID: -990268426630310298, guid: a9a6963505ddf7f4d886008c6dc86122, type: 2} - {fileID: 0}
- {fileID: 0}
- {fileID: 0}
- {fileID: 0}
metroInputSource: 0 metroInputSource: 0
wsaTransparentSwapchain: 0 wsaTransparentSwapchain: 0
m_HolographicPauseOnTrackingLoss: 1 m_HolographicPauseOnTrackingLoss: 1
@@ -728,7 +728,7 @@ PlayerSettings:
PS4: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2 PS4: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
PS5: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2 PS5: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
Stadia: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2 Stadia: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
Standalone: RH_SerializedDictionary;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2 Standalone: RH_SerializedDictionary;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2;GRIFFIN_URP;POSEIDON;POSEIDON_URP;JUPITER;GRIFFIN;TEXTURE_GRAPH;GRIFFIN_2021;TG_SEARCHER
WebGL: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2 WebGL: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
Windows Store Apps: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2 Windows Store Apps: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
XboxOne: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2 XboxOne: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2