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arlo-movem
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Shumpei
| Author | SHA1 | Date | |
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| e2e9f175bb |
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@@ -1,36 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Hover : MonoBehaviour
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{
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Material material;
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Color color;
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Outline outline;
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void Start()
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{
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material = GetComponent<Renderer>().material;
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color = material.color;
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outline = gameObject.GetComponent<Outline>();
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}
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void Update()
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{
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|
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}
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public void HoverStart()
|
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{
|
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outline.enabled = true;
|
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}
|
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|
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public void HoverEnd()
|
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{
|
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outline.enabled = false;
|
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}
|
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}
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@@ -1,33 +0,0 @@
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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using UnityEngine.InputSystem;
|
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|
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public class Menu : MonoBehaviour
|
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{
|
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public InputActionReference toggleReference;
|
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|
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// Start is called before the first frame update
|
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void Awake()
|
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{
|
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toggleReference.action.started += Toggle;
|
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}
|
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|
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private void OnDestroy()
|
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{
|
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toggleReference.action.started -= Toggle;
|
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}
|
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|
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void Toggle(InputAction.CallbackContext context)
|
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{
|
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bool isActive = gameObject.active;
|
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gameObject.SetActive(!isActive);
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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@@ -28,10 +28,4 @@ public class NoddingMovement : MonoBehaviour
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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));
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}
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}
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}
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}
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public void toggle()
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{
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bool isActive = this.enabled;
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this.enabled = (!isActive);
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}
|
}
|
||||||
|
|||||||
@@ -1,21 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class TestRotator : MonoBehaviour
|
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||||||
{
|
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|
|
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private GameObject cube;
|
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// Start is called before the first frame update
|
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void Start()
|
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{
|
|
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cube = GameObject.Find("Cube (1)");
|
|
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}
|
|
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|
|
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// Update is called once per frame
|
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void Update()
|
|
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{
|
|
||||||
cube.transform.Rotate(0, 1, 0);
|
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}
|
|
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}
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userData:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 9adca1c7b59a20f4bb90dbdce4aeceaf
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64
Assets/Project Files/Scripts/Shumpei/ArmSwingLocomotion.cs
Normal file
64
Assets/Project Files/Scripts/Shumpei/ArmSwingLocomotion.cs
Normal file
@@ -0,0 +1,64 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class ArmSwingLocomotion : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject LeftHand;
|
||||||
|
public GameObject RightHand;
|
||||||
|
public GameObject CenterEyeCamera;
|
||||||
|
public GameObject ForwardDirection;
|
||||||
|
|
||||||
|
private Vector3 PositionPreviousFrameLeftHand;
|
||||||
|
private Vector3 PositionPreviousFrameRightHand;
|
||||||
|
private Vector3 PlayerPositionPreviousFrame;
|
||||||
|
private Vector3 PlayerPositionCurrentFrame;
|
||||||
|
private Vector3 PositionCurrentFrameLeftHand;
|
||||||
|
private Vector3 PositionCurrentFrameRightHand;
|
||||||
|
|
||||||
|
public float Speed;
|
||||||
|
private float HandSpeed;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
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|
void Start()
|
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|
{
|
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|
PlayerPositionPreviousFrame = transform.position;
|
||||||
|
PositionPreviousFrameLeftHand = LeftHand.transform.position;
|
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|
PlayerPositionPreviousFrame = RightHand.transform.position;
|
||||||
|
}
|
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|
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|
// Update is called once per frame
|
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|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
float Yrot = CenterEyeCamera.transform.eulerAngles.y;
|
||||||
|
ForwardDirection.transform.eulerAngles = new Vector3(0, Yrot, 0);
|
||||||
|
|
||||||
|
PositionCurrentFrameLeftHand = LeftHand.transform.position;
|
||||||
|
PositionCurrentFrameRightHand = RightHand.transform.position;
|
||||||
|
|
||||||
|
PlayerPositionCurrentFrame = transform.position;
|
||||||
|
|
||||||
|
//Debug.Log("Previous" + PositionPreviousFrameLeftHand);
|
||||||
|
//Debug.Log("Current" + PositionCurrentFrameLeftHand);
|
||||||
|
|
||||||
|
var playerDistanceMoved = Vector3.Distance(PlayerPositionCurrentFrame, PlayerPositionPreviousFrame);
|
||||||
|
var leftHandDistanceMoved = Vector3.Distance(PositionCurrentFrameLeftHand, PositionPreviousFrameLeftHand);
|
||||||
|
var rightHandDistanceMoved = Vector3.Distance(PositionCurrentFrameRightHand, PositionPreviousFrameRightHand);
|
||||||
|
|
||||||
|
HandSpeed = ((leftHandDistanceMoved - playerDistanceMoved) + (rightHandDistanceMoved - playerDistanceMoved));
|
||||||
|
|
||||||
|
if (Time.timeSinceLevelLoad > 1f)
|
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|
{
|
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|
transform.position += ForwardDirection.transform.forward * HandSpeed * Speed * Time.deltaTime;
|
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|
}
|
||||||
|
|
||||||
|
PositionPreviousFrameLeftHand = PositionCurrentFrameLeftHand;
|
||||||
|
PositionPreviousFrameRightHand = PositionCurrentFrameRightHand;
|
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|
|
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|
PlayerPositionPreviousFrame = PlayerPositionCurrentFrame;
|
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|
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|
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Quick Outline
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=============
|
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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
|
|
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at runtime.
|
|
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|
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You can also add outlines programmatically with:
|
|
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|
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var outline = gameObject.AddComponent<Outline>();
|
|
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|
|
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outline.OutlineMode = Outline.Mode.OutlineAll;
|
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outline.OutlineColor = Color.yellow;
|
|
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outline.OutlineWidth = 5f;
|
|
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|
|
||||||
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.
|
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2. Disable 'Optimize Mesh Data' in the player settings.
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//
|
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// OutlineFill.shader
|
|
||||||
// QuickOutline
|
|
||||||
//
|
|
||||||
// Created by Chris Nolet on 2/21/18.
|
|
||||||
// Copyright © 2018 Chris Nolet. All rights reserved.
|
|
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//
|
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||||||
|
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||||||
Shader "Custom/Outline Fill" {
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Properties {
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
|
|
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|
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_OutlineColor("Outline Color", Color) = (1, 1, 1, 1)
|
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_OutlineWidth("Outline Width", Range(0, 10)) = 2
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}
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}
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Pass {
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Name "Fill"
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ZTest [_ZTest]
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ZWrite Off
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ColorMask RGB
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float3 smoothNormal : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
|
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float4 position : SV_POSITION;
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fixed4 color : COLOR;
|
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UNITY_VERTEX_OUTPUT_STEREO
|
|
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};
|
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|
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uniform fixed4 _OutlineColor;
|
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uniform float _OutlineWidth;
|
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|
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v2f vert(appdata input) {
|
|
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v2f output;
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|
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal;
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float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
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output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0);
|
|
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output.color = _OutlineColor;
|
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|
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return output;
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}
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fixed4 frag(v2f input) : SV_Target {
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return input.color;
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}
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ENDCG
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//
|
|
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// OutlineMask.shader
|
|
||||||
// QuickOutline
|
|
||||||
//
|
|
||||||
// Created by Chris Nolet on 2/21/18.
|
|
||||||
// Copyright © 2018 Chris Nolet. All rights reserved.
|
|
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//
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Shader "Custom/Outline Mask" {
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@@ -1,309 +0,0 @@
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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:
|
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|
||||||
"com.unity.render-pipelines.universal": "12.1.4",
|
"com.unity.render-pipelines.universal": "12.1.4",
|
||||||
"com.unity.searcher": "4.9.1",
|
"com.unity.searcher": "4.9.2",
|
||||||
"com.unity.test-framework": "1.1.29",
|
"com.unity.test-framework": "1.1.29",
|
||||||
"com.unity.textmeshpro": "3.0.6",
|
"com.unity.textmeshpro": "3.0.6",
|
||||||
"com.unity.timeline": "1.6.3",
|
"com.unity.timeline": "1.6.3",
|
||||||
|
|||||||
@@ -152,7 +152,7 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"com.unity.searcher": {
|
"com.unity.searcher": {
|
||||||
"version": "4.9.1",
|
"version": "4.9.2",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
|
|||||||
@@ -6,7 +6,7 @@ EditorBuildSettings:
|
|||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Scenes:
|
m_Scenes:
|
||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/Scenes/DO_NOT_TOUCH.unity
|
path: Assets/SimpleNaturePack/Scenes/DO_NOT_TOUCH.unity
|
||||||
guid: 9fc0d4010bbf28b4594072e72b8655ab
|
guid: 9fc0d4010bbf28b4594072e72b8655ab
|
||||||
m_configObjects:
|
m_configObjects:
|
||||||
Unity.XR.Oculus.Settings: {fileID: 11400000, guid: bfa1182bd221b4ca89619141f66f1260,
|
Unity.XR.Oculus.Settings: {fileID: 11400000, guid: bfa1182bd221b4ca89619141f66f1260,
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
Reference in New Issue
Block a user