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forked from cgvr/DeltaVR

archery range glass display tank + wire

This commit is contained in:
2026-01-11 12:04:21 +02:00
parent ce75a1f343
commit 997bb457ba
10 changed files with 431 additions and 9 deletions

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@@ -162,7 +162,7 @@ public class ArcheryRange : NetworkBehaviour
ArcheryTarget archeryTarget = targetObject.AddComponent<ArcheryTarget>();
archeryTarget.pointsText = archeryTargetPointsText;
Rigidbody rigidbody = targetObject.GetComponent<Rigidbody>();
Rigidbody rigidbody = targetObject.AddComponent<Rigidbody>();
rigidbody.useGravity = false;
rigidbody.isKinematic = true;

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@@ -149,7 +149,7 @@ namespace _PROJECT.NewHandPresence
{
if (leftHand == null || rightHand == null)
{
Debug.Log("Left or right hand is null");
//Debug.Log("Left or right hand is null");
return false;
}

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@@ -12,8 +12,13 @@ public class ArcheryRangeModelGenerationController : MonoBehaviour
public Texture2D GeneratedTexture { get; private set; }
public Image imageDisplay;
public Transform modelSpawnPoint;
public GameObject GeneratedModel { get; private set; }
public float generatedObjectRotationSpeed = 10f;
public Transform modelDisplay;
public Material modelDisplayActiveMaterial;
public Transform wire;
public Material wireActiveMaterial;
// Start is called before the first frame update
void Start()
@@ -25,7 +30,10 @@ public class ArcheryRangeModelGenerationController : MonoBehaviour
// Update is called once per frame
void Update()
{
if (GeneratedModel != null)
{
GeneratedModel.transform.Rotate(Vector3.up, generatedObjectRotationSpeed * Time.deltaTime);
}
}
private async void InvokeImageGeneration()
@@ -48,11 +56,13 @@ public class ArcheryRangeModelGenerationController : MonoBehaviour
byte[] encodedModel = await TrellisClient.Instance.GenerateModel(encodedTexture);
GameObject spawnedObject = await PipelineManager.Instance.SpawnModel(encodedModel);
spawnedObject.AddComponent<Rigidbody>();
spawnedObject.transform.parent = modelSpawnPoint;
spawnedObject.transform.position = modelSpawnPoint.position;
// Destroy previous generated object
Destroy(GeneratedModel);
spawnedObject.transform.parent = modelDisplay;
spawnedObject.transform.position = modelDisplay.position;
GeneratedModel = spawnedObject;
OnModelReady();
modelGenerationButton.MoveButtonUp();
}
@@ -83,4 +93,14 @@ public class ArcheryRangeModelGenerationController : MonoBehaviour
return sprite;
}
private void OnModelReady()
{
foreach (MeshRenderer meshRenderer in wire.GetComponentsInChildren<MeshRenderer>())
{
meshRenderer.material = wireActiveMaterial;
}
modelDisplay.GetComponent<MeshRenderer>().material = modelDisplayActiveMaterial;
}
}

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@@ -0,0 +1,97 @@
using UnityEngine;
[RequireComponent(typeof(AudioSource))]
public class MicrophoneTesting : MonoBehaviour
{
[Header("Mic settings")]
[Tooltip("Leave empty for default device")]
public string deviceName = "";
[Range(1, 60)] public int bufferLengthSec = 10; // rolling buffer for mic clip
public int requestedSampleRate = 48000; // 48000 is best match for Quest & many headsets
public bool playOnStart = true;
[Header("Runtime")]
public bool isRecording;
public bool isPlaying;
private AudioSource _src;
private AudioClip _micClip;
void Awake()
{
_src = GetComponent<AudioSource>();
_src.loop = true; // continuous playback
_src.playOnAwake = false; // we will start manually
}
void Start()
{
if (playOnStart)
StartLoopback();
}
public void StartLoopback()
{
if (isRecording) return;
// Pick default mic if none specified
string dev = deviceName;
if (string.IsNullOrEmpty(dev) && Microphone.devices.Length > 0)
dev = Microphone.devices[0];
// Optionally query supported sample range
Microphone.GetDeviceCaps(dev, out int minFreq, out int maxFreq);
int sampleRate = requestedSampleRate;
if (minFreq != 0 && maxFreq != 0)
{
// Clamp to supported range
sampleRate = Mathf.Clamp(requestedSampleRate, minFreq, maxFreq);
}
// Start recording into an AudioClip Unity manages
_micClip = Microphone.Start(dev, true, bufferLengthSec, sampleRate);
isRecording = true;
Debug.Log("Recording started. device name:");
Debug.Log(Microphone.GetPosition(deviceName));
// Wait until the mic has written at least one sample
StartCoroutine(PlayWhenReady());
}
System.Collections.IEnumerator PlayWhenReady()
{
// Ensure mic buffer has started writing
Debug.Log("device name: " + deviceName);
while (Microphone.GetPosition(deviceName) <= 0)
{
Debug.Log("Stuck in enumerator");
yield return null;
}
_src.clip = _micClip;
Debug.Log("Playing clip " + _src.clip);
_src.Play();
isPlaying = true;
}
public void StopLoopback()
{
if (!isRecording) return;
_src.Stop();
if (_micClip != null)
{
Microphone.End(null); // stop default device
_micClip = null;
}
isPlaying = false;
isRecording = false;
}
void OnDisable()
{
StopLoopback();
}
}

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