1
0
forked from cgvr/DeltaVR

95 Commits

Author SHA1 Message Date
4e55b7e9ab made shape scanner ray colliders higher 2026-03-25 13:46:57 +02:00
dea42068f7 cafe gen items slightly smaller 2026-03-25 13:38:30 +02:00
b021fd0110 remove whisper-small, add and use whisper base EN 2026-03-25 13:03:22 +02:00
7b45d623d1 add whisper-small and whisper-tiny, use tiny 2026-03-23 10:09:58 +02:00
f42356dd7a remove mic buffer clearing functionality 2026-03-23 09:55:58 +02:00
50002adb61 remove audio loopback functionality 2026-03-23 09:22:20 +02:00
ee629e2593 assigned correct collision layer to tutorial cubes 2026-03-20 14:51:27 +02:00
4796869a29 professor final voice line comes from himself, not radio 2026-03-20 14:50:15 +02:00
398f22efdd added 'END PLAYBACK' to removing strings 2026-03-17 10:36:12 +02:00
b40b075540 update TODO 2026-03-16 15:59:54 +02:00
cad4c2cbbc mouth animation correctly plays even if previous voiceline is interrupted 2026-03-16 15:40:31 +02:00
6a77893ed7 archery range npc voicelines for completing round and submitting name 2026-03-16 15:32:46 +02:00
439094f74a professor says thank you after player enters room 2026-03-16 15:09:14 +02:00
c78886e492 professor says good job after first config done 2026-03-16 14:59:10 +02:00
3edef118af add new voiceline files, remove FMOD cache folder 2026-03-16 14:23:02 +02:00
d6c2878491 simplify shape scanner code 2026-03-16 12:31:43 +02:00
f101de5390 remove SelectExit from shape scanner 2026-03-16 12:29:07 +02:00
58d5f24069 delete copy scene 2026-03-16 12:06:53 +02:00
2c8c146a5f fixed bug with shape scanner destroying not whole scannable object, deleted Parent-GeneratedModel objects from scene 2026-03-16 12:04:03 +02:00
db60947749 fix shapescanner incorrect ray counting and make asynchronous 2026-03-16 11:28:58 +02:00
717964affd fixed bug with radio not recording voice 2026-03-15 12:40:27 +02:00
e0492595e1 moved spawn point to cgvr lab, adjusted tp points heights 2026-03-14 17:43:43 +02:00
e56e3f3618 cheat keys also rotate player after teleport 2026-03-12 19:08:05 +02:00
fc083e7d81 npcs turn towards the player separately from being aggroed 2026-03-12 18:57:30 +02:00
a6a6b036ca reduced shape scanner conf count, fix bug with HUD 2026-03-12 18:07:55 +02:00
b1fe32bdf2 professor has his own radio 2026-03-12 17:32:53 +02:00
6e9e5cb4d4 releasing radio button starts feeding silence into Whisper stream 2026-03-12 17:16:34 +02:00
f6b46784bf archery range mic particles slower, wider cone area, shorter lifetime 2026-03-12 16:37:38 +02:00
fca8453a26 continuous collision for cafe spawned objects 2026-03-12 16:32:47 +02:00
07e42ea60b treat more words as positive, make serving tray larger 2026-03-12 16:27:58 +02:00
d85953e02f radio button is pressable only when radio is held 2026-03-12 16:10:49 +02:00
d969d3b77c update readme 2026-03-11 18:10:36 +02:00
9fbd08eb25 archery range spawned objects are rotated towards the player 2026-03-11 17:08:16 +02:00
c19026c0ac made archery range rounds shorter (30 sec) 2026-03-11 17:02:12 +02:00
7b740ea80d shape scanner updates display on start 2026-03-11 16:59:55 +02:00
7a37566296 change shape checker configurations + fix bug with rounding 2026-03-07 16:05:37 +02:00
944b4f0827 adjust insertion and ejection holes transforms 2026-03-07 14:28:43 +02:00
69ff74911c professor waits a few sec before starting to leave 2026-03-07 14:17:31 +02:00
68fe5357d2 professor walks away after having been saved 2026-03-07 13:46:26 +02:00
b583b00303 archery range npc waits a bit before speaking after mic usage 2026-03-07 12:40:17 +02:00
a3b0a20357 add particle effects to archery range model display 2026-03-07 12:33:43 +02:00
f1fc906ae5 add particle effects to 3d printer 2026-03-07 11:59:46 +02:00
96b21d0df9 shape scanner emits particles on config complete 2026-03-07 11:36:43 +02:00
dc077d5ac6 clear out highscores 2026-03-06 18:19:23 +02:00
08c9febd98 archery range mic emits particles + recording is clearer to player 2026-03-06 18:16:45 +02:00
c0e7f292a0 radio particle emission rate corresponds with mic input volume 2026-03-06 17:41:52 +02:00
1bef5a6815 radio button is disabled before radio is grabbed 2026-03-06 17:06:41 +02:00
ba4c7ed631 computer printer Enter key is disabled before radio has been used 2026-03-06 16:55:54 +02:00
2188f16cff radio transmitter emits particles towards computer screen 2026-03-05 13:44:32 +02:00
33b86e09ae radio transmitter keeps transmitting until text processing is completed 2026-03-05 12:52:29 +02:00
22f6982c4c cafe waiter brings food on a serving tray 2026-03-05 12:27:38 +02:00
73fad024c0 made radio button collision less flaky 2026-03-01 13:44:40 +02:00
5e6bb24c27 on shape scanner completion, door is unlocked, shape scanner initializes empty config, quest marker moves to npc 2026-03-01 13:15:51 +02:00
95e67b9870 shape scanner supports multiple object scanning, always destroys colliding objects on config completion 2026-03-01 11:30:33 +02:00
dfdb47b94a change mic icon colour to grey/green 2026-02-28 15:42:15 +02:00
d6a63a5de6 microphone stand has separate enter and exit proximity triggers 2026-02-28 15:18:57 +02:00
9d780f4dbc npc characters have separate trigger enter and exit areas 2026-02-28 15:00:16 +02:00
df44849d0d add pen, animate writing when npc listening to order 2026-02-28 14:01:07 +02:00
e47983fbf9 custom notepad model, custom fonts to notepad and computer screen 2026-02-28 12:33:28 +02:00
2d057ac2ba replaced computer printer model, enter key correct sound effect 2026-02-28 12:03:52 +02:00
d7c2634bda new table model in archery range, disable buttons at first, play printing sound 2026-02-28 11:31:13 +02:00
f82358b0c8 radio nonkinematic rigidbody, continuous collision detection 2026-02-26 17:52:01 +02:00
8b141a153f added invisible walls, made 3d printer smaller, added highlighter to 3d printer hole 2026-02-26 17:11:11 +02:00
8ebcbb15e8 made archery range generated targets larger, add lights 2026-02-26 16:48:29 +02:00
1471722ed4 use cable models in archery range 2026-02-26 11:24:14 +02:00
f7707b4a7f add more TODO notes from Game In Tartu to readme 2026-02-26 10:41:55 +02:00
8a3f10a9a2 cafe waiter npc and mic detect speech more 2026-02-21 22:06:23 +02:00
dbd2cdca0d fix target ufo prefab 2026-02-21 20:46:24 +02:00
1a29f785b8 improve fmod whisper bridge and radio button using it 2026-02-21 20:25:12 +02:00
c968e6bed4 added cheat keys to teleport player to minigames 2026-02-21 19:40:08 +02:00
efd42d3907 increase npc collider heights + minor fixes 2026-02-21 08:47:33 +02:00
d206502ab3 fix radio button flakiness 2026-02-18 14:55:31 +02:00
255f3c1696 rename prefabs 2026-02-17 19:14:14 +02:00
4e5cee129d put shape scanner model and rays into game 2026-02-17 19:09:32 +02:00
dfcce63371 quest marker slowly moves towards next target position 2026-02-17 17:50:10 +02:00
5c7103a79b radio button can be released 2026-02-17 17:40:46 +02:00
8e606782ab added Radio model, npc correctly speaks when interacting with elements 2026-02-15 13:57:13 +02:00
85df2ce45d import new improved models 2026-02-15 12:46:18 +02:00
bd8a3d90ca printer spawns object in correct place, size, and plays sound 2026-02-15 12:38:13 +02:00
46400bc1f0 printer input hole animation 2026-02-15 12:07:34 +02:00
17c9122a14 can insert printable into 3d printer, 3d printer starts printing 2026-02-14 16:08:13 +02:00
884459842e computer screen shows text, pressing enter key prints out image 2026-02-14 15:22:37 +02:00
4c7e0bfbee add models and use them in archery range minigame 2026-02-14 13:48:13 +02:00
60951161ed quest marker hovers above specified target 2026-02-13 17:40:37 +02:00
1f632c60bc shape detection npc speaks from radio, avoid interrupting voicelines 2026-02-13 17:01:16 +02:00
c07fb1fe1e forgot to update TODO in readme 2026-02-12 15:54:30 +02:00
cf709f4dc9 NPCs move quest marker around to next objectives 2026-02-12 15:54:01 +02:00
3d804dfdaf quest marker that floats up and down and turns towards player 2026-02-12 15:23:54 +02:00
d0b909a1ab created ShapeDetectionNPC with voicelines, moved shape detection minigame controller logic inside it 2026-02-12 12:22:23 +02:00
dc55e8d884 moved archery range model generation logic to npc script, added corresponding voicelines 2026-02-08 12:28:59 +02:00
53295a60ed Merge branch 'cgvr-master' 2026-02-08 10:49:43 +02:00
449953b393 Removed unused namespaces from ConfigManager. 2026-02-07 16:45:20 +02:00
95ea7a2625 Removed dead code. File.WriteAllText and File.ReadAllText seem to work fine (no need for file streaming). 2026-02-07 15:14:26 +02:00
2f12ef4aff Formatting fix. C# functions start with a uppercase letter. 2026-02-07 15:13:03 +02:00
2ba8b4d1b5 Moved the ConfigManager script to the Scripts folder and ConfigManager prefab to the Prefabs folder. 2026-02-07 15:11:12 +02:00
657 changed files with 37885 additions and 2100 deletions

3
.gitignore vendored
View File

@@ -104,6 +104,9 @@ NetrworkManagerUI.prefab.meta
CustomNetworkManager.prefab
CustomNetworkManager.prefab.meta
#FMOD Studio
DeltaVRFMOD/.cache
# Project-specific files
config.json

View File

@@ -1,18 +1,27 @@
### TODO
* shape scanner:
* peenikesemad kiired
* mitte lihtsalt ontriggerenter ja -exit, sest kui mitu objekti lähevad samal ajal sisse
* mustad kiired on halvasti nähtavad pruuni materjali taustal
* archery range:
* kui midagi laeb (wire aktiivne), siis particle'id võiks voolata mööda toru
* highscore json tühjaks
* quest marker järjest järgmise tegevuse kohal: mikrofon, siis nupud
* character billboard:
* pidev krabamise heli, kui kahe käega korraga krabada: "(Un)requesting ownership of Cube"
* FMOD ChannelControl errorid
* keyboard numbrid ei tööta pärast minigame'i completemist?
* speech-to-text:
* vahepeal lakkab töötamast lih??? tundub et siis kui pikalt tühjust salvestab? ei, vahepeal läheb kohe alguses ka
* sööta talle nulle kui on disabled, sest ikka kuidagi tuvastab eelnevat rääkimist
* uurida miks buildis Whisper halvemini töötab
* npc character:
* klaas on näha temast eespool
* shape detection:
* peab mängijale kuidagi selgitama, kuidas scale'ida prinditud objekte
* prinditud objekti scale'imisele min ja max size limiit
* 3d printerile soft particle'id, et ei oleks teravaid ääri seina sisse minnes
* archery range:
* archery targetite rework, et buildis ka töötaks
* võiks jääda kordama viimast instruktsiooni, kui mängija ei progressi edasi
* UFO möödalendamise animation/cutscene alguses kui ütleb "delta attacked by ufos" + panna juba alguses kapsli sisse ufo pöörlema
* cafe:
* võiks saada hinnata saadud tellimust
* "order again" nupp
Can't/Won't Do:
* glTF loading: vahetada ära shader Universal render pipelin Lit, mitte panna buildi kaasa glTf oma - **ei saa, objekt on siis ilma tekstuurita, lihtsalt hall**
* user prefs: settinguid meelde jätta - **juba sain continuous movementi sisse lülitada by default, rohkem pole vaja**
* glTF loading: vahetada ära shader Universal render pipeline Lit, mitte panna buildi kaasa glTf oma - **ei saa, objekt on siis ilma tekstuurita, lihtsalt hall**
### Notes
@@ -23,3 +32,8 @@ Can't/Won't Do:
* Getting Whisper stream to work with FMOD instead of Unity default audio
* TRELLIS: added functionality to specify texture baking optimisation total steps as an argument (`texture_opt_total_steps`), to replace the hardcoded 2500. But this is not tracked in Git (because modified this https://github.com/IgorAherne/trellis-stable-projectorz/releases/tag/latest)
* Custom Shader Variant Collection to include glTF-pbrMetallicRoughness shader in build
Katse tähelepanekud:
* peab väga proper english accenti tegema
* mõne inimese puhul kuuleb "cat" asemel "cut"
* kui helitugevus oli liiga suur siis cafe waiter kuulis kohviku taustaheli taldriku klirinat kui "piano music"

View File

@@ -6,9 +6,17 @@ import numpy as np
FRAME_DURATION = 0.02 # 20 ms windows
GAIN = 1.0 # multiply RMS values (set to e.g. 30.0 if you want larger values)
EXTENSION = ".txt" # output file extension
OVERWRITE = False # set True to regenerate even if .txt exists
def process_wav(filepath):
# Compute output path first (so we can decide whether to skip)
out_path = os.path.splitext(filepath)[0] + EXTENSION
if not OVERWRITE and os.path.exists(out_path):
print(f"Skipping (already exists): {out_path}")
return
print(f"Processing: {filepath}")
# Load audio
@@ -29,7 +37,6 @@ def process_wav(filepath):
rms = rms * GAIN
# Save to .txt
out_path = os.path.splitext(filepath)[0] + EXTENSION
np.savetxt(out_path, rms, fmt="%.8f")
print(f"Saved RMS → {out_path}")

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@@ -20,6 +20,7 @@ public class ArcheryRange : NetworkBehaviour
public Transform targetEndPosition;
public GameObject targetPrefab;
public StartTarget startTarget;
public QuestMarker questMarker;
public GameObject archeryTargetPointsText;
@@ -27,8 +28,9 @@ public class ArcheryRange : NetworkBehaviour
public Vector3 maxRandomOffset = new Vector3(0f, 2f, 5f);
public float roundLength = 60f;
public float targetSpawnTime = 3f;
public float targetSizeIncrease = 10f;
public ArcheryRangeModelGenerationController modelGenerationController;
public ModelDisplay modelDisplay;
public KeyboardManager keyboardManager;
private List<ArcheryTarget> _targets;
@@ -83,7 +85,6 @@ public class ArcheryRange : NetworkBehaviour
_presentPlayers.Remove(exitedPlayer); // Shifts others left automatically
if (exitedPlayer == _scoredPlayer) keyboardManager.DeActivate(); // If the player <20>refuses to enter their name.
}
@@ -133,16 +134,17 @@ public class ArcheryRange : NetworkBehaviour
private ArcheryTarget SpawnTarget(Vector3 randomPos)
{
GameObject targetObject;
if (modelGenerationController.GeneratedModel == null)
if (modelDisplay.Model == null)
{
// spawn default UFO
targetObject = Instantiate(targetPrefab, randomPos, Quaternion.identity, null);
} else
{
// spawn generated model
targetObject = Instantiate(modelGenerationController.GeneratedModel, randomPos, Quaternion.identity, null);
targetObject = Instantiate(modelDisplay.Model, randomPos, Quaternion.identity, null);
InitializeArcheryTargetObject(targetObject);
}
targetObject.transform.rotation = targetStartPosition.rotation;
ArcheryTarget target = targetObject.GetComponent<ArcheryTarget>();
target.endPosition = targetEndPosition.position;
@@ -162,6 +164,8 @@ public class ArcheryRange : NetworkBehaviour
targetObject.AddComponent<NetworkObject>();
targetObject.AddComponent<NetworkTransform>();
targetObject.transform.localScale *= targetSizeIncrease;
}
@@ -210,6 +214,8 @@ public class ArcheryRange : NetworkBehaviour
_roundEndTime = Time.time + roundLength;
_nextTargetTime = Time.time;
_roundActive = true;
questMarker.gameObject.SetActive(false);
}
public void AddScore(float distance)

View File

@@ -8,6 +8,11 @@ public class KeyboardManager : NetworkBehaviour
{
public enum ShiftMode { Lowercase, NextUppercase, Uppercase }
public delegate void OnActivateDelegate();
public event OnActivateDelegate OnActivate;
public delegate void OnSubmitDelegate();
public event OnSubmitDelegate OnSubmit;
[Header("UI References")]
public TMP_Text nameTextField;
public TMP_Text scoreTextField;
@@ -57,6 +62,7 @@ public class KeyboardManager : NetworkBehaviour
gameObject.transform.position = assignedTransform.position;
gameObject.transform.rotation = assignedTransform.rotation;
OnActivate?.Invoke();
}
public void DeActivate()
@@ -64,7 +70,7 @@ public class KeyboardManager : NetworkBehaviour
gameObject.SetActive(false);
}
private void addToInput(string newInput)
private void AddToInput(string newInput)
{
if (_input.Length < inputTextLimit)
@@ -82,13 +88,13 @@ public class KeyboardManager : NetworkBehaviour
switch (_shiftMode)
{
case ShiftMode.Lowercase:
addToInput(letter.ToLower());
AddToInput(letter.ToLower());
break;
case ShiftMode.Uppercase:
addToInput(letter.ToUpper());
AddToInput(letter.ToUpper());
break;
case ShiftMode.NextUppercase:
addToInput(letter.ToUpper());
AddToInput(letter.ToUpper());
_shiftMode = ShiftMode.Lowercase;
UpdateKeyLabels();
break;
@@ -124,6 +130,7 @@ public class KeyboardManager : NetworkBehaviour
void OnEnterPressed()
{
AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.LetterEnter, enterButton.gameObject);
OnSubmit?.Invoke();
if (_input.Length > 0)
{
@@ -136,7 +143,7 @@ public class KeyboardManager : NetworkBehaviour
{
AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.LetterEnter, spaceButton.gameObject);
addToInput(" ");
AddToInput(" ");
UpdateOutput();
}

View File

@@ -4411,7 +4411,7 @@ SphereCollider:
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Radius: 0.1
m_Radius: 0.06
m_Center: {x: 0, y: 0, z: 0}
--- !u!1 &5893976019349174190
GameObject:
@@ -6732,7 +6732,7 @@ SphereCollider:
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Radius: 0.1
m_Radius: 0.06
m_Center: {x: 0, y: 0, z: 0}
--- !u!1 &7486924273507720172
GameObject:
@@ -10365,6 +10365,11 @@ PrefabInstance:
propertyPath: leftHand
value:
objectReference: {fileID: 8597422041532106397}
- target: {fileID: 3290095342561961842, guid: d90913a7f0b00844a8c4482b2afc2c66,
type: 3}
propertyPath: m_Enabled
value: 1
objectReference: {fileID: 0}
- target: {fileID: 3290095342561961842, guid: d90913a7f0b00844a8c4482b2afc2c66,
type: 3}
propertyPath: rightHand
@@ -10390,6 +10395,11 @@ PrefabInstance:
propertyPath: m_Name
value: TutorialController
objectReference: {fileID: 0}
- target: {fileID: 6405559763661037305, guid: d90913a7f0b00844a8c4482b2afc2c66,
type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []

View File

@@ -35,17 +35,17 @@ public class SliderToVCA : AbstractValueController
switch (target)
{
case VCATarget.Master:
return ConfigManager.instance.getVolumeMaster();
return ConfigManager.instance.GetVolumeMaster();
case VCATarget.Ambiences:
return ConfigManager.instance.getVolumeAmbient();
return ConfigManager.instance.GetVolumeAmbient();
case VCATarget.Music:
return ConfigManager.instance.getVolumeMusic();
return ConfigManager.instance.GetVolumeMusic();
case VCATarget.SFX:
return ConfigManager.instance.getVolumeSFX();
return ConfigManager.instance.GetVolumeSFX();
case VCATarget.UI:
return ConfigManager.instance.getVolumeUI();
return ConfigManager.instance.GetVolumeUI();
case VCATarget.Voiceovers:
return ConfigManager.instance.getVolumeVO();
return ConfigManager.instance.GetVolumeVO();
default:
return 0.5f;
}

View File

@@ -168,20 +168,14 @@ public class TutorialAudioListener : MonoBehaviour
private EventReference GetGrabEvent(GrabSoundType type)
{
switch (type)
return type switch
{
case GrabSoundType.Bow:
return FMODEvents.Instance.BowGrab;
case GrabSoundType.Sprayer:
return FMODEvents.Instance.SprayerGrab;
GrabSoundType.Bow => FMODEvents.Instance.BowGrab,
GrabSoundType.Sprayer => FMODEvents.Instance.SprayerGrab,
//Add more objects for grabbing here and do not forget to define them in FMODEvents.cs
//Add the GrabAudioProfile.cs component to an object instance
default:
return FMODEvents.Instance.DefaultGrab;
}
_ => FMODEvents.Instance.DefaultGrab,
};
}
private void HandleGrab(XRGrabInteractable grab)
@@ -195,10 +189,6 @@ public class TutorialAudioListener : MonoBehaviour
: GrabSoundType.Default;
EventReference grabEvent = GetGrabEvent(type);
Debug.Log(grabEvent);
AudioManager.Instance.PlayAttachedInstance(grabEvent, grab.gameObject);
}
}

View File

@@ -31,6 +31,7 @@ namespace _PROJECT.NewHandPresence
private XRControllerHintController _leftHintController;
private XRControllerHintController _rightHintController;
private XRBaseInteractor lastInteractor = null;
private SmartHandPresence _leftSmartHandPresence;
private SmartHandPresence _rightSmartHandPresence;
@@ -244,16 +245,22 @@ namespace _PROJECT.NewHandPresence
StopCoroutine(initializationInfoCoroutine);
}
private void OnGripPerformed(SelectEnterEventArgs arg0)
private void OnGripPerformed(SelectEnterEventArgs args)
{
var grab = arg0.interactableObject as XRGrabInteractable;
// Notify any listeners
OnGrab?.Invoke(grab);
var interactor = args.interactorObject as XRBaseInteractor;
var interactable = args.interactableObject as XRGrabInteractable;
if (_state != TutorialState.Grip) return;
Debug.Log("Grip performed");
UpdateState(_state.Next());
if (lastInteractor == interactor)
return; // same hand grabbing again
lastInteractor = interactor;
OnGrab?.Invoke(interactable as XRGrabInteractable);
if (_state == TutorialState.Grip)
UpdateState(_state.Next());
}
private void OnTeleportPerformed(LocomotionSystem obj)

View File

@@ -84,7 +84,7 @@ namespace _PROJECT.Multiplayer.NewBow
public void SetLaunchDirection(Vector3 direction)
{
Debug.Log("Setting launch direction: " + direction);
// Debug.Log("Setting launch direction: " + direction);
if (direction != Vector3.zero)
{
_networkBehavior.SetLaunchDirection(direction);

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