1
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forked from cgvr/DeltaVR

78 Commits

Author SHA1 Message Date
henrisel 53295a60ed Merge branch 'cgvr-master' 2026-02-08 10:49:43 +02:00
henrisel c9494f2d69 cafe waiter npc always hides notebook when player leaves 2026-02-08 10:46:00 +02:00
henrisel 9542432701 fix colour in robert main image and moustache 2026-02-08 10:31:16 +02:00
jee7 449953b393 Removed unused namespaces from ConfigManager. 2026-02-07 16:45:20 +02:00
jee7 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
jee7 2f12ef4aff Formatting fix. C# functions start with a uppercase letter. 2026-02-07 15:13:03 +02:00
jee7 2ba8b4d1b5 Moved the ConfigManager script to the Scripts folder and ConfigManager prefab to the Prefabs folder. 2026-02-07 15:11:12 +02:00
henrisel 7384a21d58 scale spawned object to match given bounding sphere diameter 2026-02-07 14:10:12 +02:00
henrisel 9fd4188d55 fix most of FMOD errors in console 2026-02-07 13:27:46 +02:00
henrisel 32d0686cd2 npcs turn smoothly towards player 2026-02-07 12:54:27 +02:00
henrisel 2ecda2b9a0 rebuild FishNetworking scene ids to fix build 2026-02-07 12:43:19 +02:00
henrisel 0fbfaed5c3 fix problems from merging with upstream 2026-02-07 12:29:59 +02:00
henrisel b1d5b73df4 Merge remote-tracking branch 'upstream/master' 2026-02-07 11:51:41 +02:00
henrisel 52902b4e0b convert file to lfs pointer ? 2026-02-07 11:51:33 +02:00
henrisel de7e9e96e7 make copy of main scene 2026-02-07 11:39:49 +02:00
henrisel a682e7245e add separate sprites for animatable mouths for characters, improve animating params 2026-02-07 11:37:45 +02:00
jee7 30c0652453 Project Settings file. I don't know what change is this... 2026-02-03 23:00:57 +02:00
jee7 85beb73f51 Do not commit config.json. Unity creates it itself and we do not want configs from different devs to end up in the repo. 2026-02-03 22:59:02 +02:00
jee7 011d9dfdda Restore Defaults button to restore the default settings. 2026-02-03 22:56:01 +02:00
jee7 2e7dc403ad Restore Defaults button images. 2026-02-03 22:55:29 +02:00
jee7 4bda55baca Locomotion speed default value fix. 2026-02-03 22:55:03 +02:00
jee7 ba1f0c855d Settings are now loaded from and saved to the config.json file. Reworked the UI structure a bit (the script that manage the settings have to be active before the UI is opened to actually take effect at game startup). Fixed several UI bugs (slider deselection, UI labels blocking the sliders, etc). 2026-02-03 21:47:16 +02:00
jee7 415484c1f0 Removed unused namespaces that hindered building. 2026-02-03 21:44:40 +02:00
jee7 2347d27c62 For some reason Unity changed something in the font asset... Maybe it is the glow effect. 2026-02-03 21:43:50 +02:00
henrisel 1a4e932b1e add archery range and shape detection npc voiceline timelines 2026-02-03 12:45:41 +02:00
henrisel 3bae534a61 complete animating mouth scale based on amplitude timeline 2026-02-03 12:26:31 +02:00
jee7 74c2ca6a98 Managers folder meta file. 2026-02-02 22:45:06 +02:00
jee7 f3d0f206af Config manager. Just creating, reading and writing the config file for now. 2026-02-02 22:44:17 +02:00
jee7 f9b2084876 Removed the nested .gitignore file that ignored the .meta files inside this directory. This should fix the missing script errors. 2026-02-02 21:30:45 +02:00
jee7 53c6b04d23 Main scene changes. The scene tree is now more readable. Removed the two previous networking prefabs and added the new one. The only thing scene-dependent on it is the player's spawn point. Maybe also the object pool, however it seems to create one itself. So, the object pool in the scene might also be deleted perhaps. 2026-02-02 20:36:34 +02:00
jee7 91e44c5dae Created a single prefab to incorporate all the networking stuff. This is the only networking prefab required in the scene. We will see if git breaks it. 2026-02-02 20:35:25 +02:00
jee7 216e2660df Hide FMOD setup wizard by default. 2026-02-02 19:54:17 +02:00
jee7 57222f0bb0 The arrow server can only be created after the bow server's ownership is done. Should be tested. 2026-02-02 19:36:00 +02:00
jee7 768ed39abe Animation player refactoring. Also, if the animation is already playing, do not log. Might be dangerous, but was a bit spam for now. 2026-02-02 19:35:01 +02:00
jee7 89b9b5bd7a Scan only the project assets, not the entire folder, to build the Asset Database. 2026-02-02 19:32:32 +02:00
jee7 901334b6bf Fix for the Lexus normal map. 2026-02-02 19:30:25 +02:00
jee7 1885b1fbe8 Added some debug logs. 2026-02-02 19:29:49 +02:00
jee7 f81bc2f7fd The last Interaction Layer name must be "Teleport" not "Player Only". 2026-02-02 19:28:40 +02:00
jee7 a4a6535779 Reworked the TutorialController so that it will show the info about trying to initialize once per some time interval. Not flood the entire log. 2026-02-02 19:26:28 +02:00
henrisel 5a3f566541 WIP animate mouth scale based on precalculated voiceline amplitude timelines 2026-02-02 19:15:31 +02:00
henrisel a0d1ee35cd fix FirstPersonOcclusion invalid event handle error 2026-01-29 19:26:16 +02:00
henrisel 4c6fbb30bc cafe waiter generates model and spawns it on top of plate 2026-01-29 18:47:32 +02:00
henrisel e9df211610 cafe waiter NPC goes and brings food after dialogue 2026-01-29 18:12:39 +02:00
henrisel ceee57f808 mic stand doesnt show BLANK_AUDIO 2026-01-29 17:40:05 +02:00
henrisel 61a81d2728 NPC doesnt process player speech when its too soon after last processing 2026-01-29 17:31:59 +02:00
henrisel 876306a2af improve text recognition reliability, unsubscribe from Whisper events when not wanted anymore 2026-01-28 16:14:27 +02:00
henrisel e0d68454c7 cafe waiter npc has states, rotates notepad when spoken to 2026-01-28 15:33:14 +02:00
henrisel a8e65514f4 refactor NPCController script, make it abstract, extendable; separate AlienNPC and CafeWaiterNPC 2026-01-28 14:23:16 +02:00
henrisel eb8e33bb3d fix voiceline occlusion 2026-01-27 18:44:33 +02:00
henrisel af27bb0230 shape scanner improvements: add handle, destroy scannable object on completion, correctly detect when new object is generated 2026-01-27 18:38:20 +02:00
henrisel 77fc43bebd fix bug with player colliding with spawned model when holding it 2026-01-27 17:50:13 +02:00
henrisel 15b92e92b4 enable continuous movement by default, move config.json to game folder 2026-01-27 17:25:33 +02:00
henrisel 24000ec80c add some voicelines to archery range minigame 2026-01-25 16:11:08 +02:00
henrisel ec45c402af add sound effects to button, mic stand, model generation, shape scanner 2026-01-25 15:10:42 +02:00
henrisel 75bd66fc36 add back minigames after merge 2026-01-25 13:11:58 +02:00
henrisel 19f8efc6a7 Merge remote-tracking branch 'upstream/master' 2026-01-25 12:31:58 +02:00
rannosam 14c85c83a7 forgot to assign a variable 2026-01-21 19:35:54 +02:00
rannosam ca0a7dcc21 fixing merge issue 2026-01-21 19:33:40 +02:00
rannosam c620b9000d forgot to build the zip 2026-01-21 19:30:17 +02:00
rannosam 4ee6dbb92d Final changes 2026-01-21 19:29:02 +02:00
rannosam 36d6ff6d9b Merging into master 2026-01-21 19:21:36 +02:00
rannosam 52701f3231 Erased debug element 2026-01-21 19:00:38 +02:00
Timur Nizamov aeee055e18 voiceover vca and volume slider added to Unity and FMOD 2026-01-21 15:51:17 +02:00
Timur Nizamov 389707b5f7 added some sound in FMOD 2026-01-16 22:40:02 +02:00
Timur Nizamov 6def60df98 More voicelines added, PlayDialogue function updated 2026-01-16 17:37:42 +02:00
Timur Nizamov 641fe43472 Voiceline adding logic, fmod asset folder cleaning, fmod tweaks 2026-01-15 22:25:02 +02:00
rannosam 31145f9735 Update README.md 2026-01-13 14:46:41 +00:00
rannosam 91275418e4 fixed backwards doors issue 2026-01-11 18:08:49 +02:00
rannosam 85edf6b43f fixed elevator buttons issue 2026-01-11 17:10:44 +02:00
Timur Nizamov e6db72778b Colliders with Probuilder, FMOD Programmer Instrument API code start 2026-01-11 04:14:27 +02:00
Timur Nizamov 27fc11f8b2 A few reverb additions 2026-01-05 16:01:07 +02:00
rannosam a8bec4f5ff Update README.md 2026-01-03 14:50:22 +00:00
rrrratas 13c1e8a0f6 Changes in sound attributions 2025-12-27 12:17:15 +00:00
Ranno Samuel Adson ee0b46f451 messed up the lightmap 2024-12-27 16:49:57 +02:00
Ranno Samuel Adson 2bf7f50802 worked on ground moddelling. Doing a quicksave before doing a large model alteration. 2024-12-27 16:23:50 +02:00
Ranno Samuel Adson e9404b9b51 worked on ground moddelling. Doing a quicksave before doing a large model alteration. 2024-12-27 16:23:25 +02:00
Ranno Samuel Adson 28819a12a6 worked on ground moddelling. Doing a quicksave before altering materials. 2024-12-27 15:24:51 +02:00
Ranno Samuel Adson 7f4c83d397 making changes to lighting. This is a backup just in case 2024-12-27 14:11:36 +02:00
609 changed files with 20331 additions and 960 deletions
+4
View File
@@ -103,3 +103,7 @@ NetrworkManagerUI.prefab
NetrworkManagerUI.prefab.meta
CustomNetworkManager.prefab
CustomNetworkManager.prefab.meta
# Project-specific files
config.json
+10 -13
View File
@@ -1,28 +1,25 @@
### TODO
* glTF loading: vahetada ära shader Universal render pipelin Lit, mitte panna buildi kaasa glTf oma
* shape scanner initialisation correct number of confs
* user flow: grab item? mida krabada
* user prefs: settinguid meelde jätta
* võtta spawnitud mudeli mõõtmed: mehscollideri max x, max y, etc? bounding box?
* mängija collide'ib spawnitud mudeliga - ei tohiks
* shape scanner:
* mitte-liigutatavaks, aga samal ajal kõrgus dünaamiliselt õige. või lihtsalt piisavalt madalale asetada või väljaulatuv kang millest krabada
* peenikesemad kiired
* mitte lihtsalt ontriggerenter ja -exit, sest kui mitu objekti lähevad samal ajal sisse
* mustad kiired on halvasti nähtavad pruuni materjali taustal
* kui üks config completed, siis mängijale aru saada: sound effect, "loading"
* mikri vana tekst ei kao ära
* archery range:
* kui midagi laeb (wire aktiivne), siis particle'id voolavad mööda toru
* 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:
* peaks vaatama pea poole, mitte xr origin
* klaas on näha temast eespool
* pööramine kaamera poole - sujuvalt (slerp)
* küsida Danielilt asukoha kohta
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**
### Notes
* Functionalities that were implemented using major help from AI:
* animating NPC mouth movement based on voice amplitude
* adjusting spawned gltf objects' scale
* porting InvokeAI client and TRELLIS client to Unity scripts
* 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
@@ -0,0 +1,52 @@
import os
import librosa
import numpy as np
# === CONFIG ===
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
def process_wav(filepath):
print(f"Processing: {filepath}")
# Load audio
audio, sr = librosa.load(filepath, mono=True)
# Frame size in samples
frame_len = int(FRAME_DURATION * sr)
hop_len = frame_len
# Compute RMS
rms = librosa.feature.rms(
y=audio,
frame_length=frame_len,
hop_length=hop_len
)[0]
# Apply optional gain
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}")
def process_folder(folder_path):
print(f"Scanning folder: {folder_path}")
for filename in os.listdir(folder_path):
if filename.lower().endswith(".wav"):
filepath = os.path.join(folder_path, filename)
process_wav(filepath)
print("Done!")
# === Run script ===
if __name__ == "__main__":
folder = input("Enter folder path: ").strip()
process_folder(folder)
+49
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@@ -0,0 +1,49 @@
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1.625132374465465546e-02
5.863697826862335205e-02
1.110599413514137268e-01
9.950184077024459839e-02
1.184522062540054321e-01
1.000181213021278381e-01
6.772108376026153564e-02
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3.018615581095218658e-02
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1.259753555059432983e-01
1.276500672101974487e-01
1.206035763025283813e-01
1.011835709214210510e-01
6.155343726277351379e-02
3.734333068132400513e-02
2.485111355781555176e-02
2.122259326279163361e-02
1.139380130916833878e-02
7.472451310604810715e-03
5.807624198496341705e-03
1.960268709808588028e-03
8.761089411564171314e-04
3.071058890782296658e-04
Binary file not shown.
@@ -1,61 +0,0 @@
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
*.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 9e16c783900f92a4c8942f7d34faa968
guid: 4939e812d2cae8a448666fc57569da59
DefaultImporter:
externalObjects: {}
userData:
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e8cb728e8e288c947a1e0870382445bd
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -81,6 +81,7 @@ public class NetworkMenuUI : MonoBehaviour
}
private void OnStartPlaying()
{
Debug.Log("START PRESSED");
statusText.text = "Starting host...";
StartCoroutine(HostAndSearchRoutine());
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 49f99c1c0ae8c774eb6bdcbc83c2cfef
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e928fc8fc03e26a46ad7f8520d468e41
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
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fileFormatVersion: 2
guid: 8d77d91c1b4e73044b53ddce11333fea
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 474f76f05fac11a4e8e1ed68314fba90
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+23
View File
@@ -0,0 +1,23 @@
<?xml version="1.0" encoding="utf-8"?>
<ConfigurationData xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Loaded>true</Loaded>
<PrefabGenerator>
<Enabled>true</Enabled>
<LogToConsole>true</LogToConsole>
<FullRebuild>false</FullRebuild>
<SaveChanges>true</SaveChanges>
<DefaultPrefabObjectsPath>Assets\DefaultPrefabObjects.asset</DefaultPrefabObjectsPath>
<SearchScope>1</SearchScope>
<ExcludedFolders />
<IncludedFolders>
<string>Assets\_PROJECT</string>
</IncludedFolders>
</PrefabGenerator>
<CodeStripping>
<IsBuilding>false</IsBuilding>
<IsDevelopment>false</IsDevelopment>
<IsHeadless>false</IsHeadless>
<StripReleaseBuilds>false</StripReleaseBuilds>
<StrippingType>0</StrippingType>
</CodeStripping>
</ConfigurationData>
+7
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fileFormatVersion: 2
guid: fdec8b985bdf2364cac858b4136da794
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -319,9 +319,12 @@ namespace FishNet.Editing.PrefabCollectionGenerator
{
foreach (string path in GetPrefabFiles("Assets", excludedPaths, true))
{
NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(path);
if (nob != null)
foundNobs.Add(nob);
else
UnityEngine.Debug.LogWarning("Last loading error with: " + path);
}
}
//Specific folders.
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guid: 3ca33810cadcc3f438e1c22aef4b84e2
folderAsset: yes
DefaultImporter:
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userData:
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guid: fdd84c412b9f8e54190abf5fb9d822e8
folderAsset: yes
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externalObjects: {}
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