Add main menu scene with Rive UI, procedural background, and scene transitions
- Add Menu scene with Rive-driven login and navigation UI (RiveLoginController, RiveNavigationController) for entering a username and starting/navigating the client via Rive triggers - Add SceneTransitionController to fade out and load the Landscape gameplay scene when Play is selected - Add procedural low-poly triangle field background and animated wave panel (LowPolyTriangleField, TriangleWavePanel) with matching editor menus and materials - Add MenuLightAnimator for animated menu lighting and UI fade helpers (MenuFadeIn, DebugFadeToggle/Bridge) - Rename SampleScene to Landscape and wire ChatNetworkManager to hide the new Rive login canvas once gameplay starts - Bump Input System action codegen version and add Rive package references/project settings updates to support the new UI
This commit is contained in:
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[mcp_servers.obsidian]
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url = "http://127.0.0.1:27123/mcp/"
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[mcp_servers.obsidian.http_headers]
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Authorization = "Bearer 293bfb5d6ea1f4c36dbccc3f7754b71b3a90d3856953fd9dd32d6ebabe3a55a5"
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@@ -9,4 +9,6 @@
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- Follow naming conventions
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- Follow naming conventions
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## Project-Specific Rules
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## Project-Specific Rules
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- The project uses the Unity Input System (Active Input Handling set to Input System). Avoid using `UnityEngine.Input.GetKeyDown`; prefer `TMP_InputField.onSubmit` or `UnityEngine.InputSystem` APIs.
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- The project uses the Unity Input System (Active Input Handling set to Input System). Avoid using `UnityEngine.Input.GetKeyDown`; prefer `TMP_InputField.onSubmit` or `UnityEngine.InputSystem` APIs.
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- When discussing project folders and scene visibility, refer to Visual Studio's Unity Project Explorer, not Unity Editor's Project window.
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- Ensure the Inspector's transition duration is set appropriately to avoid fade transition issues; a duration that is too low can cause problems, rather than the coroutine or scene-loading logic.
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@@ -34,7 +26,7 @@
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@@ -3,28 +3,20 @@
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TessellationDetail: 0
|
||||||
|
SpriteName: discord-brands-solid
|
||||||
|
SpritePivot: {x: 0.5, y: 0.5}
|
||||||
|
SpriteAlignment: 0
|
||||||
|
SpriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
SpriteRect:
|
SpriteRect:
|
||||||
name:
|
serializedVersion: 2
|
||||||
originalName:
|
x: 0
|
||||||
pivot: {x: 0, y: 0}
|
y: 0
|
||||||
alignment: 0
|
width: 256
|
||||||
border: {x: 0, y: 0, z: 0, w: 0}
|
height: 195
|
||||||
rect:
|
SpriteID: b67348b14ced09b4db8c7331e442fc87
|
||||||
serializedVersion: 2
|
|
||||||
x: 0
|
|
||||||
y: 0
|
|
||||||
width: 0
|
|
||||||
height: 0
|
|
||||||
spriteID: b67348b14ced09b4db8c7331e442fc87
|
|
||||||
PhysicsOutlines: []
|
PhysicsOutlines: []
|
||||||
AssetOrigin:
|
|
||||||
serializedVersion: 1
|
|
||||||
productId: 129321
|
|
||||||
packageName: Mirror
|
|
||||||
packageVersion: 96.0.1
|
|
||||||
assetPath: Assets/Mirror/Hosting/Edgegap/Editor/Images/discord-brands-solid.svg
|
|
||||||
uploadId: 736421
|
|
||||||
|
|||||||
Binary file not shown.
File diff suppressed because it is too large
Load Diff
+252903
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f4691f683da62244ebc443c6c81fb9fc
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -6,6 +6,7 @@ using System.Collections.Generic;
|
|||||||
public class ChatNetworkManager : NetworkManager
|
public class ChatNetworkManager : NetworkManager
|
||||||
{
|
{
|
||||||
[SerializeField] private GameObject chatUIPrefab;
|
[SerializeField] private GameObject chatUIPrefab;
|
||||||
|
[SerializeField] private GameObject riveLoginCanvas;
|
||||||
|
|
||||||
// Server-side authoritative store of chat messages
|
// Server-side authoritative store of chat messages
|
||||||
private readonly List<string> chatMessages = new();
|
private readonly List<string> chatMessages = new();
|
||||||
@@ -61,6 +62,11 @@ public class ChatNetworkManager : NetworkManager
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (riveLoginCanvas == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("ChatNetworkManager: Rive Login Canvas is not assigned in the inspector!");
|
||||||
|
}
|
||||||
|
|
||||||
// Check if ChatUI already exists to avoid duplicates
|
// Check if ChatUI already exists to avoid duplicates
|
||||||
ChatUI existingChatUI = FindFirstObjectByType<ChatUI>();
|
ChatUI existingChatUI = FindFirstObjectByType<ChatUI>();
|
||||||
if (existingChatUI == null)
|
if (existingChatUI == null)
|
||||||
@@ -80,6 +86,9 @@ public class ChatNetworkManager : NetworkManager
|
|||||||
{
|
{
|
||||||
LoginUI.instance.gameObject.SetActive(false);
|
LoginUI.instance.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (riveLoginCanvas != null)
|
||||||
|
riveLoginCanvas.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Server]
|
[Server]
|
||||||
|
|||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c71d54b8abd9a114ca51f94932b0e47f
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,69 @@
|
|||||||
|
using System.IO;
|
||||||
|
using Procedural;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEditor.SceneManagement;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace ProceduralEditor
|
||||||
|
{
|
||||||
|
public static class LowPolyTriangleFieldMenu
|
||||||
|
{
|
||||||
|
const string MaterialsFolder = "Assets/Materials";
|
||||||
|
const string FaceMaterialPath = MaterialsFolder + "/LowPolyTriangleFace.mat";
|
||||||
|
const string EdgeMaterialPath = MaterialsFolder + "/LowPolyTriangleEdge.mat";
|
||||||
|
|
||||||
|
[MenuItem("Tools/Scene/Add Low Poly Triangle Field")]
|
||||||
|
public static void CreateInScene()
|
||||||
|
{
|
||||||
|
var faceMaterial = GetOrCreateMaterial(FaceMaterialPath, "Universal Render Pipeline/Lit", mat =>
|
||||||
|
{
|
||||||
|
mat.SetColor("_BaseColor", new Color(0.09f, 0.11f, 0.14f));
|
||||||
|
if (mat.HasProperty("_Smoothness")) mat.SetFloat("_Smoothness", 0.45f);
|
||||||
|
if (mat.HasProperty("_Metallic")) mat.SetFloat("_Metallic", 0.05f);
|
||||||
|
if (mat.HasProperty("_Cull")) mat.SetFloat("_Cull", 0f);
|
||||||
|
});
|
||||||
|
|
||||||
|
var edgeMaterial = GetOrCreateMaterial(EdgeMaterialPath, "Universal Render Pipeline/Unlit", mat =>
|
||||||
|
{
|
||||||
|
mat.SetColor("_BaseColor", Color.white);
|
||||||
|
if (mat.HasProperty("_Cull")) mat.SetFloat("_Cull", 0f);
|
||||||
|
});
|
||||||
|
|
||||||
|
var go = new GameObject("Low Poly Triangle Field");
|
||||||
|
Undo.RegisterCreatedObjectUndo(go, "Add Low Poly Triangle Field");
|
||||||
|
go.transform.position = new Vector3(0f, -1.5f, 15f);
|
||||||
|
go.transform.rotation = Quaternion.identity;
|
||||||
|
|
||||||
|
var field = go.AddComponent<LowPolyTriangleField>();
|
||||||
|
field.faceMaterial = faceMaterial;
|
||||||
|
field.edgeMaterial = edgeMaterial;
|
||||||
|
|
||||||
|
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
|
||||||
|
Selection.activeGameObject = go;
|
||||||
|
if (SceneView.lastActiveSceneView != null)
|
||||||
|
SceneView.lastActiveSceneView.FrameSelected();
|
||||||
|
}
|
||||||
|
|
||||||
|
static Material GetOrCreateMaterial(string path, string shaderName, System.Action<Material> configure)
|
||||||
|
{
|
||||||
|
var existing = AssetDatabase.LoadAssetAtPath<Material>(path);
|
||||||
|
if (existing != null) return existing;
|
||||||
|
|
||||||
|
if (!AssetDatabase.IsValidFolder(MaterialsFolder))
|
||||||
|
AssetDatabase.CreateFolder("Assets", "Materials");
|
||||||
|
|
||||||
|
var shader = Shader.Find(shaderName);
|
||||||
|
if (shader == null)
|
||||||
|
{
|
||||||
|
Debug.LogError($"LowPolyTriangleFieldMenu: could not find shader '{shaderName}'.");
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
var mat = new Material(shader);
|
||||||
|
configure(mat);
|
||||||
|
AssetDatabase.CreateAsset(mat, path);
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
return mat;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bc73da416d6f5454b90b1954130688d9
|
||||||
@@ -0,0 +1,340 @@
|
|||||||
|
using Procedural;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEditor.SceneManagement;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
using UnityEngine.Rendering.Universal;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
namespace ProceduralEditor
|
||||||
|
{
|
||||||
|
public static class SetupMainMenuScene
|
||||||
|
{
|
||||||
|
const string ScenePath = "Assets/Scenes/Menu.unity";
|
||||||
|
const string MaterialsFolder = "Assets/Materials";
|
||||||
|
const string FaceMaterialPath = MaterialsFolder + "/LowPolyTriangleFace.mat";
|
||||||
|
const string SettingsFolder = "Assets/Settings";
|
||||||
|
const string PostProcessProfilePath = SettingsFolder + "/MenuPostProcessProfile.asset";
|
||||||
|
|
||||||
|
// Slightly deeper background and a wider field of view for a more open framing
|
||||||
|
static readonly Color BackgroundColor = new Color(0.92f, 0.93f, 0.95f);
|
||||||
|
static readonly Vector3 PanelCenter = new Vector3(0f, 0f, 10f);
|
||||||
|
|
||||||
|
[MenuItem("Tools/Scene/Setup Main Menu Scene")]
|
||||||
|
public static void Setup()
|
||||||
|
{
|
||||||
|
if (EditorApplication.isPlaying)
|
||||||
|
{
|
||||||
|
Debug.LogError("Setup Main Menu Scene: exit Play Mode first — EditorSceneManager.OpenScene() can't run during Play Mode.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var scene = EditorSceneManager.OpenScene(ScenePath, OpenSceneMode.Single);
|
||||||
|
|
||||||
|
var faceMaterial = GetOrCreateMaterial(FaceMaterialPath, "Universal Render Pipeline/Lit", mat =>
|
||||||
|
{
|
||||||
|
mat.SetColor("_BaseColor", new Color(0.08f, 0.09f, 0.12f));
|
||||||
|
if (mat.HasProperty("_Smoothness")) mat.SetFloat("_Smoothness", 0.3f);
|
||||||
|
if (mat.HasProperty("_Metallic")) mat.SetFloat("_Metallic", 0.05f);
|
||||||
|
if (mat.HasProperty("_Cull")) mat.SetFloat("_Cull", 0f);
|
||||||
|
});
|
||||||
|
|
||||||
|
SetupQuality();
|
||||||
|
SetupCamera();
|
||||||
|
SetupLight();
|
||||||
|
SetupPanel(faceMaterial);
|
||||||
|
SetupFog();
|
||||||
|
SetupPostProcessVolume();
|
||||||
|
SetupFadeCanvas();
|
||||||
|
|
||||||
|
EditorSceneManager.MarkSceneDirty(scene);
|
||||||
|
Debug.Log("Main Menu scene set up. Review the Game view framing, then save the scene.");
|
||||||
|
}
|
||||||
|
|
||||||
|
static void SetupCamera()
|
||||||
|
{
|
||||||
|
var cam = Camera.main;
|
||||||
|
if (cam == null)
|
||||||
|
{
|
||||||
|
var go = new GameObject("Main Camera", typeof(Camera), typeof(AudioListener));
|
||||||
|
go.tag = "MainCamera";
|
||||||
|
cam = go.GetComponent<Camera>();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Position/rotation/FOV captured from the live scene after manual framing in the
|
||||||
|
// Editor (approved there first, then copied back here) rather than computed — the
|
||||||
|
// rotation includes a deliberate manual roll (Z) that a LookAt-based rotation
|
||||||
|
// wouldn't produce, and the narrow FOV is a much tighter, more telephoto framing
|
||||||
|
// than the original 60.
|
||||||
|
cam.transform.position = new Vector3(-0.86f, 0.07f, 5.88f);
|
||||||
|
cam.transform.rotation = Quaternion.Euler(-29.064f, -21.054f, -11.311f);
|
||||||
|
// Increased FOV to give a more open, less telephoto composition
|
||||||
|
cam.fieldOfView = 35f;
|
||||||
|
cam.clearFlags = CameraClearFlags.SolidColor;
|
||||||
|
cam.backgroundColor = BackgroundColor;
|
||||||
|
cam.nearClipPlane = 0.3f;
|
||||||
|
cam.farClipPlane = 60f;
|
||||||
|
// URP silently disables TAA when MSAA is active (they're mutually exclusive) — the
|
||||||
|
// pipeline asset has MSAA on for other scenes (see SetupQuality), so it's turned off
|
||||||
|
// per-camera here rather than touching that shared, project-wide asset.
|
||||||
|
cam.allowMSAA = false;
|
||||||
|
|
||||||
|
// URP has no "Post Process Layer" component (that's Built-in RP's Post-Processing
|
||||||
|
// Stack v2) — post-processing is a per-camera flag on UniversalAdditionalCameraData
|
||||||
|
// plus the antialiasing mode below; that combination is the URP equivalent.
|
||||||
|
//
|
||||||
|
// Switched from SMAA to TAA (Temporal Anti-Aliasing) for higher quality — SMAA was
|
||||||
|
// already maxed at "High" quality with no further headroom, while TAA accumulates
|
||||||
|
// sub-pixel samples across frames and handles the specular sparkle far better.
|
||||||
|
// Tradeoff: TAA can ghost/smear on continuously moving edges, and this panel never
|
||||||
|
// stops moving (wave + tilt + sway), so varianceClampScale is pulled down from URP's
|
||||||
|
// default (0.9 -> 0.65) to bias toward less ghosting, with contrast-adaptive
|
||||||
|
// sharpening turned on to counter the softening TAA otherwise introduces. Watch for
|
||||||
|
// trailing/streaking behind fast-moving edges — if it shows up, SMAA is the fallback.
|
||||||
|
var camData = cam.GetComponent<UniversalAdditionalCameraData>();
|
||||||
|
if (camData == null) camData = cam.gameObject.AddComponent<UniversalAdditionalCameraData>();
|
||||||
|
camData.renderPostProcessing = true;
|
||||||
|
camData.antialiasing = AntialiasingMode.TemporalAntiAliasing;
|
||||||
|
ref var taa = ref camData.taaSettings;
|
||||||
|
taa.quality = TemporalAAQuality.High;
|
||||||
|
taa.varianceClampScale = 0.65f;
|
||||||
|
taa.contrastAdaptiveSharpening = 0.6f;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void SetupLight()
|
||||||
|
{
|
||||||
|
Light light = Object.FindFirstObjectByType<Light>();
|
||||||
|
GameObject go;
|
||||||
|
if (light == null)
|
||||||
|
{
|
||||||
|
go = new GameObject("Directional Light", typeof(Light));
|
||||||
|
light = go.GetComponent<Light>();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
go = light.gameObject;
|
||||||
|
}
|
||||||
|
|
||||||
|
light.type = LightType.Directional;
|
||||||
|
go.transform.position = new Vector3(0f, 3f, 0f);
|
||||||
|
// The panel's visible faces have world normal +Z, so the light needs a strong
|
||||||
|
// -Z travel direction (yaw ~180) to actually illuminate them head-on instead of
|
||||||
|
// grazing the wall edge-on the way the old floor-tuned angle did.
|
||||||
|
go.transform.rotation = Quaternion.Euler(35f, 180f, 0f);
|
||||||
|
light.color = new Color(1f, 0.96f, 0.86f);
|
||||||
|
light.intensity = 1.9f;
|
||||||
|
|
||||||
|
RenderSettings.ambientMode = AmbientMode.Flat;
|
||||||
|
RenderSettings.ambientLight = new Color(0.22f, 0.24f, 0.28f);
|
||||||
|
|
||||||
|
if (go.GetComponent<MenuLightAnimator>() == null)
|
||||||
|
go.AddComponent<MenuLightAnimator>();
|
||||||
|
}
|
||||||
|
|
||||||
|
static void SetupPanel(Material faceMaterial)
|
||||||
|
{
|
||||||
|
var existing = GameObject.Find("Triangle Wave Panel");
|
||||||
|
if (existing != null) Object.DestroyImmediate(existing);
|
||||||
|
|
||||||
|
var go = new GameObject("Triangle Wave Panel");
|
||||||
|
go.transform.position = PanelCenter;
|
||||||
|
// Rotate the panel from its default horizontal (floor, XZ) orientation to vertical
|
||||||
|
// (XY, facing the camera along Z). Local Y (the wave/thickness axis) becomes world Z,
|
||||||
|
// so tiles ripple toward/away from the camera instead of bobbing up/down.
|
||||||
|
go.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
|
||||||
|
|
||||||
|
var panel = go.AddComponent<TriangleWavePanel>();
|
||||||
|
// Slightly larger than the minimum frame-filling size, since the camera now views the
|
||||||
|
// panel off-axis (see SetupCamera) rather than dead-on, which eats into the margin.
|
||||||
|
panel.columns = 46;
|
||||||
|
panel.rows = 30;
|
||||||
|
panel.triangleSize = 1f;
|
||||||
|
// Values below captured from the live scene after manual tweaking in the Inspector
|
||||||
|
// (approved there first, then copied back here).
|
||||||
|
panel.gapScale = 0.973f;
|
||||||
|
panel.cornerRadius = 0f;
|
||||||
|
panel.cornerSegments = 3;
|
||||||
|
panel.thickness = 0.15f;
|
||||||
|
panel.waveAmplitude = 0.45f;
|
||||||
|
panel.waveFrequency = 0.18f;
|
||||||
|
panel.waveSpeed = 0.8f;
|
||||||
|
panel.tiltAmount = 1.4f;
|
||||||
|
panel.swayAmplitude = 10f;
|
||||||
|
panel.swaySpeed = 0.2f;
|
||||||
|
panel.showBacker = false;
|
||||||
|
panel.faceMaterial = faceMaterial;
|
||||||
|
panel.backerMaterial = faceMaterial;
|
||||||
|
|
||||||
|
// AddComponent already triggered one Rebuild() using class defaults before the fields
|
||||||
|
// above were set (see TriangleWavePanel.RebuildNow's doc comment) — force a real one
|
||||||
|
// now that the panel is fully configured.
|
||||||
|
panel.RebuildNow();
|
||||||
|
}
|
||||||
|
|
||||||
|
static void SetupFog()
|
||||||
|
{
|
||||||
|
// A vertical, camera-facing wall has no receding horizon to hide, so fog stays off;
|
||||||
|
// the grid is sized so its edges fall outside the frustum instead.
|
||||||
|
RenderSettings.fog = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void SetupFadeCanvas()
|
||||||
|
{
|
||||||
|
var existing = GameObject.Find("Fade Canvas");
|
||||||
|
if (existing != null) Object.DestroyImmediate(existing);
|
||||||
|
|
||||||
|
var canvasGo = new GameObject("Fade Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||||
|
var canvas = canvasGo.GetComponent<Canvas>();
|
||||||
|
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||||
|
// Ensure fade canvas draws on top of other UI canvases
|
||||||
|
canvas.overrideSorting = true;
|
||||||
|
canvas.sortingOrder = 1000;
|
||||||
|
var scaler = canvasGo.GetComponent<CanvasScaler>();
|
||||||
|
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||||
|
scaler.referenceResolution = new Vector2(1920, 1080);
|
||||||
|
|
||||||
|
var imageGo = new GameObject("Fade Image", typeof(Image), typeof(CanvasGroup));
|
||||||
|
imageGo.transform.SetParent(canvasGo.transform, false);
|
||||||
|
var image = imageGo.GetComponent<Image>();
|
||||||
|
image.color = new Color(0.03f, 0.03f, 0.04f, 1f);
|
||||||
|
var rect = image.rectTransform;
|
||||||
|
rect.anchorMin = Vector2.zero;
|
||||||
|
rect.anchorMax = Vector2.one;
|
||||||
|
rect.offsetMin = Vector2.zero;
|
||||||
|
rect.offsetMax = Vector2.zero;
|
||||||
|
|
||||||
|
var fadeIn = imageGo.AddComponent<MenuFadeIn>();
|
||||||
|
fadeIn.delay = 0.3f;
|
||||||
|
fadeIn.duration = 3.5f;
|
||||||
|
// Disable automatic fade-on-start so the debug toggle controls opacity predictably.
|
||||||
|
// If you prefer the automatic fade, remove this line.
|
||||||
|
fadeIn.enabled = false;
|
||||||
|
|
||||||
|
// Make sure the image initially is fully opaque so the menu starts covered by the backdrop
|
||||||
|
var initColor = image.color;
|
||||||
|
initColor.a = 1f;
|
||||||
|
image.color = initColor;
|
||||||
|
|
||||||
|
// DEBUG: add a small top-right button to toggle fade (full opacity <-> transparent)
|
||||||
|
var buttonGo = new GameObject("Debug Toggle Fade Button", typeof(RectTransform), typeof(UnityEngine.UI.Button), typeof(Image));
|
||||||
|
buttonGo.transform.SetParent(canvasGo.transform, false);
|
||||||
|
var btnRect = buttonGo.GetComponent<RectTransform>();
|
||||||
|
// anchor to top-right
|
||||||
|
btnRect.anchorMin = new Vector2(1f, 1f);
|
||||||
|
btnRect.anchorMax = new Vector2(1f, 1f);
|
||||||
|
btnRect.pivot = new Vector2(1f, 1f);
|
||||||
|
btnRect.sizeDelta = new Vector2(140f, 32f);
|
||||||
|
btnRect.anchoredPosition = new Vector2(-10f, -10f);
|
||||||
|
|
||||||
|
var btnImage = buttonGo.GetComponent<Image>();
|
||||||
|
btnImage.color = new Color(0.08f, 0.08f, 0.08f, 0.85f);
|
||||||
|
|
||||||
|
var button = buttonGo.GetComponent<UnityEngine.UI.Button>();
|
||||||
|
var colors = button.colors;
|
||||||
|
colors.normalColor = new Color(0.12f, 0.12f, 0.12f, 0.9f);
|
||||||
|
colors.highlightedColor = new Color(0.18f, 0.18f, 0.18f, 0.95f);
|
||||||
|
colors.pressedColor = new Color(0.06f, 0.06f, 0.06f, 0.9f);
|
||||||
|
button.colors = colors;
|
||||||
|
|
||||||
|
// simple text label (legacy UI Text so no TMP dependency required)
|
||||||
|
var textGo = new GameObject("Text", typeof(RectTransform), typeof(UnityEngine.UI.Text));
|
||||||
|
textGo.transform.SetParent(buttonGo.transform, false);
|
||||||
|
var txt = textGo.GetComponent<UnityEngine.UI.Text>();
|
||||||
|
txt.text = "Toggle Fade";
|
||||||
|
txt.alignment = TextAnchor.MiddleCenter;
|
||||||
|
txt.color = Color.white;
|
||||||
|
txt.fontSize = 14;
|
||||||
|
var txtRect = textGo.GetComponent<RectTransform>();
|
||||||
|
txtRect.anchorMin = Vector2.zero;
|
||||||
|
txtRect.anchorMax = Vector2.one;
|
||||||
|
txtRect.offsetMin = Vector2.zero;
|
||||||
|
txtRect.offsetMax = Vector2.zero;
|
||||||
|
|
||||||
|
// add runtime helper (component created in new file DebugFadeToggle.cs)
|
||||||
|
var debugToggle = buttonGo.AddComponent<ProceduralEditor.DebugFadeToggleBridge>();
|
||||||
|
debugToggle.targetImage = image;
|
||||||
|
debugToggle.duration = fadeIn.duration;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void SetupPostProcessVolume()
|
||||||
|
{
|
||||||
|
var existing = GameObject.Find("Post Process Volume");
|
||||||
|
if (existing != null) Object.DestroyImmediate(existing);
|
||||||
|
|
||||||
|
var profile = AssetDatabase.LoadAssetAtPath<VolumeProfile>(PostProcessProfilePath);
|
||||||
|
if (profile == null)
|
||||||
|
{
|
||||||
|
if (!AssetDatabase.IsValidFolder(SettingsFolder))
|
||||||
|
AssetDatabase.CreateFolder("Assets", "Settings");
|
||||||
|
profile = ScriptableObject.CreateInstance<VolumeProfile>();
|
||||||
|
AssetDatabase.CreateAsset(profile, PostProcessProfilePath);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!profile.TryGet(out DepthOfField dof))
|
||||||
|
dof = profile.Add<DepthOfField>();
|
||||||
|
|
||||||
|
// "Blur" here is depth-of-field rather than a flat uniform blur: at this close a
|
||||||
|
// camera distance (see SetupCamera, Z=7.5 vs panel at Z=10) the panel's own width
|
||||||
|
// creates a big apparent depth range across the frame purely from perspective, so
|
||||||
|
// gaussianStart/End are tuned to keep roughly the center sharp and let the
|
||||||
|
// corners/edges soften — a graduated blur rather than blurring everything equally.
|
||||||
|
dof.active = true;
|
||||||
|
dof.mode.overrideState = true;
|
||||||
|
dof.mode.value = DepthOfFieldMode.Gaussian;
|
||||||
|
dof.gaussianStart.overrideState = true;
|
||||||
|
dof.gaussianStart.value = 2f;
|
||||||
|
dof.gaussianEnd.overrideState = true;
|
||||||
|
dof.gaussianEnd.value = 9f;
|
||||||
|
dof.gaussianMaxRadius.overrideState = true;
|
||||||
|
dof.gaussianMaxRadius.value = 1f;
|
||||||
|
dof.highQualitySampling.overrideState = true;
|
||||||
|
dof.highQualitySampling.value = true;
|
||||||
|
|
||||||
|
EditorUtility.SetDirty(profile);
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
|
||||||
|
var go = new GameObject("Post Process Volume", typeof(Volume));
|
||||||
|
var volume = go.GetComponent<Volume>();
|
||||||
|
volume.isGlobal = true;
|
||||||
|
volume.priority = 0f;
|
||||||
|
volume.weight = 1f;
|
||||||
|
volume.sharedProfile = profile;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void SetupQuality()
|
||||||
|
{
|
||||||
|
// Sets MSAA on the shared pipeline asset for scenes/cameras that still use SMAA/FXAA
|
||||||
|
// (which do benefit from stacking with MSAA). This menu's own camera now uses TAA
|
||||||
|
// instead, which requires MSAA off, so it opts itself out via cam.allowMSAA in
|
||||||
|
// SetupCamera() rather than leaving this project-wide asset at 1x for everyone.
|
||||||
|
if (GraphicsSettings.currentRenderPipeline is UniversalRenderPipelineAsset urpAsset)
|
||||||
|
{
|
||||||
|
urpAsset.msaaSampleCount = 8;
|
||||||
|
EditorUtility.SetDirty(urpAsset);
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static Material GetOrCreateMaterial(string path, string shaderName, System.Action<Material> configure)
|
||||||
|
{
|
||||||
|
var existing = AssetDatabase.LoadAssetAtPath<Material>(path);
|
||||||
|
if (existing != null) return existing;
|
||||||
|
|
||||||
|
if (!AssetDatabase.IsValidFolder(MaterialsFolder))
|
||||||
|
AssetDatabase.CreateFolder("Assets", "Materials");
|
||||||
|
|
||||||
|
var shader = Shader.Find(shaderName);
|
||||||
|
if (shader == null)
|
||||||
|
{
|
||||||
|
Debug.LogError($"SetupMainMenuScene: could not find shader '{shaderName}'.");
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
var mat = new Material(shader);
|
||||||
|
configure(mat);
|
||||||
|
AssetDatabase.CreateAsset(mat, path);
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
return mat;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8a0dd75945e74554192383a532278657
|
||||||
@@ -0,0 +1,68 @@
|
|||||||
|
using Procedural;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEditor.SceneManagement;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace ProceduralEditor
|
||||||
|
{
|
||||||
|
public static class TriangleWavePanelMenu
|
||||||
|
{
|
||||||
|
const string MaterialsFolder = "Assets/Materials";
|
||||||
|
const string FaceMaterialPath = MaterialsFolder + "/LowPolyTriangleFace.mat";
|
||||||
|
const string BackerMaterialPath = MaterialsFolder + "/LowPolyTriangleBacker.mat";
|
||||||
|
|
||||||
|
[MenuItem("Tools/Scene/Add Triangle Wave Panel (Tiles)")]
|
||||||
|
public static void CreateInScene()
|
||||||
|
{
|
||||||
|
var faceMaterial = GetOrCreateMaterial(FaceMaterialPath, "Universal Render Pipeline/Lit", mat =>
|
||||||
|
{
|
||||||
|
mat.SetColor("_BaseColor", new Color(0.09f, 0.11f, 0.14f));
|
||||||
|
if (mat.HasProperty("_Smoothness")) mat.SetFloat("_Smoothness", 0.45f);
|
||||||
|
if (mat.HasProperty("_Metallic")) mat.SetFloat("_Metallic", 0.05f);
|
||||||
|
if (mat.HasProperty("_Cull")) mat.SetFloat("_Cull", 0f);
|
||||||
|
});
|
||||||
|
|
||||||
|
var backerMaterial = GetOrCreateMaterial(BackerMaterialPath, "Universal Render Pipeline/Unlit", mat =>
|
||||||
|
{
|
||||||
|
mat.SetColor("_BaseColor", new Color(0.95f, 0.96f, 0.98f));
|
||||||
|
if (mat.HasProperty("_Cull")) mat.SetFloat("_Cull", 0f);
|
||||||
|
});
|
||||||
|
|
||||||
|
var go = new GameObject("Triangle Wave Panel");
|
||||||
|
Undo.RegisterCreatedObjectUndo(go, "Add Triangle Wave Panel");
|
||||||
|
go.transform.position = new Vector3(0f, -1.5f, 15f);
|
||||||
|
go.transform.rotation = Quaternion.identity;
|
||||||
|
|
||||||
|
var panel = go.AddComponent<TriangleWavePanel>();
|
||||||
|
panel.faceMaterial = faceMaterial;
|
||||||
|
panel.backerMaterial = backerMaterial;
|
||||||
|
|
||||||
|
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
|
||||||
|
Selection.activeGameObject = go;
|
||||||
|
if (SceneView.lastActiveSceneView != null)
|
||||||
|
SceneView.lastActiveSceneView.FrameSelected();
|
||||||
|
}
|
||||||
|
|
||||||
|
static Material GetOrCreateMaterial(string path, string shaderName, System.Action<Material> configure)
|
||||||
|
{
|
||||||
|
var existing = AssetDatabase.LoadAssetAtPath<Material>(path);
|
||||||
|
if (existing != null) return existing;
|
||||||
|
|
||||||
|
if (!AssetDatabase.IsValidFolder(MaterialsFolder))
|
||||||
|
AssetDatabase.CreateFolder("Assets", "Materials");
|
||||||
|
|
||||||
|
var shader = Shader.Find(shaderName);
|
||||||
|
if (shader == null)
|
||||||
|
{
|
||||||
|
Debug.LogError($"TriangleWavePanelMenu: could not find shader '{shaderName}'.");
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
var mat = new Material(shader);
|
||||||
|
configure(mat);
|
||||||
|
AssetDatabase.CreateAsset(mat, path);
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
return mat;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0f9fa9004d5bfdd419dff0264ed8b171
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8271356abbd97f64c843e4ce0fe4d3bb
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,74 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
using UnityEditor;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
[ExecuteAlways]
|
||||||
|
[RequireComponent(typeof(Light))]
|
||||||
|
public class MenuLightAnimator : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Rotation")]
|
||||||
|
// Yaw oscillates around the base direction rather than spinning all the way around, so the
|
||||||
|
// light never swings past the wall's edge into a back-lighting angle that goes dark.
|
||||||
|
public float yawAmplitude = 35f;
|
||||||
|
public float yawSpeed = 0.2f;
|
||||||
|
public float pitchAmplitude = 10f;
|
||||||
|
public float pitchSpeed = 0.35f;
|
||||||
|
|
||||||
|
[Header("Intensity & Color")]
|
||||||
|
public float baseIntensity = 1.1f;
|
||||||
|
public float intensityPulseAmount = 0.25f;
|
||||||
|
public float pulseSpeed = 0.6f;
|
||||||
|
public Color colorA = new Color(1f, 0.96f, 0.86f);
|
||||||
|
public Color colorB = new Color(0.8f, 0.88f, 1f);
|
||||||
|
|
||||||
|
Light _light;
|
||||||
|
float _baseYaw;
|
||||||
|
float _basePitch;
|
||||||
|
|
||||||
|
void OnEnable()
|
||||||
|
{
|
||||||
|
_light = GetComponent<Light>();
|
||||||
|
Vector3 e = transform.eulerAngles;
|
||||||
|
_baseYaw = e.y;
|
||||||
|
_basePitch = e.x;
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
EditorApplication.update -= EditorTick;
|
||||||
|
if (!Application.isPlaying)
|
||||||
|
EditorApplication.update += EditorTick;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDisable()
|
||||||
|
{
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
EditorApplication.update -= EditorTick;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
void EditorTick()
|
||||||
|
{
|
||||||
|
if (Application.isPlaying) return;
|
||||||
|
Animate((float)EditorApplication.timeSinceStartup);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (!Application.isPlaying) return;
|
||||||
|
Animate(Time.time);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Animate(float time)
|
||||||
|
{
|
||||||
|
float yaw = _baseYaw + Mathf.Sin(time * yawSpeed) * yawAmplitude;
|
||||||
|
float pitch = _basePitch + Mathf.Sin(time * pitchSpeed + 1.3f) * pitchAmplitude;
|
||||||
|
transform.rotation = Quaternion.Euler(pitch, yaw, 0f);
|
||||||
|
|
||||||
|
if (_light == null) _light = GetComponent<Light>();
|
||||||
|
_light.intensity = baseIntensity + Mathf.Sin(time * pulseSpeed) * intensityPulseAmount;
|
||||||
|
float colorT = (Mathf.Sin(time * pulseSpeed * 0.5f) + 1f) * 0.5f;
|
||||||
|
_light.color = Color.Lerp(colorA, colorB, colorT);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9ff347d60077f4b47982b9f52057b495
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a02483efa368f554c85512e155492f99
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,304 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
using UnityEditor;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace Procedural
|
||||||
|
{
|
||||||
|
[ExecuteAlways]
|
||||||
|
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
||||||
|
public class LowPolyTriangleField : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Grid")]
|
||||||
|
[Min(1)] public int columns = 24;
|
||||||
|
[Min(1)] public int rows = 14;
|
||||||
|
public float cellSize = 1.5f;
|
||||||
|
[Range(0f, 0.5f)] public float jitterAmount = 0.35f;
|
||||||
|
|
||||||
|
[Header("Static Shape")]
|
||||||
|
public float noiseScale = 0.12f;
|
||||||
|
public float heightAmplitude = 1.2f;
|
||||||
|
|
||||||
|
[Header("Wave Animation")]
|
||||||
|
public bool animate = true;
|
||||||
|
public float waveAmplitude = 0.25f;
|
||||||
|
public float waveFrequency = 0.25f;
|
||||||
|
public float waveSpeed = 0.6f;
|
||||||
|
|
||||||
|
[Header("Edges")]
|
||||||
|
public float edgeWidth = 0.06f;
|
||||||
|
public float edgeHeightOffset = 0.02f;
|
||||||
|
|
||||||
|
[Header("Materials")]
|
||||||
|
public Material faceMaterial;
|
||||||
|
public Material edgeMaterial;
|
||||||
|
|
||||||
|
[Header("Random")]
|
||||||
|
public int seed = 12345;
|
||||||
|
|
||||||
|
Mesh _mesh;
|
||||||
|
MeshFilter _meshFilter;
|
||||||
|
|
||||||
|
Vector2[] _gridXZ;
|
||||||
|
float[] _staticHeight;
|
||||||
|
Vector3[] _gridNormalAccum;
|
||||||
|
int[] _gridNormalCount;
|
||||||
|
List<int[]> _triangles;
|
||||||
|
List<(int a, int b)> _uniqueEdges;
|
||||||
|
|
||||||
|
Vector3[] _facePositions;
|
||||||
|
Vector3[] _faceNormals;
|
||||||
|
int[] _faceIndices;
|
||||||
|
|
||||||
|
Vector3[] _edgePositions;
|
||||||
|
int[] _edgeIndices;
|
||||||
|
|
||||||
|
bool _topologyDirty = true;
|
||||||
|
|
||||||
|
void OnEnable()
|
||||||
|
{
|
||||||
|
_meshFilter = GetComponent<MeshFilter>();
|
||||||
|
RebuildTopology();
|
||||||
|
UpdateGeometry(0f);
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
EditorApplication.update -= EditorTick;
|
||||||
|
if (!Application.isPlaying)
|
||||||
|
EditorApplication.update += EditorTick;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDisable()
|
||||||
|
{
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
EditorApplication.update -= EditorTick;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnValidate()
|
||||||
|
{
|
||||||
|
_topologyDirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
void EditorTick()
|
||||||
|
{
|
||||||
|
if (Application.isPlaying) return;
|
||||||
|
if (_topologyDirty) RebuildTopology();
|
||||||
|
if (animate) UpdateGeometry((float)EditorApplication.timeSinceStartup);
|
||||||
|
if (this != null) EditorUtility.SetDirty(this);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (!Application.isPlaying) return;
|
||||||
|
if (_topologyDirty) RebuildTopology();
|
||||||
|
if (animate) UpdateGeometry(Time.time);
|
||||||
|
}
|
||||||
|
|
||||||
|
void RebuildTopology()
|
||||||
|
{
|
||||||
|
_topologyDirty = false;
|
||||||
|
|
||||||
|
int vertsX = columns + 1;
|
||||||
|
int vertsZ = rows + 1;
|
||||||
|
int gridCount = vertsX * vertsZ;
|
||||||
|
|
||||||
|
_gridXZ = new Vector2[gridCount];
|
||||||
|
_staticHeight = new float[gridCount];
|
||||||
|
|
||||||
|
var rng = new System.Random(seed);
|
||||||
|
float originX = -columns * cellSize * 0.5f;
|
||||||
|
float originZ = -rows * cellSize * 0.5f;
|
||||||
|
|
||||||
|
for (int j = 0; j < vertsZ; j++)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < vertsX; i++)
|
||||||
|
{
|
||||||
|
int idx = j * vertsX + i;
|
||||||
|
bool border = i == 0 || i == columns || j == 0 || j == rows;
|
||||||
|
float jitterX = border ? 0f : ((float)rng.NextDouble() * 2f - 1f) * jitterAmount * cellSize;
|
||||||
|
float jitterZ = border ? 0f : ((float)rng.NextDouble() * 2f - 1f) * jitterAmount * cellSize;
|
||||||
|
|
||||||
|
float x = originX + i * cellSize + jitterX;
|
||||||
|
float z = originZ + j * cellSize + jitterZ;
|
||||||
|
_gridXZ[idx] = new Vector2(x, z);
|
||||||
|
|
||||||
|
float n = Mathf.PerlinNoise(x * noiseScale + seed * 0.017f, z * noiseScale + seed * 0.017f);
|
||||||
|
_staticHeight[idx] = (n * 2f - 1f) * heightAmplitude;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_triangles = new List<int[]>(columns * rows * 2);
|
||||||
|
var edgeSet = new HashSet<(int, int)>();
|
||||||
|
_uniqueEdges = new List<(int, int)>();
|
||||||
|
|
||||||
|
for (int j = 0; j < rows; j++)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < columns; i++)
|
||||||
|
{
|
||||||
|
int i00 = j * vertsX + i;
|
||||||
|
int i10 = j * vertsX + (i + 1);
|
||||||
|
int i01 = (j + 1) * vertsX + i;
|
||||||
|
int i11 = (j + 1) * vertsX + (i + 1);
|
||||||
|
|
||||||
|
bool flip = rng.Next(2) == 0;
|
||||||
|
|
||||||
|
if (flip)
|
||||||
|
{
|
||||||
|
AddTriangle(i00, i11, i01, edgeSet);
|
||||||
|
AddTriangle(i00, i10, i11, edgeSet);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
AddTriangle(i00, i10, i01, edgeSet);
|
||||||
|
AddTriangle(i10, i11, i01, edgeSet);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int faceVertCount = _triangles.Count * 3;
|
||||||
|
_facePositions = new Vector3[faceVertCount];
|
||||||
|
_faceNormals = new Vector3[faceVertCount];
|
||||||
|
_faceIndices = new int[faceVertCount];
|
||||||
|
for (int k = 0; k < faceVertCount; k++) _faceIndices[k] = k;
|
||||||
|
|
||||||
|
int edgeVertCount = _uniqueEdges.Count * 4;
|
||||||
|
_edgePositions = new Vector3[edgeVertCount];
|
||||||
|
_edgeIndices = new int[_uniqueEdges.Count * 6];
|
||||||
|
for (int e = 0; e < _uniqueEdges.Count; e++)
|
||||||
|
{
|
||||||
|
int b = e * 4;
|
||||||
|
int t = e * 6;
|
||||||
|
_edgeIndices[t + 0] = b + 0;
|
||||||
|
_edgeIndices[t + 1] = b + 2;
|
||||||
|
_edgeIndices[t + 2] = b + 1;
|
||||||
|
_edgeIndices[t + 3] = b + 1;
|
||||||
|
_edgeIndices[t + 4] = b + 2;
|
||||||
|
_edgeIndices[t + 5] = b + 3;
|
||||||
|
}
|
||||||
|
|
||||||
|
_gridNormalAccum = new Vector3[gridCount];
|
||||||
|
_gridNormalCount = new int[gridCount];
|
||||||
|
|
||||||
|
if (_mesh == null)
|
||||||
|
{
|
||||||
|
_mesh = new Mesh { name = "LowPolyTriangleField" };
|
||||||
|
_mesh.MarkDynamic();
|
||||||
|
}
|
||||||
|
_mesh.indexFormat = (faceVertCount + edgeVertCount) > 60000
|
||||||
|
? UnityEngine.Rendering.IndexFormat.UInt32
|
||||||
|
: UnityEngine.Rendering.IndexFormat.UInt16;
|
||||||
|
_mesh.Clear();
|
||||||
|
_meshFilter.sharedMesh = _mesh;
|
||||||
|
|
||||||
|
var renderer = GetComponent<MeshRenderer>();
|
||||||
|
renderer.sharedMaterials = new[] { faceMaterial, edgeMaterial };
|
||||||
|
|
||||||
|
void AddTriangle(int a, int b2, int c, HashSet<(int, int)> edges)
|
||||||
|
{
|
||||||
|
_triangles.Add(new[] { a, b2, c });
|
||||||
|
AddEdge(a, b2, edges);
|
||||||
|
AddEdge(b2, c, edges);
|
||||||
|
AddEdge(c, a, edges);
|
||||||
|
}
|
||||||
|
|
||||||
|
void AddEdge(int a, int b2, HashSet<(int, int)> edges)
|
||||||
|
{
|
||||||
|
var key = a < b2 ? (a, b2) : (b2, a);
|
||||||
|
if (edges.Add(key)) _uniqueEdges.Add(key);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateGeometry(float time)
|
||||||
|
{
|
||||||
|
if (_gridXZ == null) return;
|
||||||
|
|
||||||
|
int gridCount = _gridXZ.Length;
|
||||||
|
var pos = new Vector3[gridCount];
|
||||||
|
for (int idx = 0; idx < gridCount; idx++)
|
||||||
|
{
|
||||||
|
var xz = _gridXZ[idx];
|
||||||
|
float wave = 0f;
|
||||||
|
if (animate)
|
||||||
|
{
|
||||||
|
wave = waveAmplitude * 0.5f * (
|
||||||
|
Mathf.Sin((xz.x + xz.y) * waveFrequency + time * waveSpeed) +
|
||||||
|
Mathf.Sin((xz.x - xz.y) * waveFrequency * 0.7f + time * waveSpeed * 1.3f));
|
||||||
|
}
|
||||||
|
pos[idx] = new Vector3(xz.x, _staticHeight[idx] + wave, xz.y);
|
||||||
|
_gridNormalAccum[idx] = Vector3.zero;
|
||||||
|
_gridNormalCount[idx] = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int t = 0; t < _triangles.Count; t++)
|
||||||
|
{
|
||||||
|
var tri = _triangles[t];
|
||||||
|
Vector3 v0 = pos[tri[0]];
|
||||||
|
Vector3 v1 = pos[tri[1]];
|
||||||
|
Vector3 v2 = pos[tri[2]];
|
||||||
|
Vector3 normal = Vector3.Cross(v1 - v0, v2 - v0).normalized;
|
||||||
|
|
||||||
|
int b = t * 3;
|
||||||
|
_facePositions[b + 0] = v0;
|
||||||
|
_facePositions[b + 1] = v1;
|
||||||
|
_facePositions[b + 2] = v2;
|
||||||
|
_faceNormals[b + 0] = normal;
|
||||||
|
_faceNormals[b + 1] = normal;
|
||||||
|
_faceNormals[b + 2] = normal;
|
||||||
|
|
||||||
|
_gridNormalAccum[tri[0]] += normal; _gridNormalCount[tri[0]]++;
|
||||||
|
_gridNormalAccum[tri[1]] += normal; _gridNormalCount[tri[1]]++;
|
||||||
|
_gridNormalAccum[tri[2]] += normal; _gridNormalCount[tri[2]]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int e = 0; e < _uniqueEdges.Count; e++)
|
||||||
|
{
|
||||||
|
var (a, bIdx) = _uniqueEdges[e];
|
||||||
|
Vector3 p0 = pos[a];
|
||||||
|
Vector3 p1 = pos[bIdx];
|
||||||
|
Vector3 n0 = _gridNormalCount[a] > 0 ? (_gridNormalAccum[a] / _gridNormalCount[a]).normalized : Vector3.up;
|
||||||
|
Vector3 n1 = _gridNormalCount[bIdx] > 0 ? (_gridNormalAccum[bIdx] / _gridNormalCount[bIdx]).normalized : Vector3.up;
|
||||||
|
|
||||||
|
Vector3 dir = (p1 - p0).normalized;
|
||||||
|
Vector3 avgNormal = (n0 + n1).normalized;
|
||||||
|
Vector3 side = Vector3.Cross(dir, avgNormal).normalized * (edgeWidth * 0.5f);
|
||||||
|
|
||||||
|
Vector3 p0Off = p0 + n0 * edgeHeightOffset;
|
||||||
|
Vector3 p1Off = p1 + n1 * edgeHeightOffset;
|
||||||
|
|
||||||
|
int b = e * 4;
|
||||||
|
_edgePositions[b + 0] = p0Off - side;
|
||||||
|
_edgePositions[b + 1] = p0Off + side;
|
||||||
|
_edgePositions[b + 2] = p1Off - side;
|
||||||
|
_edgePositions[b + 3] = p1Off + side;
|
||||||
|
}
|
||||||
|
|
||||||
|
_mesh.subMeshCount = 2;
|
||||||
|
_mesh.SetVertices(_facePositions.Length > 0 ? Concat(_facePositions, _edgePositions) : _edgePositions);
|
||||||
|
|
||||||
|
int faceVertCount = _facePositions.Length;
|
||||||
|
var normals = new Vector3[faceVertCount + _edgePositions.Length];
|
||||||
|
for (int i = 0; i < faceVertCount; i++) normals[i] = _faceNormals[i];
|
||||||
|
for (int i = 0; i < _edgePositions.Length; i++) normals[faceVertCount + i] = Vector3.up;
|
||||||
|
_mesh.SetNormals(normals);
|
||||||
|
|
||||||
|
_mesh.SetIndices(_faceIndices, MeshTopology.Triangles, 0, false);
|
||||||
|
|
||||||
|
var offsetEdgeIndices = new int[_edgeIndices.Length];
|
||||||
|
for (int i = 0; i < _edgeIndices.Length; i++) offsetEdgeIndices[i] = _edgeIndices[i] + faceVertCount;
|
||||||
|
_mesh.SetIndices(offsetEdgeIndices, MeshTopology.Triangles, 1, false);
|
||||||
|
|
||||||
|
_mesh.RecalculateBounds();
|
||||||
|
}
|
||||||
|
|
||||||
|
static Vector3[] Concat(Vector3[] a, Vector3[] b)
|
||||||
|
{
|
||||||
|
var result = new Vector3[a.Length + b.Length];
|
||||||
|
a.CopyTo(result, 0);
|
||||||
|
b.CopyTo(result, a.Length);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d98243f3b31761c45a022724b517c3df
|
||||||
@@ -0,0 +1,394 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
using UnityEditor;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace Procedural
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Builds a panel out of individual equilateral-triangle GameObjects tiled edge-to-edge.
|
||||||
|
/// Each tile is its own mesh/transform; a shared driver moves every tile's transform
|
||||||
|
/// independently each frame so the panel reads as a wave, rather than deforming one mesh.
|
||||||
|
/// </summary>
|
||||||
|
[ExecuteAlways]
|
||||||
|
public class TriangleWavePanel : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Grid")]
|
||||||
|
[Min(1)] public int columns = 14;
|
||||||
|
[Min(1)] public int rows = 10;
|
||||||
|
public float triangleSize = 1.2f;
|
||||||
|
[Range(0.5f, 1f)] public float gapScale = 1f;
|
||||||
|
|
||||||
|
[Header("Volume & Corner Chamfer")]
|
||||||
|
public float thickness = 0.18f;
|
||||||
|
[Range(0f, 0.4f)] public float cornerRadius = 0f;
|
||||||
|
[Range(1, 8)] public int cornerSegments = 1;
|
||||||
|
|
||||||
|
[Header("Wave")]
|
||||||
|
public bool animate = true;
|
||||||
|
public float waveAmplitude = 0.22f;
|
||||||
|
public float waveFrequency = 0.35f;
|
||||||
|
public float waveSpeed = 1.1f;
|
||||||
|
[Range(0f, 20f)] public float tiltAmount = 5f;
|
||||||
|
|
||||||
|
[Header("Panel Sway (whole-panel rotation)")]
|
||||||
|
[Range(0f, 45f)] public float swayAmplitude = 0f;
|
||||||
|
public float swaySpeed = 0.2f;
|
||||||
|
|
||||||
|
[Header("Backer (fills the gaps)")]
|
||||||
|
public bool showBacker = true;
|
||||||
|
public float backerOffset = -0.4f;
|
||||||
|
public float backerPadding = 1.5f;
|
||||||
|
|
||||||
|
[Header("Materials")]
|
||||||
|
public Material faceMaterial;
|
||||||
|
public Material backerMaterial;
|
||||||
|
|
||||||
|
Transform[] _tileTransforms;
|
||||||
|
Vector3[] _tileBasePos;
|
||||||
|
Quaternion _baseRotation;
|
||||||
|
bool _dirty = true;
|
||||||
|
|
||||||
|
void OnEnable()
|
||||||
|
{
|
||||||
|
_baseRotation = transform.localRotation;
|
||||||
|
Rebuild();
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
EditorApplication.update -= EditorTick;
|
||||||
|
if (!Application.isPlaying)
|
||||||
|
EditorApplication.update += EditorTick;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDisable()
|
||||||
|
{
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
EditorApplication.update -= EditorTick;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnValidate()
|
||||||
|
{
|
||||||
|
_dirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Forces an immediate rebuild. Needed after configuring fields via code (e.g. from an
|
||||||
|
/// editor script right after AddComponent), since plain field writes don't route through
|
||||||
|
/// OnValidate the way Inspector edits do, so _dirty never flips back on by itself.
|
||||||
|
/// </summary>
|
||||||
|
public void RebuildNow()
|
||||||
|
{
|
||||||
|
_baseRotation = transform.localRotation;
|
||||||
|
Rebuild();
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
void EditorTick()
|
||||||
|
{
|
||||||
|
if (Application.isPlaying) return;
|
||||||
|
if (_dirty) Rebuild();
|
||||||
|
if (animate) AnimateTiles((float)EditorApplication.timeSinceStartup);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (!Application.isPlaying) return;
|
||||||
|
if (_dirty) Rebuild();
|
||||||
|
if (animate) AnimateTiles(Time.time);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Rebuild()
|
||||||
|
{
|
||||||
|
_dirty = false;
|
||||||
|
ClearChildren();
|
||||||
|
|
||||||
|
float s = triangleSize;
|
||||||
|
float h = s * Mathf.Sqrt(3f) * 0.5f;
|
||||||
|
|
||||||
|
Mesh upMesh = BuildRoundedTrianglePrism(
|
||||||
|
new Vector2(-s * 0.5f, -h / 3f),
|
||||||
|
new Vector2(s * 0.5f, -h / 3f),
|
||||||
|
new Vector2(0f, 2f * h / 3f),
|
||||||
|
gapScale, cornerRadius, cornerSegments, thickness, "TrianglePanel_Up");
|
||||||
|
|
||||||
|
Mesh downMesh = BuildRoundedTrianglePrism(
|
||||||
|
new Vector2(-s * 0.5f, h / 3f),
|
||||||
|
new Vector2(s * 0.5f, h / 3f),
|
||||||
|
new Vector2(0f, -2f * h / 3f),
|
||||||
|
gapScale, cornerRadius, cornerSegments, thickness, "TrianglePanel_Down");
|
||||||
|
|
||||||
|
float originX = -(columns * s) * 0.5f;
|
||||||
|
float originZ = -(rows * h) * 0.5f;
|
||||||
|
|
||||||
|
var transforms = new List<Transform>(columns * rows * 2);
|
||||||
|
var basePositions = new List<Vector3>(columns * rows * 2);
|
||||||
|
|
||||||
|
for (int r = 0; r < rows; r++)
|
||||||
|
{
|
||||||
|
for (int c = 0; c < columns; c++)
|
||||||
|
{
|
||||||
|
float rowZ = originZ + r * h;
|
||||||
|
|
||||||
|
Vector3 upPos = new Vector3(originX + c * s + s * 0.5f, 0f, rowZ + h / 3f);
|
||||||
|
CreateTile($"Tile_{r}_{c}_Up", upMesh, upPos, transforms, basePositions);
|
||||||
|
|
||||||
|
Vector3 downPos = new Vector3(originX + c * s + s, 0f, rowZ + 2f * h / 3f);
|
||||||
|
CreateTile($"Tile_{r}_{c}_Down", downMesh, downPos, transforms, basePositions);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_tileTransforms = transforms.ToArray();
|
||||||
|
_tileBasePos = basePositions.ToArray();
|
||||||
|
|
||||||
|
if (showBacker)
|
||||||
|
BuildBacker(originX, originZ, s, h);
|
||||||
|
|
||||||
|
AnimateTiles(0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CreateTile(string tileName, Mesh mesh, Vector3 localPos, List<Transform> transforms, List<Vector3> basePositions)
|
||||||
|
{
|
||||||
|
var go = new GameObject(tileName);
|
||||||
|
go.transform.SetParent(transform, false);
|
||||||
|
go.transform.localPosition = localPos;
|
||||||
|
go.AddComponent<MeshFilter>().sharedMesh = mesh;
|
||||||
|
var mr = go.AddComponent<MeshRenderer>();
|
||||||
|
mr.sharedMaterial = faceMaterial;
|
||||||
|
mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
||||||
|
transforms.Add(go.transform);
|
||||||
|
basePositions.Add(localPos);
|
||||||
|
}
|
||||||
|
|
||||||
|
void BuildBacker(float originX, float originZ, float s, float h)
|
||||||
|
{
|
||||||
|
var go = new GameObject("Backer");
|
||||||
|
go.transform.SetParent(transform, false);
|
||||||
|
float width = columns * s + backerPadding * 2f;
|
||||||
|
float depth = rows * h + backerPadding * 2f;
|
||||||
|
float cx = originX + (columns * s) * 0.5f;
|
||||||
|
float cz = originZ + (rows * h) * 0.5f;
|
||||||
|
go.transform.localPosition = new Vector3(cx, backerOffset, cz);
|
||||||
|
|
||||||
|
var mesh = new Mesh { name = "TrianglePanel_Backer" };
|
||||||
|
float hw = width * 0.5f;
|
||||||
|
float hd = depth * 0.5f;
|
||||||
|
mesh.vertices = new[]
|
||||||
|
{
|
||||||
|
new Vector3(-hw, 0f, -hd),
|
||||||
|
new Vector3(hw, 0f, -hd),
|
||||||
|
new Vector3(-hw, 0f, hd),
|
||||||
|
new Vector3(hw, 0f, hd),
|
||||||
|
};
|
||||||
|
mesh.triangles = new[] { 0, 2, 1, 1, 2, 3 };
|
||||||
|
mesh.normals = new[] { Vector3.up, Vector3.up, Vector3.up, Vector3.up };
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
|
||||||
|
go.AddComponent<MeshFilter>().sharedMesh = mesh;
|
||||||
|
var mr = go.AddComponent<MeshRenderer>();
|
||||||
|
mr.sharedMaterial = backerMaterial;
|
||||||
|
mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
||||||
|
}
|
||||||
|
|
||||||
|
static Mesh BuildRoundedTrianglePrism(Vector2 a, Vector2 b, Vector2 c, float gapScale, float requestedRadius,
|
||||||
|
int cornerSegments, float thickness, string meshName)
|
||||||
|
{
|
||||||
|
Vector2[] pts = { a * gapScale, b * gapScale, c * gapScale };
|
||||||
|
|
||||||
|
float minEdge = Mathf.Min(
|
||||||
|
Vector2.Distance(pts[0], pts[1]),
|
||||||
|
Mathf.Min(Vector2.Distance(pts[1], pts[2]), Vector2.Distance(pts[2], pts[0])));
|
||||||
|
float radius = Mathf.Clamp(requestedRadius, 0f, minEdge * 0.28f);
|
||||||
|
|
||||||
|
List<Vector2> outline = RoundedTriangleOutline(pts, radius, cornerSegments);
|
||||||
|
int n = outline.Count;
|
||||||
|
float halfT = thickness * 0.5f;
|
||||||
|
|
||||||
|
var vertices = new List<Vector3>(n * 4 + 2);
|
||||||
|
var normals = new List<Vector3>(n * 4 + 2);
|
||||||
|
var triangles = new List<int>(n * 12);
|
||||||
|
|
||||||
|
int topCenter = vertices.Count;
|
||||||
|
vertices.Add(new Vector3(0f, halfT, 0f));
|
||||||
|
normals.Add(Vector3.up);
|
||||||
|
int topStart = vertices.Count;
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
vertices.Add(new Vector3(outline[i].x, halfT, outline[i].y));
|
||||||
|
normals.Add(Vector3.up);
|
||||||
|
}
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
triangles.Add(topCenter);
|
||||||
|
triangles.Add(topStart + i);
|
||||||
|
triangles.Add(topStart + (i + 1) % n);
|
||||||
|
}
|
||||||
|
|
||||||
|
int bottomCenter = vertices.Count;
|
||||||
|
vertices.Add(new Vector3(0f, -halfT, 0f));
|
||||||
|
normals.Add(Vector3.down);
|
||||||
|
int bottomStart = vertices.Count;
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
vertices.Add(new Vector3(outline[i].x, -halfT, outline[i].y));
|
||||||
|
normals.Add(Vector3.down);
|
||||||
|
}
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
triangles.Add(bottomCenter);
|
||||||
|
triangles.Add(bottomStart + (i + 1) % n);
|
||||||
|
triangles.Add(bottomStart + i);
|
||||||
|
}
|
||||||
|
|
||||||
|
int sideTopStart = vertices.Count;
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
Vector2 p = outline[i];
|
||||||
|
Vector3 outward = new Vector3(p.x, 0f, p.y);
|
||||||
|
outward = outward.sqrMagnitude > 0.0001f ? outward.normalized : Vector3.forward;
|
||||||
|
vertices.Add(new Vector3(p.x, halfT, p.y));
|
||||||
|
normals.Add(outward);
|
||||||
|
}
|
||||||
|
int sideBottomStart = vertices.Count;
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
Vector2 p = outline[i];
|
||||||
|
Vector3 outward = new Vector3(p.x, 0f, p.y);
|
||||||
|
outward = outward.sqrMagnitude > 0.0001f ? outward.normalized : Vector3.forward;
|
||||||
|
vertices.Add(new Vector3(p.x, -halfT, p.y));
|
||||||
|
normals.Add(outward);
|
||||||
|
}
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
int next = (i + 1) % n;
|
||||||
|
int t0 = sideTopStart + i;
|
||||||
|
int t1 = sideTopStart + next;
|
||||||
|
int b0 = sideBottomStart + i;
|
||||||
|
int b1 = sideBottomStart + next;
|
||||||
|
triangles.Add(t0); triangles.Add(b0); triangles.Add(t1);
|
||||||
|
triangles.Add(t1); triangles.Add(b0); triangles.Add(b1);
|
||||||
|
}
|
||||||
|
|
||||||
|
var mesh = new Mesh { name = meshName };
|
||||||
|
mesh.SetVertices(vertices);
|
||||||
|
mesh.SetNormals(normals);
|
||||||
|
mesh.SetTriangles(triangles, 0);
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
return mesh;
|
||||||
|
}
|
||||||
|
|
||||||
|
static List<Vector2> RoundedTriangleOutline(Vector2[] pts, float radius, int segments)
|
||||||
|
{
|
||||||
|
var outline = new List<Vector2>();
|
||||||
|
|
||||||
|
for (int k = 0; k < 3; k++)
|
||||||
|
{
|
||||||
|
Vector2 v = pts[k];
|
||||||
|
|
||||||
|
if (radius < 0.0001f)
|
||||||
|
{
|
||||||
|
outline.Add(v);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector2 prev = pts[(k + 2) % 3];
|
||||||
|
Vector2 next = pts[(k + 1) % 3];
|
||||||
|
|
||||||
|
Vector2 dirToPrev = (prev - v).normalized;
|
||||||
|
Vector2 dirToNext = (next - v).normalized;
|
||||||
|
|
||||||
|
float dot = Mathf.Clamp(Vector2.Dot(dirToPrev, dirToNext), -1f, 1f);
|
||||||
|
float angle = Mathf.Acos(dot);
|
||||||
|
float halfAngle = angle * 0.5f;
|
||||||
|
float tangentDist = radius / Mathf.Tan(halfAngle);
|
||||||
|
float centerDist = radius / Mathf.Sin(halfAngle);
|
||||||
|
|
||||||
|
Vector2 bisector = dirToPrev + dirToNext;
|
||||||
|
bisector = bisector.sqrMagnitude > 0.0001f ? bisector.normalized : dirToPrev;
|
||||||
|
|
||||||
|
Vector2 tangentOnPrevEdge = v + dirToPrev * tangentDist;
|
||||||
|
Vector2 tangentOnNextEdge = v + dirToNext * tangentDist;
|
||||||
|
Vector2 center = v + bisector * centerDist;
|
||||||
|
|
||||||
|
Vector2 startDir = (tangentOnPrevEdge - center).normalized;
|
||||||
|
Vector2 endDir = (tangentOnNextEdge - center).normalized;
|
||||||
|
|
||||||
|
float cross = startDir.x * endDir.y - startDir.y * endDir.x;
|
||||||
|
float sweepSign = cross >= 0f ? 1f : -1f;
|
||||||
|
float sweepAngle = Mathf.Acos(Mathf.Clamp(Vector2.Dot(startDir, endDir), -1f, 1f));
|
||||||
|
|
||||||
|
int segs = Mathf.Max(1, segments);
|
||||||
|
for (int seg = 0; seg <= segs; seg++)
|
||||||
|
{
|
||||||
|
float t = (float)seg / segs;
|
||||||
|
float a = sweepSign * sweepAngle * t;
|
||||||
|
float ca = Mathf.Cos(a), sa = Mathf.Sin(a);
|
||||||
|
Vector2 rotated = new Vector2(
|
||||||
|
startDir.x * ca - startDir.y * sa,
|
||||||
|
startDir.x * sa + startDir.y * ca);
|
||||||
|
outline.Add(center + rotated * radius);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return outline;
|
||||||
|
}
|
||||||
|
|
||||||
|
void AnimateTiles(float time)
|
||||||
|
{
|
||||||
|
if (swayAmplitude > 0.001f && animate)
|
||||||
|
{
|
||||||
|
float sway = Mathf.Sin(time * swaySpeed) * swayAmplitude;
|
||||||
|
// Rotate around the world Y axis on top of whatever base orientation the panel
|
||||||
|
// was authored with (e.g. tipped vertical), rather than a local axis, so the sway
|
||||||
|
// always reads as a gentle turn regardless of how the panel itself is oriented.
|
||||||
|
transform.localRotation = Quaternion.AngleAxis(sway, Vector3.up) * _baseRotation;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
transform.localRotation = _baseRotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_tileTransforms == null) return;
|
||||||
|
float t = time * waveSpeed;
|
||||||
|
|
||||||
|
for (int i = 0; i < _tileTransforms.Length; i++)
|
||||||
|
{
|
||||||
|
var tf = _tileTransforms[i];
|
||||||
|
if (tf == null) continue;
|
||||||
|
var b = _tileBasePos[i];
|
||||||
|
|
||||||
|
float sum = (b.x + b.z) * waveFrequency;
|
||||||
|
float diff = (b.x - b.z) * waveFrequency * 0.7f;
|
||||||
|
|
||||||
|
float wave = animate
|
||||||
|
? waveAmplitude * 0.5f * (Mathf.Sin(sum + t) + Mathf.Sin(diff + t * 1.3f))
|
||||||
|
: 0f;
|
||||||
|
|
||||||
|
tf.localPosition = new Vector3(b.x, b.y + wave, b.z);
|
||||||
|
|
||||||
|
if (tiltAmount > 0f && animate)
|
||||||
|
{
|
||||||
|
float tiltX = tiltAmount * Mathf.Cos(diff + t * 1.3f);
|
||||||
|
float tiltZ = tiltAmount * Mathf.Cos(sum + t);
|
||||||
|
tf.localRotation = Quaternion.Euler(tiltX, 0f, -tiltZ);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
tf.localRotation = Quaternion.identity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ClearChildren()
|
||||||
|
{
|
||||||
|
for (int i = transform.childCount - 1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
var child = transform.GetChild(i).gameObject;
|
||||||
|
if (Application.isPlaying) Destroy(child);
|
||||||
|
else DestroyImmediate(child);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5476e1f1daded4d4f82d503bb03be2d3
|
||||||
@@ -0,0 +1,102 @@
|
|||||||
|
using Mirror;
|
||||||
|
using Rive;
|
||||||
|
using Rive.Components;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class RiveLoginController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Rive")]
|
||||||
|
[SerializeField] private RiveWidget riveWidget;
|
||||||
|
[SerializeField] private string startTriggerName = "startClicked";
|
||||||
|
|
||||||
|
[Header("Login")]
|
||||||
|
[Tooltip("Still needed username until Rive has a bound string property.")]
|
||||||
|
[SerializeField] private TMP_InputField usernameInput;
|
||||||
|
|
||||||
|
[SerializeField] private LoginUI loginUI;
|
||||||
|
|
||||||
|
private ViewModelInstanceTriggerProperty startTrigger;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (riveWidget == null)
|
||||||
|
riveWidget = GetComponent<RiveWidget>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
if (riveWidget == null) return;
|
||||||
|
|
||||||
|
riveWidget.OnWidgetStatusChanged += HandleWidgetStatusChanged;
|
||||||
|
HandleWidgetStatusChanged();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
if (riveWidget != null)
|
||||||
|
riveWidget.OnWidgetStatusChanged -= HandleWidgetStatusChanged;
|
||||||
|
|
||||||
|
if (startTrigger != null)
|
||||||
|
startTrigger.OnTriggered -= OnStartClicked;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleWidgetStatusChanged()
|
||||||
|
{
|
||||||
|
if (riveWidget.Status != WidgetStatus.Loaded)
|
||||||
|
return;
|
||||||
|
|
||||||
|
ViewModelInstance vm = riveWidget.StateMachine?.ViewModelInstance;
|
||||||
|
if (vm == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("RiveLoginController: ViewModelInstance is null. Set Data Binding Mode to Auto Bind Default.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (startTrigger != null)
|
||||||
|
startTrigger.OnTriggered -= OnStartClicked;
|
||||||
|
|
||||||
|
startTrigger = vm.GetTriggerProperty(startTriggerName);
|
||||||
|
if (startTrigger == null)
|
||||||
|
{
|
||||||
|
Debug.LogError($"RiveLoginController: Trigger '{startTriggerName}' not found.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
startTrigger.OnTriggered += OnStartClicked;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnStartClicked()
|
||||||
|
{
|
||||||
|
StartMultiplayerSession();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartMultiplayerSession()
|
||||||
|
{
|
||||||
|
string username = usernameInput != null
|
||||||
|
? usernameInput.text.Trim()
|
||||||
|
: string.Empty;
|
||||||
|
|
||||||
|
if (string.IsNullOrWhiteSpace(username))
|
||||||
|
{
|
||||||
|
if (loginUI != null && loginUI.errorText != null)
|
||||||
|
{
|
||||||
|
loginUI.errorText.text = "Enter a username";
|
||||||
|
loginUI.errorText.gameObject.SetActive(true);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning("RiveLoginController: Username is empty");
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
ChatAuthenticator auth = NetworkManager.singleton.GetComponent<ChatAuthenticator>();
|
||||||
|
if (auth != null)
|
||||||
|
auth.SetPlayerName(username);
|
||||||
|
else
|
||||||
|
Debug.LogWarning("RiveLoginController: ChatAuthenticator not found on NetworkManager");
|
||||||
|
|
||||||
|
NetworkManager.singleton.StartClient();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3fe02973c43b80c438b8634ba5fc2153
|
||||||
@@ -0,0 +1,132 @@
|
|||||||
|
using ProceduralEditor;
|
||||||
|
using Rive;
|
||||||
|
using Rive.Components;
|
||||||
|
using System.Reflection.Metadata;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
/// Sends keyboard navigation commands to the Rive menu and
|
||||||
|
/// activates the Play option when Enter is pressed
|
||||||
|
public class RiveNavigationController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Rive")]
|
||||||
|
[Tooltip("RiveWidget that hosts the menu artboard.")]
|
||||||
|
[SerializeField] private RiveWidget riveWidget;
|
||||||
|
|
||||||
|
[Header("Scene Transition")]
|
||||||
|
[Tooltip("Object containing the SceneTransitionController component.")]
|
||||||
|
[SerializeField] private SceneTransitionController sceneTransitionController;
|
||||||
|
|
||||||
|
[Header("Menu Selection")]
|
||||||
|
[Tooltip("Total number of selectable Rive menu buttons.")]
|
||||||
|
[Min(1)]
|
||||||
|
[SerializeField] private int menuItemCount = 1;
|
||||||
|
|
||||||
|
|
||||||
|
private const string NextTriggerName = "nextButtonClicked";
|
||||||
|
private const string PreviousTriggerName = "previousButtonClicked";
|
||||||
|
private const int PlayIndex = 0;
|
||||||
|
|
||||||
|
private ViewModelInstanceTriggerProperty nextTrigger;
|
||||||
|
private ViewModelInstanceTriggerProperty previousTrigger;
|
||||||
|
|
||||||
|
private int selectedIndex;
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
if (riveWidget == null)
|
||||||
|
{
|
||||||
|
Debug.LogError($"{nameof(RiveNavigationController)}: riveWidget is not assigned.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (sceneTransitionController == null)
|
||||||
|
{
|
||||||
|
Debug.LogError($"{nameof(RiveNavigationController)}: SceneTransitionController is not assigned.");
|
||||||
|
}
|
||||||
|
|
||||||
|
riveWidget.OnWidgetStatusChanged += HandleWidgetStatusChanged;
|
||||||
|
// In case the widget already finished loading before we subscribed.
|
||||||
|
HandleWidgetStatusChanged();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
if (riveWidget != null)
|
||||||
|
riveWidget.OnWidgetStatusChanged -= HandleWidgetStatusChanged;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleWidgetStatusChanged()
|
||||||
|
{
|
||||||
|
if (riveWidget.Status != WidgetStatus.Loaded)
|
||||||
|
return;
|
||||||
|
|
||||||
|
ViewModelInstance viewModelInstance = riveWidget.StateMachine?.ViewModelInstance;
|
||||||
|
if (viewModelInstance == null)
|
||||||
|
{
|
||||||
|
Debug.LogError($"{nameof(RiveNavigationController)}: ViewModelInstance is null. " +
|
||||||
|
"Set Data Binding Mode to Auto Bind Default on the Rive Widget.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Cache both triggers once the artboard is ready so Update() doesn't do
|
||||||
|
// string lookups every frame.
|
||||||
|
nextTrigger = viewModelInstance.GetTriggerProperty(NextTriggerName);
|
||||||
|
previousTrigger = viewModelInstance.GetTriggerProperty(PreviousTriggerName);
|
||||||
|
|
||||||
|
if (nextTrigger == null)
|
||||||
|
Debug.LogError($"{nameof(RiveNavigationController)}: Trigger '{NextTriggerName}' not found on view model.");
|
||||||
|
if (previousTrigger == null)
|
||||||
|
Debug.LogError($"{nameof(RiveNavigationController)}: Trigger '{PreviousTriggerName}' not found on view model.");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
Keyboard keyboard = Keyboard.current;
|
||||||
|
|
||||||
|
if (keyboard == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (keyboard.rightArrowKey.wasPressedThisFrame)
|
||||||
|
{
|
||||||
|
MoveSelection(+1);
|
||||||
|
nextTrigger?.Trigger();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (keyboard.leftArrowKey.wasPressedThisFrame)
|
||||||
|
{
|
||||||
|
MoveSelection(-1);
|
||||||
|
previousTrigger?.Trigger();
|
||||||
|
}
|
||||||
|
|
||||||
|
bool enterPressed = keyboard.enterKey.wasPressedThisFrame || keyboard.numpadEnterKey.wasPressedThisFrame;
|
||||||
|
|
||||||
|
if (enterPressed && selectedIndex == PlayIndex)
|
||||||
|
{
|
||||||
|
if (sceneTransitionController == null)
|
||||||
|
{
|
||||||
|
Debug.LogError($"{nameof(RiveNavigationController)}: SceneTransitionController is not assigned.");
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
sceneTransitionController.LoadGameplayScene();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void MoveSelection(int direction)
|
||||||
|
{
|
||||||
|
if (menuItemCount <= 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
selectedIndex += direction;
|
||||||
|
|
||||||
|
if (selectedIndex >= menuItemCount)
|
||||||
|
selectedIndex = 0;
|
||||||
|
|
||||||
|
if (selectedIndex < 0)
|
||||||
|
selectedIndex = menuItemCount - 1;
|
||||||
|
|
||||||
|
Debug.Log($"Rive menu selection index: {selectedIndex}");
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7da53f31be2464b45ada2a0875845057
|
||||||
@@ -0,0 +1,65 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
namespace ProceduralEditor
|
||||||
|
{
|
||||||
|
public class SceneTransitionController : MonoBehaviour
|
||||||
|
{
|
||||||
|
const string GameplaySceneName = "Landscape";
|
||||||
|
|
||||||
|
[Header("Fade")]
|
||||||
|
[Tooltip("CanvasGroup on the Fade Image object.")]
|
||||||
|
[SerializeField] private CanvasGroup fadeGroup;
|
||||||
|
|
||||||
|
[Min(0f)]
|
||||||
|
[SerializeField] private float fadeDuration = 0.75f;
|
||||||
|
|
||||||
|
private bool transitionInProgress;
|
||||||
|
|
||||||
|
public void LoadGameplayScene()
|
||||||
|
{
|
||||||
|
if (transitionInProgress)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (fadeGroup == null)
|
||||||
|
{
|
||||||
|
Debug.LogError($"{nameof(SceneTransitionController)}: Fade Group is not assigned.");
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
transitionInProgress = true;
|
||||||
|
StartCoroutine(FadeThenLoadGameplayScene());
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator FadeThenLoadGameplayScene()
|
||||||
|
{
|
||||||
|
fadeGroup.gameObject.SetActive(true);
|
||||||
|
fadeGroup.blocksRaycasts = true;
|
||||||
|
fadeGroup.interactable = true;
|
||||||
|
|
||||||
|
float startingAlpha = fadeGroup.alpha;
|
||||||
|
float elapsed = 0f;
|
||||||
|
|
||||||
|
while (elapsed < fadeDuration)
|
||||||
|
{
|
||||||
|
elapsed += Time.unscaledDeltaTime;
|
||||||
|
|
||||||
|
float normalizedTime = Mathf.Clamp01(elapsed / fadeDuration);
|
||||||
|
|
||||||
|
fadeGroup.alpha = Mathf.Lerp(startingAlpha, 1f, normalizedTime);
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
fadeGroup.alpha = 1f;
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
|
||||||
|
Debug.Log($"Loading scene: {GameplaySceneName}");
|
||||||
|
|
||||||
|
SceneManager.LoadScene(GameplaySceneName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: afa95fbb3af75b547944ef84e8caddd5
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b13717421ac809d44aaac667dce78981
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,50 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class DebugFadeToggle : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Image targetImage;
|
||||||
|
public float duration = 0.5f;
|
||||||
|
|
||||||
|
bool isVisible = true;
|
||||||
|
Coroutine running;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
var btn = GetComponent<Button>();
|
||||||
|
if (btn != null)
|
||||||
|
btn.onClick.AddListener(ToggleFade);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ToggleFade()
|
||||||
|
{
|
||||||
|
if (targetImage == null) return;
|
||||||
|
|
||||||
|
float targetAlpha = isVisible ? 0f : 1f;
|
||||||
|
if (running != null) StopCoroutine(running);
|
||||||
|
running = StartCoroutine(FadeTo(targetAlpha));
|
||||||
|
isVisible = !isVisible;
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator FadeTo(float targetAlpha)
|
||||||
|
{
|
||||||
|
float start = targetImage.color.a;
|
||||||
|
float t = 0f;
|
||||||
|
|
||||||
|
while (t < duration)
|
||||||
|
{
|
||||||
|
t += Time.deltaTime;
|
||||||
|
float a = Mathf.Lerp(start, targetAlpha, Mathf.Clamp01(t / duration));
|
||||||
|
var c = targetImage.color;
|
||||||
|
c.a = a;
|
||||||
|
targetImage.color = c;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
var final = targetImage.color;
|
||||||
|
final.a = targetAlpha;
|
||||||
|
targetImage.color = final;
|
||||||
|
running = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e99816cb33c22f840bae5c4d5be9523f
|
||||||
@@ -0,0 +1,54 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
namespace ProceduralEditor
|
||||||
|
{
|
||||||
|
// Runtime helper that toggles the alpha of a target Image when the Button it's attached to is clicked.
|
||||||
|
public class DebugFadeToggleBridge : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Image targetImage;
|
||||||
|
public float duration = 0.1f;
|
||||||
|
|
||||||
|
bool isVisible = true;
|
||||||
|
Coroutine running;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
var btn = GetComponent<Button>();
|
||||||
|
if (btn != null)
|
||||||
|
btn.onClick.AddListener(ToggleFade);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ToggleFade()
|
||||||
|
{
|
||||||
|
if (targetImage == null) return;
|
||||||
|
|
||||||
|
float targetAlpha = isVisible ? 0f : 1f;
|
||||||
|
if (running != null) StopCoroutine(running);
|
||||||
|
running = StartCoroutine(FadeTo(targetAlpha));
|
||||||
|
isVisible = !isVisible;
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator FadeTo(float targetAlpha)
|
||||||
|
{
|
||||||
|
float start = targetImage.color.a;
|
||||||
|
float t = 0f;
|
||||||
|
|
||||||
|
while (t < duration)
|
||||||
|
{
|
||||||
|
t += Time.deltaTime;
|
||||||
|
float a = Mathf.Lerp(start, targetAlpha, Mathf.Clamp01(t / duration));
|
||||||
|
var c = targetImage.color;
|
||||||
|
c.a = a;
|
||||||
|
targetImage.color = c;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
var final = targetImage.color;
|
||||||
|
final.a = targetAlpha;
|
||||||
|
targetImage.color = final;
|
||||||
|
running = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 94f21b7480673b540bd619ed7bb266f9
|
||||||
@@ -0,0 +1,63 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[RequireComponent(typeof(CanvasGroup))]
|
||||||
|
public class MenuFadeIn : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float delay = 0.3f;
|
||||||
|
public float duration = 3.5f;
|
||||||
|
|
||||||
|
CanvasGroup _group;
|
||||||
|
Coroutine _fadeRoutine;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
// Ensure a CanvasGroup exists (SetupMainMenuScene adds one, but be defensive)
|
||||||
|
_group = GetComponent<CanvasGroup>();
|
||||||
|
if (_group == null) _group = gameObject.AddComponent<CanvasGroup>();
|
||||||
|
|
||||||
|
_group.alpha = 1f;
|
||||||
|
_group.blocksRaycasts = true;
|
||||||
|
Debug.Log("[MenuFadeIn] Awake - CanvasGroup ensured, alpha=1");
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnEnable()
|
||||||
|
{
|
||||||
|
// Reset state whenever enabled and start the fade
|
||||||
|
if (_group == null) _group = GetComponent<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
|
||||||
|
_group.alpha = 1f;
|
||||||
|
_group.blocksRaycasts = true;
|
||||||
|
|
||||||
|
if (_fadeRoutine != null) StopCoroutine(_fadeRoutine);
|
||||||
|
_fadeRoutine = StartCoroutine(Fade());
|
||||||
|
Debug.Log("[MenuFadeIn] OnEnable - starting fade (delay=" + delay + ", duration=" + duration + ")");
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDisable()
|
||||||
|
{
|
||||||
|
if (_fadeRoutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_fadeRoutine);
|
||||||
|
_fadeRoutine = null;
|
||||||
|
Debug.Log("[MenuFadeIn] OnDisable - stopped fade coroutine");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator Fade()
|
||||||
|
{
|
||||||
|
if (delay > 0f) yield return new WaitForSecondsRealtime(delay);
|
||||||
|
|
||||||
|
float t = 0f;
|
||||||
|
while (t < duration)
|
||||||
|
{
|
||||||
|
t += Time.unscaledDeltaTime;
|
||||||
|
_group.alpha = 1f - Mathf.Clamp01(t / duration);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
_group.alpha = 0f;
|
||||||
|
_group.blocksRaycasts = false;
|
||||||
|
Debug.Log("[MenuFadeIn] Fade finished - disabling GameObject");
|
||||||
|
gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: dcac9b4ec2e8fe143ac611df7f4b548f
|
||||||
@@ -342,6 +342,9 @@ MonoBehaviour:
|
|||||||
skyOcclusionIntensityMultiplier:
|
skyOcclusionIntensityMultiplier:
|
||||||
m_OverrideState: 1
|
m_OverrideState: 1
|
||||||
m_Value: 1
|
m_Value: 1
|
||||||
|
worldOffset:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: {x: 0, y: 0, z: 0}
|
||||||
--- !u!114 &-1216621516061285780
|
--- !u!114 &-1216621516061285780
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 3
|
m_ObjectHideFlags: 3
|
||||||
@@ -376,6 +379,9 @@ MonoBehaviour:
|
|||||||
highQualityFiltering:
|
highQualityFiltering:
|
||||||
m_OverrideState: 1
|
m_OverrideState: 1
|
||||||
m_Value: 0
|
m_Value: 0
|
||||||
|
filter:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
downscale:
|
downscale:
|
||||||
m_OverrideState: 1
|
m_OverrideState: 1
|
||||||
m_Value: 0
|
m_Value: 0
|
||||||
@@ -462,8 +468,6 @@ MonoBehaviour:
|
|||||||
- {fileID: -6288072647309666549}
|
- {fileID: -6288072647309666549}
|
||||||
- {fileID: 7518938298396184218}
|
- {fileID: 7518938298396184218}
|
||||||
- {fileID: -1410297666881709256}
|
- {fileID: -1410297666881709256}
|
||||||
- {fileID: -7750755424749557576}
|
|
||||||
- {fileID: -5139089513906902183}
|
|
||||||
--- !u!114 &853819529557874667
|
--- !u!114 &853819529557874667
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 3
|
m_ObjectHideFlags: 3
|
||||||
|
|||||||
@@ -0,0 +1,16 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3}
|
||||||
|
m_Name: MenuPostProcessProfile
|
||||||
|
m_EditorClassIdentifier: Unity.RenderPipelines.Core.Runtime::UnityEngine.Rendering.VolumeProfile
|
||||||
|
components:
|
||||||
|
- {fileID: 0}
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5912e2681c615e44ba9d7cdc5d9ae548
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 11400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -12,8 +12,8 @@ MonoBehaviour:
|
|||||||
m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3}
|
m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3}
|
||||||
m_Name: Mobile_RPAsset
|
m_Name: Mobile_RPAsset
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
k_AssetVersion: 12
|
k_AssetVersion: 13
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m_MixedLightingSupported: 1
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@@ -109,6 +109,7 @@ MonoBehaviour:
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m_PrefilterDebugKeywords: 1
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m_PrefilterHDROutput: 1
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m_PrefilterSSAODepthNormals: 1
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m_PrefilterSSAOSourceDepthLow: 1
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m_PrefilterSSAOSourceDepthMedium: 0
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@@ -126,8 +127,15 @@ MonoBehaviour:
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m_PrefilterSoftShadowsQualityHigh: 1
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type: {class: RenderGraphSettings, ns: UnityEngine.Rendering.Universal, asm: Unity.RenderPipelines.Universal.Runtime}
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@@ -93,3 +93,46 @@ The following packages were added:
|
|||||||
com.unity.ide.vscode@1.2.4
|
com.unity.ide.vscode@1.2.4
|
||||||
com.unity.render-pipelines.high-definition@17.2.0
|
com.unity.render-pipelines.high-definition@17.2.0
|
||||||
com.unity.shadergraph@17.2.0
|
com.unity.shadergraph@17.2.0
|
||||||
|
|
||||||
|
=== Tue Jun 16 10:28:57 2026
|
||||||
|
|
||||||
|
Packages were changed.
|
||||||
|
Update Mode: updateDependencies
|
||||||
|
|
||||||
|
The following packages were added:
|
||||||
|
com.unity.modules.adaptiveperformance@1.0.0
|
||||||
|
com.unity.modules.vectorgraphics@1.0.0
|
||||||
|
The following packages were updated:
|
||||||
|
com.unity.ai.navigation from version 2.0.9 to 2.0.12
|
||||||
|
com.unity.collab-proxy from version 2.10.0 to 2.12.4
|
||||||
|
com.unity.dedicated-server from version 1.6.2 to 2.0.2
|
||||||
|
com.unity.ide.rider from version 3.0.38 to 3.0.39
|
||||||
|
com.unity.ide.visualstudio from version 2.0.25 to 2.0.27
|
||||||
|
com.unity.inputsystem from version 1.14.2 to 1.19.0
|
||||||
|
com.unity.multiplayer.center from version 1.0.0 to 1.0.1
|
||||||
|
com.unity.nuget.newtonsoft-json from version 3.2.1 to 3.2.2
|
||||||
|
com.unity.render-pipelines.high-definition from version 17.2.0 to 17.4.0
|
||||||
|
com.unity.render-pipelines.universal from version 17.2.0 to 17.4.0
|
||||||
|
com.unity.shadergraph from version 17.2.0 to 17.4.0
|
||||||
|
com.unity.terrain-tools from version 5.3.1 to 5.3.2
|
||||||
|
com.unity.timeline from version 1.8.9 to 1.8.12
|
||||||
|
com.unity.visualscripting from version 1.9.8 to 1.9.11
|
||||||
|
The following packages were removed:
|
||||||
|
com.unity.toolchain.win-x86_64-linux-x86_64@2.0.11
|
||||||
|
|
||||||
|
=== Sun Jun 21 21:43:25 2026
|
||||||
|
|
||||||
|
Packages were changed.
|
||||||
|
Update Mode: updateDependencies
|
||||||
|
|
||||||
|
The following packages were added:
|
||||||
|
com.unity.modules.physicscore2d@1.0.0
|
||||||
|
The following packages were updated:
|
||||||
|
com.unity.ai.navigation from version 2.0.12 to 2.0.13
|
||||||
|
com.unity.render-pipelines.high-definition from version 17.4.0 to 17.5.0
|
||||||
|
com.unity.render-pipelines.universal from version 17.4.0 to 17.5.0
|
||||||
|
com.unity.shadergraph from version 17.4.0 to 17.5.0
|
||||||
|
com.unity.test-framework from version 1.6.0 to 1.7.0
|
||||||
|
com.unity.ugui from version 2.0.0 to 2.5.0
|
||||||
|
The following packages were removed:
|
||||||
|
com.unity.modules.vr@1.0.0
|
||||||
|
|||||||
@@ -1,6 +1,3 @@
|
|||||||
Base path: 'C:/Program Files/Unity/Hub/Editor/6000.2.9f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/6000.2.9f1/Editor/Data/PlaybackEngines'
|
Base path: 'C:/Program Files/Unity/Hub/Editor/6000.5.0f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/6000.5.0f1/Editor/Data/PlaybackEngines', jobs: y
|
||||||
Cmd: initializeCompiler
|
Cmd: initializeCompiler
|
||||||
|
|
||||||
Cmd: initializeCompiler
|
|
||||||
|
|
||||||
Cmd: shutdown
|
|
||||||
|
|||||||
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Load Diff
+437
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Load Diff
+428
-283
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Load Diff
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Load Diff
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Load Diff
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Load Diff
+428
-283
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Load Diff
+22
-18
@@ -1,24 +1,27 @@
|
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{
|
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|
||||||
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|
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|
||||||
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||||||
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|
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|
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|
"com.unity.ide.vscode": "1.2.4",
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||||||
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|
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|
"com.unity.multiplayer.center": "1.0.1",
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"com.unity.nuget.newtonsoft-json": "3.2.2",
|
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|
"com.unity.pipeline": "0.4.0-exp.1",
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|
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||||||
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|
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|
||||||
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|
"com.unity.render-pipelines.universal": "17.5.0",
|
||||||
"com.unity.test-framework": "1.6.0",
|
"com.unity.shadergraph": "17.5.0",
|
||||||
"com.unity.timeline": "1.8.9",
|
"com.unity.terrain-tools": "5.3.2",
|
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|
"com.unity.test-framework": "1.7.0",
|
||||||
"com.unity.ugui": "2.0.0",
|
"com.unity.timeline": "1.8.12",
|
||||||
"com.unity.visualscripting": "1.9.8",
|
"com.unity.ugui": "2.5.0",
|
||||||
|
"com.unity.visualscripting": "1.9.11",
|
||||||
"com.unity.modules.accessibility": "1.0.0",
|
"com.unity.modules.accessibility": "1.0.0",
|
||||||
|
"com.unity.modules.adaptiveperformance": "1.0.0",
|
||||||
"com.unity.modules.ai": "1.0.0",
|
"com.unity.modules.ai": "1.0.0",
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|
"com.unity.modules.androidjni": "1.0.0",
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|
"com.unity.modules.animation": "1.0.0",
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@@ -32,6 +35,7 @@
|
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"com.unity.modules.particlesystem": "1.0.0",
|
"com.unity.modules.particlesystem": "1.0.0",
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"com.unity.modules.physics": "1.0.0",
|
"com.unity.modules.physics": "1.0.0",
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"com.unity.modules.physics2d": "1.0.0",
|
"com.unity.modules.physics2d": "1.0.0",
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|
"com.unity.modules.physicscore2d": "1.0.0",
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"com.unity.modules.screencapture": "1.0.0",
|
"com.unity.modules.screencapture": "1.0.0",
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|
"com.unity.modules.terrain": "1.0.0",
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"com.unity.modules.terrainphysics": "1.0.0",
|
"com.unity.modules.terrainphysics": "1.0.0",
|
||||||
@@ -45,9 +49,9 @@
|
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"com.unity.modules.unitywebrequestaudio": "1.0.0",
|
"com.unity.modules.unitywebrequestaudio": "1.0.0",
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"com.unity.modules.unitywebrequesttexture": "1.0.0",
|
"com.unity.modules.unitywebrequesttexture": "1.0.0",
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"com.unity.modules.unitywebrequestwww": "1.0.0",
|
"com.unity.modules.unitywebrequestwww": "1.0.0",
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|
"com.unity.modules.vectorgraphics": "1.0.0",
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"com.unity.modules.vehicles": "1.0.0",
|
"com.unity.modules.vehicles": "1.0.0",
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"com.unity.modules.video": "1.0.0",
|
"com.unity.modules.video": "1.0.0",
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"com.unity.modules.vr": "1.0.0",
|
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"com.unity.modules.wind": "1.0.0",
|
"com.unity.modules.wind": "1.0.0",
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"com.unity.modules.xr": "1.0.0"
|
"com.unity.modules.xr": "1.0.0"
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}
|
}
|
||||||
|
|||||||
+132
-109
@@ -1,7 +1,16 @@
|
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{
|
{
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
|
"app.rive.rive-unity": {
|
||||||
|
"version": "https://github.com/rive-app/rive-unity.git?path=package#v0.4.4-canary.68",
|
||||||
|
"depth": 0,
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|
"source": "git",
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|
"dependencies": {
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|
"com.unity.shadergraph": "14.0.11"
|
||||||
|
},
|
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|
"hash": "5dd2e262dfd703a24af0dbf5d692944d9f59d4bc"
|
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|
},
|
||||||
"com.unity.ai.navigation": {
|
"com.unity.ai.navigation": {
|
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"version": "2.0.9",
|
"version": "2.0.13",
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"source": "registry",
|
"source": "registry",
|
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"dependencies": {
|
"dependencies": {
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@@ -9,8 +18,17 @@
|
|||||||
},
|
},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
|
"com.unity.bindings.openimageio": {
|
||||||
|
"version": "1.0.2",
|
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|
"depth": 1,
|
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|
"source": "registry",
|
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|
"dependencies": {
|
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|
"com.unity.collections": "1.2.4"
|
||||||
|
},
|
||||||
|
"url": "https://packages.unity.com"
|
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|
},
|
||||||
"com.unity.burst": {
|
"com.unity.burst": {
|
||||||
"version": "1.8.25",
|
"version": "1.8.29",
|
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"depth": 2,
|
"depth": 2,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
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@@ -20,40 +38,38 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.collab-proxy": {
|
"com.unity.collab-proxy": {
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"version": "2.10.0",
|
"version": "2.12.4",
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"source": "registry",
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"source": "registry",
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"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.collections": {
|
"com.unity.collections": {
|
||||||
"version": "2.6.2",
|
"version": "6.5.0",
|
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"depth": 2,
|
"depth": 1,
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"source": "registry",
|
"source": "builtin",
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"dependencies": {
|
"dependencies": {
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"com.unity.burst": "1.8.23",
|
"com.unity.burst": "1.8.25",
|
||||||
"com.unity.mathematics": "1.3.2",
|
"com.unity.nuget.mono-cecil": "1.11.6",
|
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"com.unity.test-framework": "1.4.6",
|
"com.unity.test-framework": "1.4.6",
|
||||||
"com.unity.nuget.mono-cecil": "1.11.5",
|
"com.unity.test-framework.performance": "3.2.0"
|
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"com.unity.test-framework.performance": "3.0.3"
|
}
|
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},
|
|
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"url": "https://packages.unity.com"
|
|
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},
|
},
|
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"com.unity.dedicated-server": {
|
"com.unity.dedicated-server": {
|
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"version": "1.6.2",
|
"version": "2.0.2",
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"depth": 0,
|
"depth": 0,
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"source": "registry",
|
"source": "registry",
|
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"dependencies": {},
|
"dependencies": {},
|
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"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.ext.nunit": {
|
"com.unity.ext.nunit": {
|
||||||
"version": "2.0.5",
|
"version": "2.1.0",
|
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"depth": 1,
|
"depth": 1,
|
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"source": "builtin",
|
"source": "builtin",
|
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"dependencies": {}
|
"dependencies": {}
|
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},
|
},
|
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"com.unity.ide.rider": {
|
"com.unity.ide.rider": {
|
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"version": "3.0.38",
|
"version": "3.0.39",
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"depth": 0,
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"depth": 0,
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"source": "registry",
|
"source": "registry",
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"dependencies": {
|
"dependencies": {
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@@ -62,11 +78,11 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
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},
|
},
|
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"com.unity.ide.visualstudio": {
|
"com.unity.ide.visualstudio": {
|
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"version": "2.0.25",
|
"version": "2.0.27",
|
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"depth": 0,
|
"depth": 0,
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"source": "registry",
|
"source": "registry",
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"dependencies": {
|
"dependencies": {
|
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"com.unity.test-framework": "1.1.31"
|
"com.unity.test-framework": "1.1.33"
|
||||||
},
|
},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
@@ -78,7 +94,7 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.inputsystem": {
|
"com.unity.inputsystem": {
|
||||||
"version": "1.14.2",
|
"version": "1.19.0",
|
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"depth": 0,
|
"depth": 0,
|
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"source": "registry",
|
"source": "registry",
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"dependencies": {
|
"dependencies": {
|
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@@ -87,14 +103,13 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.mathematics": {
|
"com.unity.mathematics": {
|
||||||
"version": "1.3.2",
|
"version": "1.4.0",
|
||||||
"depth": 2,
|
"depth": 3,
|
||||||
"source": "registry",
|
"source": "builtin",
|
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"dependencies": {},
|
"dependencies": {}
|
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"url": "https://packages.unity.com"
|
|
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},
|
},
|
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"com.unity.multiplayer.center": {
|
"com.unity.multiplayer.center": {
|
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"version": "1.0.0",
|
"version": "1.0.1",
|
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"depth": 0,
|
"depth": 0,
|
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"source": "builtin",
|
"source": "builtin",
|
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"dependencies": {
|
"dependencies": {
|
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@@ -102,118 +117,114 @@
|
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}
|
}
|
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},
|
},
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},
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"url": "https://packages.unity.com"
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"url": "https://packages.unity.com"
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},
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},
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"com.unity.pipeline": {
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},
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"url": "https://packages.unity.com"
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},
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"com.unity.recorder": {
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},
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"url": "https://packages.unity.com"
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},
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}
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}
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},
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},
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"com.unity.modules.imageconversion": "1.0.0",
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"com.unity.render-pipelines.core": "17.5.0",
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"com.unity.shadergraph": "17.5.0",
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"com.unity.render-pipelines.high-definition-config": "17.2.0"
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"com.unity.visualeffectgraph": "17.5.0",
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"com.unity.render-pipelines.high-definition-config": "17.5.0"
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}
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}
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},
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},
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||||||
"com.unity.render-pipelines.high-definition-config": {
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"com.unity.render-pipelines.high-definition-config": {
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"version": "17.5.0",
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"depth": 1,
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"depth": 1,
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"source": "builtin",
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"source": "builtin",
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"dependencies": {
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"dependencies": {
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"com.unity.render-pipelines.core": "17.5.0"
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}
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}
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},
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},
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||||||
"com.unity.render-pipelines.universal": {
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"com.unity.render-pipelines.universal": {
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"com.unity.shadergraph": "17.2.0",
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"com.unity.shadergraph": "17.5.0",
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"com.unity.render-pipelines.universal-config": "17.0.3"
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"com.unity.render-pipelines.universal-config": "17.5.0"
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}
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}
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},
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},
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||||||
"com.unity.render-pipelines.universal-config": {
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"com.unity.render-pipelines.universal-config": {
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"version": "17.0.3",
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"version": "17.5.0",
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"depth": 1,
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"depth": 1,
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"source": "builtin",
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"dependencies": {
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}
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},
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"com.unity.rendering.light-transport": {
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"version": "1.0.1",
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"depth": 2,
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"source": "builtin",
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"dependencies": {
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"com.unity.mathematics": "1.2.4",
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"com.unity.modules.terrain": "1.0.0"
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}
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}
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},
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},
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"com.unity.searcher": {
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"com.unity.searcher": {
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"version": "4.9.4",
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"source": "registry",
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"source": "registry",
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"dependencies": {},
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"dependencies": {},
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"url": "https://packages.unity.com"
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"url": "https://packages.unity.com"
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},
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},
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"com.unity.shadergraph": {
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"com.unity.shadergraph": {
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"version": "17.5.0",
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"depth": 0,
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"depth": 0,
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"source": "builtin",
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"source": "builtin",
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"dependencies": {
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"dependencies": {
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"com.unity.render-pipelines.core": "17.2.0",
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"com.unity.render-pipelines.core": "17.5.0",
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"com.unity.searcher": "4.9.3"
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"com.unity.searcher": "4.9.3"
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}
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}
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},
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},
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"com.unity.sysroot": {
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"version": "2.0.10",
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||||||
"depth": 1,
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"source": "registry",
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||||||
"dependencies": {},
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|
||||||
"url": "https://packages.unity.com"
|
|
||||||
},
|
|
||||||
"com.unity.sysroot.linux-x86_64": {
|
|
||||||
"version": "2.0.9",
|
|
||||||
"depth": 1,
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||||||
"source": "registry",
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|
||||||
"dependencies": {
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|
||||||
"com.unity.sysroot": "2.0.10"
|
|
||||||
},
|
|
||||||
"url": "https://packages.unity.com"
|
|
||||||
},
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|
||||||
"com.unity.terrain-tools": {
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"com.unity.terrain-tools": {
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"version": "5.3.1",
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"version": "5.3.2",
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"depth": 0,
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"depth": 0,
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"source": "registry",
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"source": "registry",
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"dependencies": {
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"dependencies": {
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@@ -223,18 +234,18 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.test-framework": {
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"com.unity.test-framework": {
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"version": "1.6.0",
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"version": "1.7.0",
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"depth": 0,
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"depth": 0,
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"source": "builtin",
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"source": "builtin",
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"dependencies": {
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"dependencies": {
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"com.unity.ext.nunit": "2.0.3",
|
"com.unity.ext.nunit": "2.1.0",
|
||||||
"com.unity.modules.imgui": "1.0.0",
|
"com.unity.modules.imgui": "1.0.0",
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||||||
"com.unity.modules.jsonserialize": "1.0.0"
|
"com.unity.modules.jsonserialize": "1.0.0"
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}
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}
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||||||
},
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},
|
||||||
"com.unity.test-framework.performance": {
|
"com.unity.test-framework.performance": {
|
||||||
"version": "3.2.0",
|
"version": "3.5.0",
|
||||||
"depth": 3,
|
"depth": 2,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.test-framework": "1.1.33",
|
"com.unity.test-framework": "1.1.33",
|
||||||
@@ -243,7 +254,7 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.timeline": {
|
"com.unity.timeline": {
|
||||||
"version": "1.8.9",
|
"version": "1.8.12",
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"depth": 0,
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"depth": 0,
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"source": "registry",
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"source": "registry",
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"dependencies": {
|
"dependencies": {
|
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@@ -254,36 +265,29 @@
|
|||||||
},
|
},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.toolchain.win-x86_64-linux-x86_64": {
|
|
||||||
"version": "2.0.11",
|
|
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"depth": 0,
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"source": "registry",
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||||||
"dependencies": {
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||||||
"com.unity.sysroot": "2.0.10",
|
|
||||||
"com.unity.sysroot.linux-x86_64": "2.0.9"
|
|
||||||
},
|
|
||||||
"url": "https://packages.unity.com"
|
|
||||||
},
|
|
||||||
"com.unity.ugui": {
|
"com.unity.ugui": {
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||||||
"version": "2.0.0",
|
"version": "2.5.0",
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"depth": 0,
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"depth": 0,
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"source": "builtin",
|
"source": "builtin",
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"dependencies": {
|
"dependencies": {
|
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"com.unity.modules.ui": "1.0.0",
|
"com.unity.modules.ui": "1.0.0",
|
||||||
"com.unity.modules.imgui": "1.0.0"
|
"com.unity.modules.imgui": "1.0.0",
|
||||||
|
"com.unity.modules.audio": "1.0.0",
|
||||||
|
"com.unity.modules.physics2d": "1.0.0",
|
||||||
|
"com.unity.modules.physics": "1.0.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"com.unity.visualeffectgraph": {
|
"com.unity.visualeffectgraph": {
|
||||||
"version": "17.2.0",
|
"version": "17.5.0",
|
||||||
"depth": 1,
|
"depth": 1,
|
||||||
"source": "builtin",
|
"source": "builtin",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.shadergraph": "17.2.0",
|
"com.unity.shadergraph": "17.5.0",
|
||||||
"com.unity.render-pipelines.core": "17.2.0"
|
"com.unity.render-pipelines.core": "17.5.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"com.unity.visualscripting": {
|
"com.unity.visualscripting": {
|
||||||
"version": "1.9.8",
|
"version": "1.9.11",
|
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"depth": 0,
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"depth": 0,
|
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"source": "registry",
|
"source": "registry",
|
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"dependencies": {
|
"dependencies": {
|
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@@ -298,6 +302,14 @@
|
|||||||
"source": "builtin",
|
"source": "builtin",
|
||||||
"dependencies": {}
|
"dependencies": {}
|
||||||
},
|
},
|
||||||
|
"com.unity.modules.adaptiveperformance": {
|
||||||
|
"version": "1.0.0",
|
||||||
|
"depth": 0,
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|
"source": "builtin",
|
||||||
|
"dependencies": {
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|
"com.unity.modules.subsystems": "1.0.0"
|
||||||
|
}
|
||||||
|
},
|
||||||
"com.unity.modules.ai": {
|
"com.unity.modules.ai": {
|
||||||
"version": "1.0.0",
|
"version": "1.0.0",
|
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"depth": 0,
|
"depth": 0,
|
||||||
@@ -308,7 +320,9 @@
|
|||||||
"version": "1.0.0",
|
"version": "1.0.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
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"source": "builtin",
|
"source": "builtin",
|
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"dependencies": {}
|
"dependencies": {
|
||||||
|
"com.unity.modules.jsonserialize": "1.0.0"
|
||||||
|
}
|
||||||
},
|
},
|
||||||
"com.unity.modules.animation": {
|
"com.unity.modules.animation": {
|
||||||
"version": "1.0.0",
|
"version": "1.0.0",
|
||||||
@@ -382,6 +396,14 @@
|
|||||||
"dependencies": {}
|
"dependencies": {}
|
||||||
},
|
},
|
||||||
"com.unity.modules.physics2d": {
|
"com.unity.modules.physics2d": {
|
||||||
|
"version": "1.0.0",
|
||||||
|
"depth": 0,
|
||||||
|
"source": "builtin",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.modules.physicscore2d": "1.0.0"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"com.unity.modules.physicscore2d": {
|
||||||
"version": "1.0.0",
|
"version": "1.0.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "builtin",
|
"source": "builtin",
|
||||||
@@ -441,7 +463,8 @@
|
|||||||
"com.unity.modules.imgui": "1.0.0",
|
"com.unity.modules.imgui": "1.0.0",
|
||||||
"com.unity.modules.jsonserialize": "1.0.0",
|
"com.unity.modules.jsonserialize": "1.0.0",
|
||||||
"com.unity.modules.hierarchycore": "1.0.0",
|
"com.unity.modules.hierarchycore": "1.0.0",
|
||||||
"com.unity.modules.physics": "1.0.0"
|
"com.unity.modules.physics": "1.0.0",
|
||||||
|
"com.unity.modules.animation": "1.0.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"com.unity.modules.umbra": {
|
"com.unity.modules.umbra": {
|
||||||
@@ -505,6 +528,16 @@
|
|||||||
"com.unity.modules.imageconversion": "1.0.0"
|
"com.unity.modules.imageconversion": "1.0.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"com.unity.modules.vectorgraphics": {
|
||||||
|
"version": "1.0.0",
|
||||||
|
"depth": 0,
|
||||||
|
"source": "builtin",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.modules.uielements": "1.0.0",
|
||||||
|
"com.unity.modules.imageconversion": "1.0.0",
|
||||||
|
"com.unity.modules.imgui": "1.0.0"
|
||||||
|
}
|
||||||
|
},
|
||||||
"com.unity.modules.vehicles": {
|
"com.unity.modules.vehicles": {
|
||||||
"version": "1.0.0",
|
"version": "1.0.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
@@ -523,16 +556,6 @@
|
|||||||
"com.unity.modules.unitywebrequest": "1.0.0"
|
"com.unity.modules.unitywebrequest": "1.0.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"com.unity.modules.vr": {
|
|
||||||
"version": "1.0.0",
|
|
||||||
"depth": 0,
|
|
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"source": "builtin",
|
|
||||||
"dependencies": {
|
|
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"com.unity.modules.jsonserialize": "1.0.0",
|
|
||||||
"com.unity.modules.physics": "1.0.0",
|
|
||||||
"com.unity.modules.xr": "1.0.0"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"com.unity.modules.wind": {
|
"com.unity.modules.wind": {
|
||||||
"version": "1.0.0",
|
"version": "1.0.0",
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"depth": 0,
|
"depth": 0,
|
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maximumLODLevel: 0
|
||||||
enableLODCrossFade: 1
|
enableLODCrossFade: 1
|
||||||
streamingMipmapsActive: 0
|
streamingMipmapsActive: 0
|
||||||
@@ -101,8 +102,7 @@ QualitySettings:
|
|||||||
asyncUploadBufferSize: 16
|
asyncUploadBufferSize: 16
|
||||||
asyncUploadPersistentBuffer: 1
|
asyncUploadPersistentBuffer: 1
|
||||||
resolutionScalingFixedDPIFactor: 1
|
resolutionScalingFixedDPIFactor: 1
|
||||||
customRenderPipeline: {fileID: 11400000, guid: 4b83569d67af61e458304325a23e5dfd,
|
customRenderPipeline: {fileID: 11400000, guid: 4b83569d67af61e458304325a23e5dfd, type: 2}
|
||||||
type: 2}
|
|
||||||
terrainQualityOverrides: 0
|
terrainQualityOverrides: 0
|
||||||
terrainPixelError: 1
|
terrainPixelError: 1
|
||||||
terrainDetailDensityScale: 1
|
terrainDetailDensityScale: 1
|
||||||
@@ -122,6 +122,7 @@ QualitySettings:
|
|||||||
GameCoreXboxOne: 1
|
GameCoreXboxOne: 1
|
||||||
Lumin: 0
|
Lumin: 0
|
||||||
Nintendo Switch: 1
|
Nintendo Switch: 1
|
||||||
|
Nintendo Switch 2: 1
|
||||||
PS4: 1
|
PS4: 1
|
||||||
PS5: 1
|
PS5: 1
|
||||||
Server: 0
|
Server: 0
|
||||||
|
|||||||
@@ -13,3 +13,4 @@ MonoBehaviour:
|
|||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
m_LastMaterialVersion: 10
|
m_LastMaterialVersion: 10
|
||||||
|
m_ProjectSettingFolderPath: URPDefaultResources
|
||||||
|
|||||||
@@ -15,6 +15,6 @@ VFXManager:
|
|||||||
m_MaxScrubTime: 30
|
m_MaxScrubTime: 30
|
||||||
m_MaxCapacity: 100000000
|
m_MaxCapacity: 100000000
|
||||||
m_CompiledVersion: 7
|
m_CompiledVersion: 7
|
||||||
m_RuntimeVersion: 38
|
m_RuntimeVersion: 40
|
||||||
m_RuntimeResources: {fileID: 11400000, guid: bc10b42afe3813544bffd38ae2cd893d, type: 2}
|
m_RuntimeResources: {fileID: 11400000, guid: bc10b42afe3813544bffd38ae2cd893d, type: 2}
|
||||||
m_BatchEmptyLifetime: 300
|
m_BatchEmptyLifetime: 300
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
+1328
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
+1349
File diff suppressed because it is too large
Load Diff
+428
-283
File diff suppressed because it is too large
Load Diff
+428
-283
File diff suppressed because it is too large
Load Diff
@@ -1,104 +0,0 @@
|
|||||||
|
|
||||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
|
||||||
# Visual Studio 15
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity.Mirror.CodeGen", "Unity.Mirror.CodeGen.csproj", "{E71F84B5-5759-44D4-42B2-3AA08EA9BFF0}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Edgegap", "Edgegap.csproj", "{A440F949-00F9-4761-F127-6C5FFC85AC45}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mirror.Components", "Mirror.Components.csproj", "{554123C8-6CB5-85AD-90A5-194026057CBF}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mirror.Editor", "Mirror.Editor.csproj", "{1E5F2C1D-34E9-E4D5-B63F-321FEEC85473}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mirror.Examples", "Mirror.Examples.csproj", "{A0A1EA4E-FF2A-1BC9-65D9-8161C170FBDF}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "kcp2k", "kcp2k.csproj", "{462648F5-F9E5-4144-6550-659CEF61C2D2}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mirror", "Mirror.csproj", "{5B19EB7F-5050-3E1F-828A-7C3203E102F5}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SimpleWebTransport", "SimpleWebTransport.csproj", "{6075D6AB-1D4D-5C33-C76F-891CEFB931A6}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mirror.Authenticators", "Mirror.Authenticators.csproj", "{5A5C50D5-6F6A-BD5F-3371-88B73F20CF8C}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mirror.Transports", "Mirror.Transports.csproj", "{4F6BE024-BBA9-C0DA-03E3-BC3D76E60BA4}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EncryptionTransportEditor", "EncryptionTransportEditor.csproj", "{FB38F066-A3D1-57D4-3B91-27A49800889A}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Telepathy", "Telepathy.csproj", "{DDB61C05-FEA1-9C49-416A-861B8D75D936}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{264CFECC-D0AA-8D22-B640-905F3AFDAA02}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mirror.CompilerSymbols", "Mirror.CompilerSymbols.csproj", "{E2745162-6CFD-D708-3A4F-A98CE48E1C05}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{4C105FA3-C229-F1A5-3D9A-D143C3787858}"
|
|
||||||
EndProject
|
|
||||||
Global
|
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
|
||||||
Debug|Any CPU = Debug|Any CPU
|
|
||||||
Release|Any CPU = Release|Any CPU
|
|
||||||
EndGlobalSection
|
|
||||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
|
||||||
{E71F84B5-5759-44D4-42B2-3AA08EA9BFF0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{E71F84B5-5759-44D4-42B2-3AA08EA9BFF0}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{E71F84B5-5759-44D4-42B2-3AA08EA9BFF0}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{E71F84B5-5759-44D4-42B2-3AA08EA9BFF0}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{A440F949-00F9-4761-F127-6C5FFC85AC45}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{A440F949-00F9-4761-F127-6C5FFC85AC45}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{A440F949-00F9-4761-F127-6C5FFC85AC45}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{A440F949-00F9-4761-F127-6C5FFC85AC45}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{554123C8-6CB5-85AD-90A5-194026057CBF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{554123C8-6CB5-85AD-90A5-194026057CBF}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{554123C8-6CB5-85AD-90A5-194026057CBF}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{554123C8-6CB5-85AD-90A5-194026057CBF}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{1E5F2C1D-34E9-E4D5-B63F-321FEEC85473}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{1E5F2C1D-34E9-E4D5-B63F-321FEEC85473}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{1E5F2C1D-34E9-E4D5-B63F-321FEEC85473}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{1E5F2C1D-34E9-E4D5-B63F-321FEEC85473}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{A0A1EA4E-FF2A-1BC9-65D9-8161C170FBDF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{A0A1EA4E-FF2A-1BC9-65D9-8161C170FBDF}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{A0A1EA4E-FF2A-1BC9-65D9-8161C170FBDF}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{A0A1EA4E-FF2A-1BC9-65D9-8161C170FBDF}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{462648F5-F9E5-4144-6550-659CEF61C2D2}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{462648F5-F9E5-4144-6550-659CEF61C2D2}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{462648F5-F9E5-4144-6550-659CEF61C2D2}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{462648F5-F9E5-4144-6550-659CEF61C2D2}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{5B19EB7F-5050-3E1F-828A-7C3203E102F5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{5B19EB7F-5050-3E1F-828A-7C3203E102F5}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{5B19EB7F-5050-3E1F-828A-7C3203E102F5}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{5B19EB7F-5050-3E1F-828A-7C3203E102F5}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{6075D6AB-1D4D-5C33-C76F-891CEFB931A6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{6075D6AB-1D4D-5C33-C76F-891CEFB931A6}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{6075D6AB-1D4D-5C33-C76F-891CEFB931A6}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{6075D6AB-1D4D-5C33-C76F-891CEFB931A6}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{5A5C50D5-6F6A-BD5F-3371-88B73F20CF8C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{5A5C50D5-6F6A-BD5F-3371-88B73F20CF8C}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{5A5C50D5-6F6A-BD5F-3371-88B73F20CF8C}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{5A5C50D5-6F6A-BD5F-3371-88B73F20CF8C}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{4F6BE024-BBA9-C0DA-03E3-BC3D76E60BA4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{4F6BE024-BBA9-C0DA-03E3-BC3D76E60BA4}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{4F6BE024-BBA9-C0DA-03E3-BC3D76E60BA4}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{4F6BE024-BBA9-C0DA-03E3-BC3D76E60BA4}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{FB38F066-A3D1-57D4-3B91-27A49800889A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{FB38F066-A3D1-57D4-3B91-27A49800889A}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{FB38F066-A3D1-57D4-3B91-27A49800889A}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{FB38F066-A3D1-57D4-3B91-27A49800889A}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{DDB61C05-FEA1-9C49-416A-861B8D75D936}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{DDB61C05-FEA1-9C49-416A-861B8D75D936}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{DDB61C05-FEA1-9C49-416A-861B8D75D936}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{DDB61C05-FEA1-9C49-416A-861B8D75D936}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{264CFECC-D0AA-8D22-B640-905F3AFDAA02}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{264CFECC-D0AA-8D22-B640-905F3AFDAA02}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{264CFECC-D0AA-8D22-B640-905F3AFDAA02}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{264CFECC-D0AA-8D22-B640-905F3AFDAA02}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{E2745162-6CFD-D708-3A4F-A98CE48E1C05}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{E2745162-6CFD-D708-3A4F-A98CE48E1C05}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{E2745162-6CFD-D708-3A4F-A98CE48E1C05}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{E2745162-6CFD-D708-3A4F-A98CE48E1C05}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
{4C105FA3-C229-F1A5-3D9A-D143C3787858}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{4C105FA3-C229-F1A5-3D9A-D143C3787858}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{4C105FA3-C229-F1A5-3D9A-D143C3787858}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
|
||||||
{4C105FA3-C229-F1A5-3D9A-D143C3787858}.Release|Any CPU.Build.0 = Release|Any CPU
|
|
||||||
EndGlobalSection
|
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
|
||||||
HideSolutionNode = FALSE
|
|
||||||
EndGlobalSection
|
|
||||||
EndGlobal
|
|
||||||
+406
-269
File diff suppressed because it is too large
Load Diff
@@ -5,6 +5,15 @@ EditorUserSettings:
|
|||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 4
|
serializedVersion: 4
|
||||||
m_ConfigSettings:
|
m_ConfigSettings:
|
||||||
|
GraphicsSettingsInspector_UserSettings:
|
||||||
|
value: 18134705175a055722080a3115371d4a0d55006876786860616b0471b8b26368acb72ba5a52a362c3c0ee63201181433fe3e101bf3250b06144ca74c33ea191f058831cb58d5
|
||||||
|
flags: 0
|
||||||
|
QuickInstaller_com.unity.purchasing_installRecorded:
|
||||||
|
value: 2550581500
|
||||||
|
flags: 0
|
||||||
|
QuickInstaller_com.unity.services.levelplay_installRecorded:
|
||||||
|
value: 2550581500
|
||||||
|
flags: 0
|
||||||
RecentlyUsedSceneGuid-0:
|
RecentlyUsedSceneGuid-0:
|
||||||
value: 540355535d545b5e5e0f5c7212770843414e4d7b7c7c27607e7e4430b7e2646a
|
value: 540355535d545b5e5e0f5c7212770843414e4d7b7c7c27607e7e4430b7e2646a
|
||||||
flags: 0
|
flags: 0
|
||||||
@@ -24,10 +33,13 @@ EditorUserSettings:
|
|||||||
value: 0505515e01010d5e595a547615770b1214164e7c7a2e74347c2f4b65e1b7673d
|
value: 0505515e01010d5e595a547615770b1214164e7c7a2e74347c2f4b65e1b7673d
|
||||||
flags: 0
|
flags: 0
|
||||||
RecentlyUsedSceneGuid-6:
|
RecentlyUsedSceneGuid-6:
|
||||||
value: 5a08575f5207595a0f5d59741173094444164f7d7d2a23317c7a4465bbe1646d
|
value: 0750525254025b0e095c0a2044740944474e1e2f7d2d7f657b2b4b30e0e3636f
|
||||||
flags: 0
|
flags: 0
|
||||||
RecentlyUsedSceneGuid-7:
|
RecentlyUsedSceneGuid-7:
|
||||||
value: 0750525254025b0e095c0a2044740944474e1e2f7d2d7f657b2b4b30e0e3636f
|
value: 5a08575f5207595a0f5d59741173094444164f7d7d2a23317c7a4465bbe1646d
|
||||||
|
flags: 0
|
||||||
|
RecentlyUsedSceneGuid-8:
|
||||||
|
value: 0505025f54535f035e0a0d7442710b4413151b7e787b25662e714c35e0b9323b
|
||||||
flags: 0
|
flags: 0
|
||||||
vcSharedLogLevel:
|
vcSharedLogLevel:
|
||||||
value: 0d5e400f0650
|
value: 0d5e400f0650
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -21,12 +21,15 @@ searchItemFavorites = [
|
|||||||
savedSearchesSortOrder = 0
|
savedSearchesSortOrder = 0
|
||||||
showSavedSearchPanel = false
|
showSavedSearchPanel = false
|
||||||
hideTabs = false
|
hideTabs = false
|
||||||
|
indexOnEditorStartup = true
|
||||||
|
logIndexingPerformanceReport = false
|
||||||
expandedQueries = [
|
expandedQueries = [
|
||||||
]
|
]
|
||||||
queryBuilder = true
|
queryBuilder = true
|
||||||
ignoredProperties = "id;name;classname;imagecontentshash"
|
ignoredProperties = "addedobjectfileids;classname;correspondingsourceobject;editorclassidentifier;editorhideflags;fileid;gameobject;id;imagecontentshash;isprefabvariant;name;objecthideflags;pathid;prefabasset;prefabinstance;script"
|
||||||
helperWidgetCurrentArea = "all"
|
helperWidgetCurrentArea = "all"
|
||||||
disabledIndexers = ""
|
disabledIndexers = ""
|
||||||
minIndexVariations = 2
|
minIndexVariations = 2
|
||||||
findProviderIndexHelper = true
|
findProviderIndexHelper = true
|
||||||
itemIconSize = 32
|
itemIconSize = 32
|
||||||
|
version = 1
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user