Fix AR export/visibility per dish, load catalog GLBs at runtime, and replace per-dish HDR with one overcast sky environment for the whole menu. Co-authored-by: Cursor <cursoragent@cursor.com>
35 lines
1.3 KiB
C#
35 lines
1.3 KiB
C#
// NEEDLE_CODEGEN_START
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// auto generated code - do not edit directly
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#pragma warning disable
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namespace Needle.Typescript.GeneratedComponents
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{
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public partial class MenuController : UnityEngine.MonoBehaviour
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{
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public UnityEngine.Transform[] @dishes;
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public UnityEngine.Transform @webXROrigin;
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[UnityEngine.Tooltip("Local-space vertical bob amplitude (meters). Set to 0 to disable. Peak-to-peak motion is 2× this value; 0.004 ≈ 8 mm total — subtle but visible.")]
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public float @dishBobAmplitude = 0.004f;
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[UnityEngine.Tooltip("Bob angular speed (radians per second).")]
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public float @dishBobSpeed = 1f;
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public void OnEnable() {}
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public void onEnterXR(object @args) {}
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public void onLeaveXR(object @_args) {}
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public void Update() {}
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public void checkForDeviceType() {}
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public void isXRDevice() {}
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public void setupMobileControls() {}
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public void setupDesktopControls() {}
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public void createMenuMobileControls() {}
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public void prepareForAR() {}
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public float getDishSlotCount() { return default; }
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public void registerDishRoot(UnityEngine.Transform @dish) {}
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public string getPickerLabel() { return default; }
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public void selectPreviousDish() {}
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public void selectNextDish() {}
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public string getUrlParameter(string @name) { return default; }
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}
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}
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// NEEDLE_CODEGEN_END |