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textureMode: 0
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shadowBias: 0.5
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generateLightingData: 0
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m_UseWorldSpace: 1
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m_Loop: 0
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@@ -0,0 +1,3 @@
|
||||
# Hand Visualizer Sample
|
||||
|
||||
Demonstrates driving meshes and free-floating debug-draw objects on an XR Origin by using `XRHandSubsystem`.
|
||||
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|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.XR.Hands.Processing;
|
||||
|
||||
namespace UnityEngine.XR.Hands.Samples.VisualizerSample
|
||||
{
|
||||
/// <summary>
|
||||
/// Example hand processor that applies transformations on the root poses to
|
||||
/// modify the hands skeleton. Note it is possible to modify the bones
|
||||
/// directly for more advanced use cases that are not shown here.
|
||||
/// </summary>
|
||||
public class HandProcessor : MonoBehaviour, IXRHandProcessor
|
||||
{
|
||||
/// <inheritdoc />
|
||||
public int callbackOrder => 0;
|
||||
|
||||
/// <summary>
|
||||
/// The mode to use for the sample processor.
|
||||
/// </summary>
|
||||
public enum ProcessorExampleMode
|
||||
{
|
||||
/// <summary>
|
||||
/// No processing is applied.
|
||||
/// </summary>
|
||||
None,
|
||||
|
||||
/// <summary>
|
||||
/// Smooths the hand root pose of the left and right hands with interpolated positions
|
||||
/// </summary>
|
||||
Smoothing,
|
||||
|
||||
/// <summary>
|
||||
/// Inverts the left and right hands.
|
||||
/// </summary>
|
||||
Invert
|
||||
}
|
||||
|
||||
// Variables used for smoothing hand movements.
|
||||
bool m_FirstFrame = false;
|
||||
Vector3 m_LastLeftHandPosition;
|
||||
Vector3 m_LastRightHandPosition;
|
||||
Pose m_LeftHandPose = Pose.identity;
|
||||
Pose m_RightHandPose = Pose.identity;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The mode to use for the sample processor.")]
|
||||
ProcessorExampleMode m_ProcessorExampleMode = ProcessorExampleMode.Smoothing;
|
||||
ProcessorExampleMode m_LastProcessorExampleMode = ProcessorExampleMode.None;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="ProcessorExampleMode"/> to use for the sample processor.
|
||||
/// </summary>
|
||||
public ProcessorExampleMode processorExampleMode
|
||||
{
|
||||
get => m_ProcessorExampleMode;
|
||||
set => m_ProcessorExampleMode = value;
|
||||
}
|
||||
|
||||
// Smoothing factors for the left and right hands.
|
||||
[Header("Smoothing parameters")]
|
||||
[SerializeField]
|
||||
[Tooltip("The smoothing factor to use when smoothing the root of the left hand in the sample processor. Use 0 for no smoothing.")]
|
||||
float m_LeftHandSmoothingFactor = 16f;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The smoothing factor to use when smoothing the root of the right hand in the sample processor. Use 0 for no smoothing.")]
|
||||
float m_RightHandSmoothingFactor = 16f;
|
||||
|
||||
/// <inheritdoc />
|
||||
public void ProcessJoints(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateType updateType)
|
||||
{
|
||||
switch (m_ProcessorExampleMode)
|
||||
{
|
||||
case ProcessorExampleMode.Smoothing:
|
||||
SmoothHandsExample(subsystem, successFlags, updateType, m_LastProcessorExampleMode != m_ProcessorExampleMode);
|
||||
break;
|
||||
|
||||
case ProcessorExampleMode.Invert:
|
||||
InvertHandsExample(subsystem, successFlags, updateType);
|
||||
break;
|
||||
}
|
||||
|
||||
m_LastProcessorExampleMode = m_ProcessorExampleMode;
|
||||
}
|
||||
|
||||
// Smooths the hand movements of an XRHandSubsystem by updating the root
|
||||
// pose of the left and right hands with interpolated positions.
|
||||
void SmoothHandsExample(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateType updateType, bool modeChanged)
|
||||
{
|
||||
var leftHand = subsystem.leftHand;
|
||||
var rightHand = subsystem.rightHand;
|
||||
|
||||
if (leftHand.isTracked && m_LeftHandSmoothingFactor > 0)
|
||||
{
|
||||
var leftPose = leftHand.rootPose;
|
||||
var currentLeftHandPosition = leftPose.position;
|
||||
if (!m_FirstFrame && !modeChanged)
|
||||
{
|
||||
float tweenAmt = Time.deltaTime * m_LeftHandSmoothingFactor;
|
||||
currentLeftHandPosition = Vector3.Lerp(m_LastLeftHandPosition, currentLeftHandPosition, tweenAmt);
|
||||
m_LeftHandPose.position = currentLeftHandPosition;
|
||||
m_LeftHandPose.rotation = leftPose.rotation;
|
||||
|
||||
leftHand.SetRootPose(m_LeftHandPose);
|
||||
subsystem.SetCorrespondingHand(leftHand);
|
||||
}
|
||||
m_LastLeftHandPosition = currentLeftHandPosition;
|
||||
}
|
||||
|
||||
if (rightHand.isTracked && m_RightHandSmoothingFactor > 0)
|
||||
{
|
||||
var rightPose = rightHand.rootPose;
|
||||
var currentRightHandPosition = rightPose.position;
|
||||
if (!m_FirstFrame && !modeChanged)
|
||||
{
|
||||
float tweenAmt = Time.deltaTime * m_RightHandSmoothingFactor;
|
||||
currentRightHandPosition = Vector3.Lerp(m_LastRightHandPosition, currentRightHandPosition, tweenAmt);
|
||||
m_RightHandPose.position = currentRightHandPosition;
|
||||
m_RightHandPose.rotation = rightPose.rotation;
|
||||
|
||||
rightHand.SetRootPose(m_RightHandPose);
|
||||
subsystem.SetCorrespondingHand(rightHand);
|
||||
}
|
||||
m_LastRightHandPosition = currentRightHandPosition;
|
||||
}
|
||||
}
|
||||
|
||||
// Call this from process joints to try inverting the user's hands.
|
||||
void InvertHandsExample(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateType updateType)
|
||||
{
|
||||
var leftHand = subsystem.leftHand;
|
||||
var leftHandPose = leftHand.rootPose;
|
||||
|
||||
var rightHand = subsystem.rightHand;
|
||||
var rightHandPose = rightHand.rootPose;
|
||||
|
||||
if (leftHand.isTracked)
|
||||
{
|
||||
leftHand.SetRootPose(rightHandPose);
|
||||
subsystem.SetCorrespondingHand(leftHand);
|
||||
|
||||
rightHand.SetRootPose(leftHandPose);
|
||||
subsystem.SetCorrespondingHand(rightHand);
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (m_Subsystem != null)
|
||||
return;
|
||||
|
||||
SubsystemManager.GetSubsystems(s_SubsystemsReuse);
|
||||
if (s_SubsystemsReuse.Count == 0)
|
||||
return;
|
||||
|
||||
m_Subsystem = s_SubsystemsReuse[0];
|
||||
m_Subsystem.RegisterProcessor(this);
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (m_Subsystem != null)
|
||||
{
|
||||
m_Subsystem.UnregisterProcessor(this);
|
||||
m_Subsystem = null;
|
||||
}
|
||||
}
|
||||
|
||||
XRHandSubsystem m_Subsystem;
|
||||
static List<XRHandSubsystem> s_SubsystemsReuse = new List<XRHandSubsystem>();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: ac5903b776721d74786a2e43f00b949a
|
||||
MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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@@ -0,0 +1,608 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace UnityEngine.XR.Hands.Samples.VisualizerSample
|
||||
{
|
||||
// Hand rig setups can differ between platforms. In these cases, the HandVisualizer supports displaying unique hands on a per-platform basis.
|
||||
// If you would like to customize the hand meshes that are displayed by the HandVisualizer, based on the platform you are using,
|
||||
// you will need to replace the rigged hand mesh references assigned to the corresponding fields for that platform.
|
||||
// For Meta Quest devices, assign your rigged hand meshes to the "m_MetaQuestLeftHandMesh" & "m_MetaQuestRightHandMesh" fields.
|
||||
// For Android XR devices, assign your rigged hand meshes to the "m_AndroidXRLeftHandMesh" & "m_AndroidXRRightHandMesh" fields.
|
||||
// The rigged hand meshes that are assigned for a given platform will be displayed when that platform is detected,
|
||||
// and any other rigged hand meshes assigned for other undetected platforms will not be displayed.
|
||||
|
||||
/// <summary>
|
||||
/// This component visualizes the hand joints and mesh for the left and right hands.
|
||||
/// </summary>
|
||||
public class HandVisualizer : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// The type of velocity to visualize.
|
||||
/// </summary>
|
||||
public enum VelocityType
|
||||
{
|
||||
/// <summary>
|
||||
/// Visualize the linear velocity of the joint.
|
||||
/// </summary>
|
||||
Linear,
|
||||
|
||||
/// <summary>
|
||||
/// Visualize the angular velocity of the joint.
|
||||
/// </summary>
|
||||
Angular,
|
||||
|
||||
/// <summary>
|
||||
/// Do not visualize velocity.
|
||||
/// </summary>
|
||||
None,
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("If this is enabled, this component will enable the Input System internal feature flag 'USE_OPTIMIZED_CONTROLS'. You must have at least version 1.5.0 of the Input System and have its backend enabled for this to take effect.")]
|
||||
bool m_UseOptimizedControls;
|
||||
|
||||
[SerializeField, FormerlySerializedAs("m_LeftHandMesh")]
|
||||
[Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the left hand.")]
|
||||
GameObject m_MetaQuestLeftHandMesh;
|
||||
|
||||
[SerializeField, FormerlySerializedAs("m_RightHandMesh")]
|
||||
[Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the right hand.")]
|
||||
GameObject m_MetaQuestRightHandMesh;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the left hand on Android XR devices." +
|
||||
"<br><br><b>Instructions for how to setup and use these meshes can be found at the top of the <b>HandVisualizer.cs class</b>")]
|
||||
GameObject m_AndroidXRLeftHandMesh;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the right hand on Android XR devices." +
|
||||
"<br><br><b>Instructions for how to setup and use these meshes can be found at the top of the <b>HandVisualizer.cs class</b>")]
|
||||
GameObject m_AndroidXRRightHandMesh;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("(Optional) If this is set, the hand meshes will be assigned this material.")]
|
||||
Material m_HandMeshMaterial;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Tells the Hand Visualizer to draw the meshes for the hands.")]
|
||||
bool m_DrawMeshes;
|
||||
bool m_PreviousDrawMeshes;
|
||||
|
||||
/// <summary>
|
||||
/// Tells the Hand Visualizer to draw the meshes for the hands.
|
||||
/// </summary>
|
||||
public bool drawMeshes
|
||||
{
|
||||
get => m_DrawMeshes;
|
||||
set => m_DrawMeshes = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The prefab that will be used to visualize the joints for debugging.")]
|
||||
GameObject m_DebugDrawPrefab;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Tells the Hand Visualizer to draw the debug joints for the hands.")]
|
||||
bool m_DebugDrawJoints;
|
||||
bool m_PreviousDebugDrawJoints;
|
||||
|
||||
/// <summary>
|
||||
/// Tells the Hand Visualizer to draw the debug joints for the hands.
|
||||
/// </summary>
|
||||
public bool debugDrawJoints
|
||||
{
|
||||
get => m_DebugDrawJoints;
|
||||
set => m_DebugDrawJoints = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Prefab to use for visualizing the velocity.")]
|
||||
GameObject m_VelocityPrefab;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The type of velocity to visualize.")]
|
||||
VelocityType m_VelocityType;
|
||||
VelocityType m_PreviousVelocityType;
|
||||
|
||||
/// <summary>
|
||||
/// The type of velocity to visualize.
|
||||
/// </summary>
|
||||
public VelocityType velocityType
|
||||
{
|
||||
get => m_VelocityType;
|
||||
set => m_VelocityType = value;
|
||||
}
|
||||
|
||||
XRHandSubsystem m_Subsystem;
|
||||
HandGameObjects m_LeftHandGameObjects;
|
||||
HandGameObjects m_RightHandGameObjects;
|
||||
|
||||
static readonly List<XRHandSubsystem> s_SubsystemsReuse = new List<XRHandSubsystem>();
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
protected void Awake()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
if (m_UseOptimizedControls)
|
||||
InputSystem.InputSystem.settings.SetInternalFeatureFlag("USE_OPTIMIZED_CONTROLS", true);
|
||||
#endif // ENABLE_INPUT_SYSTEM
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
protected void OnEnable()
|
||||
{
|
||||
if (m_Subsystem == null)
|
||||
return;
|
||||
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, m_Subsystem.leftHand.isTracked);
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, m_Subsystem.rightHand.isTracked);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
protected void OnDisable()
|
||||
{
|
||||
if (m_Subsystem != null)
|
||||
{
|
||||
m_Subsystem.trackingAcquired -= OnTrackingAcquired;
|
||||
m_Subsystem.trackingLost -= OnTrackingLost;
|
||||
m_Subsystem.updatedHands -= OnUpdatedHands;
|
||||
m_Subsystem = null;
|
||||
}
|
||||
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, false);
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
protected void OnDestroy()
|
||||
{
|
||||
if (m_LeftHandGameObjects != null)
|
||||
{
|
||||
m_LeftHandGameObjects.OnDestroy();
|
||||
m_LeftHandGameObjects = null;
|
||||
}
|
||||
|
||||
if (m_RightHandGameObjects != null)
|
||||
{
|
||||
m_RightHandGameObjects.OnDestroy();
|
||||
m_RightHandGameObjects = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
protected void Update()
|
||||
{
|
||||
if (m_Subsystem != null && m_Subsystem.running)
|
||||
return;
|
||||
|
||||
SubsystemManager.GetSubsystems(s_SubsystemsReuse);
|
||||
var foundRunningHandSubsystem = false;
|
||||
for (var i = 0; i < s_SubsystemsReuse.Count; ++i)
|
||||
{
|
||||
var handSubsystem = s_SubsystemsReuse[i];
|
||||
if (handSubsystem.running)
|
||||
{
|
||||
UnsubscribeHandSubsystem();
|
||||
m_Subsystem = handSubsystem;
|
||||
foundRunningHandSubsystem = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!foundRunningHandSubsystem)
|
||||
return;
|
||||
|
||||
GameObject selectedLeftHandMesh = null, selectedRightHandMesh = null;
|
||||
if (m_Subsystem.detectedHandMeshLayout == XRDetectedHandMeshLayout.OpenXRAndroidXR)
|
||||
{
|
||||
selectedLeftHandMesh = m_AndroidXRLeftHandMesh;
|
||||
selectedRightHandMesh = m_AndroidXRRightHandMesh;
|
||||
}
|
||||
else
|
||||
{
|
||||
selectedLeftHandMesh = m_MetaQuestLeftHandMesh;
|
||||
selectedRightHandMesh = m_MetaQuestRightHandMesh;
|
||||
}
|
||||
|
||||
if (m_LeftHandGameObjects == null)
|
||||
{
|
||||
m_LeftHandGameObjects = new HandGameObjects(
|
||||
Handedness.Left,
|
||||
transform,
|
||||
selectedLeftHandMesh,
|
||||
m_HandMeshMaterial,
|
||||
m_DebugDrawPrefab,
|
||||
m_VelocityPrefab);
|
||||
}
|
||||
|
||||
if (m_RightHandGameObjects == null)
|
||||
{
|
||||
m_RightHandGameObjects = new HandGameObjects(
|
||||
Handedness.Right,
|
||||
transform,
|
||||
selectedRightHandMesh,
|
||||
m_HandMeshMaterial,
|
||||
m_DebugDrawPrefab,
|
||||
m_VelocityPrefab);
|
||||
}
|
||||
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, m_Subsystem.leftHand.isTracked);
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, m_Subsystem.rightHand.isTracked);
|
||||
|
||||
m_PreviousDrawMeshes = m_DrawMeshes;
|
||||
m_PreviousDebugDrawJoints = m_DebugDrawJoints;
|
||||
m_PreviousVelocityType = m_VelocityType;
|
||||
|
||||
SubscribeHandSubsystem();
|
||||
}
|
||||
|
||||
void SubscribeHandSubsystem()
|
||||
{
|
||||
if (m_Subsystem == null)
|
||||
return;
|
||||
|
||||
m_Subsystem.trackingAcquired += OnTrackingAcquired;
|
||||
m_Subsystem.trackingLost += OnTrackingLost;
|
||||
m_Subsystem.updatedHands += OnUpdatedHands;
|
||||
}
|
||||
|
||||
void UnsubscribeHandSubsystem()
|
||||
{
|
||||
if (m_Subsystem == null)
|
||||
return;
|
||||
|
||||
m_Subsystem.trackingAcquired -= OnTrackingAcquired;
|
||||
m_Subsystem.trackingLost -= OnTrackingLost;
|
||||
m_Subsystem.updatedHands -= OnUpdatedHands;
|
||||
}
|
||||
|
||||
void UpdateRenderingVisibility(HandGameObjects handGameObjects, bool isTracked)
|
||||
{
|
||||
if (handGameObjects == null)
|
||||
return;
|
||||
|
||||
handGameObjects.ToggleDrawMesh(m_DrawMeshes);
|
||||
handGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && isTracked);
|
||||
handGameObjects.SetVelocityType(isTracked ? m_VelocityType : VelocityType.None);
|
||||
}
|
||||
|
||||
void OnTrackingAcquired(XRHand hand)
|
||||
{
|
||||
switch (hand.handedness)
|
||||
{
|
||||
case Handedness.Left:
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, true);
|
||||
break;
|
||||
|
||||
case Handedness.Right:
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void OnTrackingLost(XRHand hand)
|
||||
{
|
||||
switch (hand.handedness)
|
||||
{
|
||||
case Handedness.Left:
|
||||
UpdateRenderingVisibility(m_LeftHandGameObjects, false);
|
||||
break;
|
||||
|
||||
case Handedness.Right:
|
||||
UpdateRenderingVisibility(m_RightHandGameObjects, false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void OnUpdatedHands(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags updateSuccessFlags, XRHandSubsystem.UpdateType updateType)
|
||||
{
|
||||
// We have no game logic depending on the Transforms, so early out here
|
||||
// (add game logic before this return here, directly querying from
|
||||
// subsystem.leftHand and subsystem.rightHand using GetJoint on each hand)
|
||||
if (updateType == XRHandSubsystem.UpdateType.Dynamic)
|
||||
return;
|
||||
|
||||
bool leftHandTracked = subsystem.leftHand.isTracked;
|
||||
bool rightHandTracked = subsystem.rightHand.isTracked;
|
||||
|
||||
if (m_PreviousDrawMeshes != m_DrawMeshes)
|
||||
{
|
||||
m_LeftHandGameObjects.ToggleDrawMesh(m_DrawMeshes);
|
||||
m_RightHandGameObjects.ToggleDrawMesh(m_DrawMeshes);
|
||||
m_PreviousDrawMeshes = m_DrawMeshes;
|
||||
}
|
||||
|
||||
if (m_PreviousDebugDrawJoints != m_DebugDrawJoints)
|
||||
{
|
||||
m_LeftHandGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && leftHandTracked);
|
||||
m_RightHandGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && rightHandTracked);
|
||||
m_PreviousDebugDrawJoints = m_DebugDrawJoints;
|
||||
}
|
||||
|
||||
if (m_PreviousVelocityType != m_VelocityType)
|
||||
{
|
||||
m_LeftHandGameObjects.SetVelocityType(leftHandTracked ? m_VelocityType : VelocityType.None);
|
||||
m_RightHandGameObjects.SetVelocityType(rightHandTracked ? m_VelocityType : VelocityType.None);
|
||||
m_PreviousVelocityType = m_VelocityType;
|
||||
}
|
||||
|
||||
m_LeftHandGameObjects.UpdateJoints(
|
||||
subsystem.leftHand,
|
||||
(updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.LeftHandJoints) != 0,
|
||||
m_DebugDrawJoints,
|
||||
m_VelocityType);
|
||||
|
||||
m_RightHandGameObjects.UpdateJoints(
|
||||
subsystem.rightHand,
|
||||
(updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.RightHandJoints) != 0,
|
||||
m_DebugDrawJoints,
|
||||
m_VelocityType);
|
||||
}
|
||||
|
||||
class HandGameObjects
|
||||
{
|
||||
GameObject m_HandRoot;
|
||||
GameObject m_DrawJointsParent;
|
||||
|
||||
GameObject[] m_DrawJoints = new GameObject[XRHandJointID.EndMarker.ToIndex()];
|
||||
GameObject[] m_VelocityParents = new GameObject[XRHandJointID.EndMarker.ToIndex()];
|
||||
LineRenderer[] m_Lines = new LineRenderer[XRHandJointID.EndMarker.ToIndex()];
|
||||
JointVisualizer[] m_JointVisualizers = new JointVisualizer[XRHandJointID.EndMarker.ToIndex()];
|
||||
|
||||
static Vector3[] s_LinePointsReuse = new Vector3[2];
|
||||
XRHandMeshController m_MeshController;
|
||||
const float k_LineWidth = 0.005f;
|
||||
|
||||
public HandGameObjects(
|
||||
Handedness handedness,
|
||||
Transform parent,
|
||||
GameObject meshPrefab,
|
||||
Material meshMaterial,
|
||||
GameObject debugDrawPrefab,
|
||||
GameObject velocityPrefab)
|
||||
{
|
||||
void AssignJoint(
|
||||
XRHandJointID jointId,
|
||||
Transform jointDrivenTransform,
|
||||
Transform drawJointsParent)
|
||||
{
|
||||
var jointIndex = jointId.ToIndex();
|
||||
m_DrawJoints[jointIndex] = Instantiate(debugDrawPrefab);
|
||||
m_DrawJoints[jointIndex].transform.parent = drawJointsParent;
|
||||
m_DrawJoints[jointIndex].name = jointId.ToString();
|
||||
|
||||
m_VelocityParents[jointIndex] = Instantiate(velocityPrefab);
|
||||
m_VelocityParents[jointIndex].transform.parent = jointDrivenTransform;
|
||||
|
||||
m_Lines[jointIndex] = m_DrawJoints[jointIndex].GetComponent<LineRenderer>();
|
||||
m_Lines[jointIndex].startWidth = m_Lines[jointIndex].endWidth = k_LineWidth;
|
||||
s_LinePointsReuse[0] = s_LinePointsReuse[1] = jointDrivenTransform.position;
|
||||
m_Lines[jointIndex].SetPositions(s_LinePointsReuse);
|
||||
|
||||
if (m_DrawJoints[jointIndex].TryGetComponent<JointVisualizer>(out var jointVisualizer))
|
||||
m_JointVisualizers[jointIndex] = jointVisualizer;
|
||||
}
|
||||
|
||||
var isSceneObject = meshPrefab.scene.IsValid();
|
||||
m_HandRoot = isSceneObject ? meshPrefab : Instantiate(meshPrefab, parent);
|
||||
m_HandRoot.SetActive(false); // Deactivate so that added components do not run OnEnable before they are finished being set up
|
||||
|
||||
m_HandRoot.transform.localPosition = Vector3.zero;
|
||||
m_HandRoot.transform.localRotation = Quaternion.identity;
|
||||
|
||||
var handEvents = m_HandRoot.GetComponent<XRHandTrackingEvents>();
|
||||
if (handEvents == null)
|
||||
{
|
||||
handEvents = m_HandRoot.AddComponent<XRHandTrackingEvents>();
|
||||
handEvents.updateType = XRHandTrackingEvents.UpdateTypes.Dynamic;
|
||||
handEvents.handedness = handedness;
|
||||
}
|
||||
|
||||
m_MeshController = m_HandRoot.GetComponent<XRHandMeshController>();
|
||||
if (m_MeshController == null)
|
||||
{
|
||||
m_MeshController = m_HandRoot.AddComponent<XRHandMeshController>();
|
||||
for (var childIndex = 0; childIndex < m_HandRoot.transform.childCount; ++childIndex)
|
||||
{
|
||||
var childTransform = m_HandRoot.transform.GetChild(childIndex);
|
||||
if (childTransform.TryGetComponent<SkinnedMeshRenderer>(out var renderer))
|
||||
m_MeshController.handMeshRenderer = renderer;
|
||||
}
|
||||
|
||||
m_MeshController.handTrackingEvents = handEvents;
|
||||
}
|
||||
|
||||
if (meshMaterial != null)
|
||||
{
|
||||
m_MeshController.handMeshRenderer.sharedMaterial = meshMaterial;
|
||||
}
|
||||
|
||||
var skeletonDriver = m_HandRoot.GetComponent<XRHandSkeletonDriver>();
|
||||
if (skeletonDriver == null)
|
||||
{
|
||||
skeletonDriver = m_HandRoot.AddComponent<XRHandSkeletonDriver>();
|
||||
skeletonDriver.jointTransformReferences = new List<JointToTransformReference>();
|
||||
Transform root = null;
|
||||
for (var childIndex = 0; childIndex < m_HandRoot.transform.childCount; ++childIndex)
|
||||
{
|
||||
var child = m_HandRoot.transform.GetChild(childIndex);
|
||||
if (child.gameObject.name.EndsWith(XRHandJointID.Wrist.ToString()))
|
||||
root = child;
|
||||
}
|
||||
|
||||
skeletonDriver.rootTransform = root;
|
||||
XRHandSkeletonDriverUtility.FindJointsFromRoot(skeletonDriver);
|
||||
skeletonDriver.InitializeFromSerializedReferences();
|
||||
skeletonDriver.handTrackingEvents = handEvents;
|
||||
}
|
||||
|
||||
m_DrawJointsParent = new GameObject();
|
||||
m_DrawJointsParent.transform.parent = parent;
|
||||
m_DrawJointsParent.transform.localPosition = Vector3.zero;
|
||||
m_DrawJointsParent.transform.localRotation = Quaternion.identity;
|
||||
m_DrawJointsParent.name = handedness + "HandDebugDrawJoints";
|
||||
|
||||
for (var i = 0; i < skeletonDriver.jointTransformReferences.Count; i++)
|
||||
{
|
||||
var jointTransformReference = skeletonDriver.jointTransformReferences[i];
|
||||
var jointTransform = jointTransformReference.jointTransform;
|
||||
var jointID = jointTransformReference.xrHandJointID;
|
||||
AssignJoint(jointID, jointTransform, m_DrawJointsParent.transform);
|
||||
}
|
||||
|
||||
m_HandRoot.SetActive(true);
|
||||
}
|
||||
|
||||
public void OnDestroy()
|
||||
{
|
||||
Destroy(m_HandRoot);
|
||||
m_HandRoot = null;
|
||||
|
||||
for (var jointIndex = 0; jointIndex < m_DrawJoints.Length; ++jointIndex)
|
||||
{
|
||||
Destroy(m_DrawJoints[jointIndex]);
|
||||
m_DrawJoints[jointIndex] = null;
|
||||
}
|
||||
|
||||
for (var jointIndex = 0; jointIndex < m_VelocityParents.Length; ++jointIndex)
|
||||
{
|
||||
Destroy(m_VelocityParents[jointIndex]);
|
||||
m_VelocityParents[jointIndex] = null;
|
||||
}
|
||||
|
||||
Destroy(m_DrawJointsParent);
|
||||
m_DrawJointsParent = null;
|
||||
}
|
||||
|
||||
public void ToggleDrawMesh(bool drawMesh)
|
||||
{
|
||||
m_MeshController.enabled = drawMesh;
|
||||
if (!drawMesh)
|
||||
m_MeshController.handMeshRenderer.enabled = false;
|
||||
}
|
||||
|
||||
public void ToggleDebugDrawJoints(bool debugDrawJoints)
|
||||
{
|
||||
for (int jointIndex = 0; jointIndex < m_DrawJoints.Length; ++jointIndex)
|
||||
{
|
||||
ToggleRenderers<MeshRenderer>(debugDrawJoints, m_DrawJoints[jointIndex].transform);
|
||||
m_Lines[jointIndex].enabled = debugDrawJoints;
|
||||
}
|
||||
|
||||
m_Lines[0].enabled = false;
|
||||
}
|
||||
|
||||
public void SetVelocityType(VelocityType velocityType)
|
||||
{
|
||||
for (int jointIndex = 0; jointIndex < m_VelocityParents.Length; ++jointIndex)
|
||||
ToggleRenderers<LineRenderer>(velocityType != VelocityType.None, m_VelocityParents[jointIndex].transform);
|
||||
}
|
||||
|
||||
public void UpdateJoints(
|
||||
XRHand hand,
|
||||
bool areJointsTracked,
|
||||
bool debugDrawJoints,
|
||||
VelocityType velocityType)
|
||||
{
|
||||
if (!areJointsTracked)
|
||||
return;
|
||||
|
||||
var wristPose = Pose.identity;
|
||||
var parentIndex = XRHandJointID.Wrist.ToIndex();
|
||||
UpdateJoint(debugDrawJoints, velocityType, hand.GetJoint(XRHandJointID.Wrist), ref wristPose, ref parentIndex);
|
||||
UpdateJoint(debugDrawJoints, velocityType, hand.GetJoint(XRHandJointID.Palm), ref wristPose, ref parentIndex, false);
|
||||
|
||||
for (var fingerIndex = (int)XRHandFingerID.Thumb;
|
||||
fingerIndex <= (int)XRHandFingerID.Little;
|
||||
++fingerIndex)
|
||||
{
|
||||
var parentPose = wristPose;
|
||||
var fingerId = (XRHandFingerID)fingerIndex;
|
||||
parentIndex = XRHandJointID.Wrist.ToIndex();
|
||||
|
||||
var jointIndexBack = fingerId.GetBackJointID().ToIndex();
|
||||
for (var jointIndex = fingerId.GetFrontJointID().ToIndex();
|
||||
jointIndex <= jointIndexBack;
|
||||
++jointIndex)
|
||||
{
|
||||
UpdateJoint(debugDrawJoints, velocityType, hand.GetJoint(XRHandJointIDUtility.FromIndex(jointIndex)), ref parentPose, ref parentIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateJoint(
|
||||
bool debugDrawJoints,
|
||||
VelocityType velocityType,
|
||||
XRHandJoint joint,
|
||||
ref Pose parentPose,
|
||||
ref int parentIndex,
|
||||
bool cacheParentPose = true)
|
||||
{
|
||||
if (joint.id == XRHandJointID.Invalid)
|
||||
return;
|
||||
|
||||
var jointIndex = joint.id.ToIndex();
|
||||
m_JointVisualizers[jointIndex].NotifyTrackingState(joint.trackingState);
|
||||
|
||||
if (!joint.TryGetPose(out var pose))
|
||||
return;
|
||||
|
||||
m_DrawJoints[jointIndex].transform.localPosition = pose.position;
|
||||
m_DrawJoints[jointIndex].transform.localRotation = pose.rotation;
|
||||
|
||||
if (debugDrawJoints && joint.id != XRHandJointID.Wrist)
|
||||
{
|
||||
s_LinePointsReuse[0] = m_DrawJoints[parentIndex].transform.position;
|
||||
s_LinePointsReuse[1] = m_DrawJoints[jointIndex].transform.position;
|
||||
m_Lines[jointIndex].SetPositions(s_LinePointsReuse);
|
||||
}
|
||||
|
||||
if (cacheParentPose)
|
||||
{
|
||||
parentPose = pose;
|
||||
parentIndex = jointIndex;
|
||||
}
|
||||
|
||||
if (velocityType != VelocityType.None && m_VelocityParents[jointIndex].TryGetComponent<LineRenderer>(out var renderer))
|
||||
{
|
||||
m_VelocityParents[jointIndex].transform.localPosition = Vector3.zero;
|
||||
m_VelocityParents[jointIndex].transform.localRotation = Quaternion.identity;
|
||||
|
||||
s_LinePointsReuse[0] = s_LinePointsReuse[1] = m_VelocityParents[jointIndex].transform.position;
|
||||
if (velocityType == VelocityType.Linear)
|
||||
{
|
||||
if (joint.TryGetLinearVelocity(out var velocity))
|
||||
s_LinePointsReuse[1] += velocity;
|
||||
}
|
||||
else if (velocityType == VelocityType.Angular)
|
||||
{
|
||||
if (joint.TryGetAngularVelocity(out var velocity))
|
||||
s_LinePointsReuse[1] += 0.05f * velocity.normalized;
|
||||
}
|
||||
|
||||
renderer.SetPositions(s_LinePointsReuse);
|
||||
}
|
||||
}
|
||||
|
||||
static void ToggleRenderers<TRenderer>(bool toggle, Transform rendererTransform)
|
||||
where TRenderer : Renderer
|
||||
{
|
||||
if (rendererTransform.TryGetComponent<TRenderer>(out var renderer))
|
||||
renderer.enabled = toggle;
|
||||
|
||||
for (var childIndex = 0; childIndex < rendererTransform.childCount; ++childIndex)
|
||||
ToggleRenderers<TRenderer>(toggle, rendererTransform.GetChild(childIndex));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e9813c68d7d6f44282ace8bd2d1fd46
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,38 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.Hands.Processing;
|
||||
|
||||
namespace UnityEngine.XR.Hands.Samples.VisualizerSample
|
||||
{
|
||||
public class JointVisualizer : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
GameObject m_JointVisual;
|
||||
|
||||
[SerializeField]
|
||||
Material m_HighFidelityJointMaterial;
|
||||
|
||||
[SerializeField]
|
||||
Material m_LowFidelityJointMaterial;
|
||||
|
||||
bool m_HighFidelityJoint;
|
||||
|
||||
Renderer m_JointRenderer;
|
||||
|
||||
public void NotifyTrackingState(XRHandJointTrackingState jointTrackingState)
|
||||
{
|
||||
bool highFidelityJoint = (jointTrackingState & XRHandJointTrackingState.HighFidelityPose) == XRHandJointTrackingState.HighFidelityPose;
|
||||
if (m_HighFidelityJoint == highFidelityJoint)
|
||||
return;
|
||||
|
||||
m_JointRenderer.material = highFidelityJoint ? m_HighFidelityJointMaterial : m_LowFidelityJointMaterial;
|
||||
|
||||
m_HighFidelityJoint = highFidelityJoint;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (m_JointVisual.TryGetComponent<Renderer>(out var jointRenderer))
|
||||
m_JointRenderer = jointRenderer;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e1c395ff62a3a14dbeb293298bb46bf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,249 @@
|
||||
using UnityEngine.Rendering;
|
||||
using System.Collections.Generic;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace UnityEngine.XR.Hands.Samples.VisualizerSample
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[InitializeOnLoad]
|
||||
static class RenderPipelineValidation
|
||||
{
|
||||
static RenderPipelineValidation()
|
||||
{
|
||||
foreach (var pipelineHandler in GetAllInstances())
|
||||
pipelineHandler.AutoRefreshPipelineShaders();
|
||||
}
|
||||
|
||||
static List<MaterialPipelineHandler> GetAllInstances()
|
||||
{
|
||||
var instances = new List<MaterialPipelineHandler>();
|
||||
|
||||
// Find all GUIDs for objects that match the type MaterialPipelineHandler
|
||||
var guids = AssetDatabase.FindAssets("t:MaterialPipelineHandler");
|
||||
for (int i = 0; i < guids.Length; i++)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guids[i]);
|
||||
var asset = AssetDatabase.LoadAssetAtPath<MaterialPipelineHandler>(path);
|
||||
if (asset != null)
|
||||
instances.Add(asset);
|
||||
}
|
||||
|
||||
return instances;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Serializable class that contains the shader information for a material.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class ShaderContainer
|
||||
{
|
||||
public Material material;
|
||||
public bool useSRPShaderName = true;
|
||||
public string scriptableRenderPipelineShaderName = "Universal Render Pipeline/Lit";
|
||||
public Shader scriptableRenderPipelineShader;
|
||||
public bool useBuiltinShaderName = true;
|
||||
public string builtInPipelineShaderName = "Standard";
|
||||
public Shader builtInPipelineShader;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Scriptable object that allows for setting the shader on a material based on the current render pipeline.
|
||||
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|
||||
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|
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/// </summary>
|
||||
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{
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|
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[SerializeField]
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||||
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|
||||
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||||
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{
|
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|
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SetPipelineShaders();
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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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return;
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||||
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|
||||
|
||||
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|
||||
{
|
||||
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|
||||
continue;
|
||||
|
||||
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|
||||
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|
||||
if (!info.material.HasProperty("_Color"))
|
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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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|
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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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|
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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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|
||||
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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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|
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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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|
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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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|
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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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|
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|
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|
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#if AR_FOUNDATION_PRESENT
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using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.XR.Interaction.Toolkit.AR.Inputs;
|
||||
using UnityEngine.XR.Interaction.Toolkit.Inputs.Readers;
|
||||
using UnityEngine.XR.Interaction.Toolkit.Interactors;
|
||||
using UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets;
|
||||
|
||||
namespace UnityEngine.XR.Interaction.Toolkit.Samples.ARStarterAssets
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||||
{
|
||||
/// <summary>
|
||||
/// Handles dismissing the object menu when clicking out the UI bounds, and showing the
|
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/// menu again when the create menu button is clicked after dismissal. Manages object deletion in the AR demo scene,
|
||||
/// and also handles the toggling between the object creation menu button and the delete button.
|
||||
/// </summary>
|
||||
public class ARSampleMenuManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
[Tooltip("Button that opens the create menu.")]
|
||||
Button m_CreateButton;
|
||||
|
||||
/// <summary>
|
||||
/// Button that opens the create menu.
|
||||
/// </summary>
|
||||
public Button createButton
|
||||
{
|
||||
get => m_CreateButton;
|
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set => m_CreateButton = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Button that deletes a selected object.")]
|
||||
Button m_DeleteButton;
|
||||
|
||||
/// <summary>
|
||||
/// Button that deletes a selected object.
|
||||
/// </summary>
|
||||
public Button deleteButton
|
||||
{
|
||||
get => m_DeleteButton;
|
||||
set => m_DeleteButton = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The menu with all the creatable objects.")]
|
||||
GameObject m_ObjectMenu;
|
||||
|
||||
/// <summary>
|
||||
/// The menu with all the creatable objects.
|
||||
/// </summary>
|
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public GameObject objectMenu
|
||||
{
|
||||
get => m_ObjectMenu;
|
||||
set => m_ObjectMenu = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The animator for the object creation menu.")]
|
||||
Animator m_ObjectMenuAnimator;
|
||||
|
||||
/// <summary>
|
||||
/// The animator for the object creation menu.
|
||||
/// </summary>
|
||||
public Animator objectMenuAnimator
|
||||
{
|
||||
get => m_ObjectMenuAnimator;
|
||||
set => m_ObjectMenuAnimator = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The object spawner component in charge of spawning new objects.")]
|
||||
ObjectSpawner m_ObjectSpawner;
|
||||
|
||||
/// <summary>
|
||||
/// The object spawner component in charge of spawning new objects.
|
||||
/// </summary>
|
||||
public ObjectSpawner objectSpawner
|
||||
{
|
||||
get => m_ObjectSpawner;
|
||||
set => m_ObjectSpawner = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Button that closes the object creation menu.")]
|
||||
Button m_CancelButton;
|
||||
|
||||
/// <summary>
|
||||
/// Button that closes the object creation menu.
|
||||
/// </summary>
|
||||
public Button cancelButton
|
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{
|
||||
get => m_CancelButton;
|
||||
set => m_CancelButton = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The interaction group for the AR demo scene.")]
|
||||
XRInteractionGroup m_InteractionGroup;
|
||||
|
||||
/// <summary>
|
||||
/// The interaction group for the AR demo scene.
|
||||
/// </summary>
|
||||
public XRInteractionGroup interactionGroup
|
||||
{
|
||||
get => m_InteractionGroup;
|
||||
set => m_InteractionGroup = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
XRInputValueReader<Vector2> m_TapStartPositionInput = new XRInputValueReader<Vector2>("Tap Start Position");
|
||||
|
||||
/// <summary>
|
||||
/// Input to use for the screen tap start position.
|
||||
/// </summary>
|
||||
/// <seealso cref="TouchscreenGestureInputController.tapStartPosition"/>
|
||||
public XRInputValueReader<Vector2> tapStartPositionInput
|
||||
{
|
||||
get => m_TapStartPositionInput;
|
||||
set => XRInputReaderUtility.SetInputProperty(ref m_TapStartPositionInput, value, this);
|
||||
}
|
||||
|
||||
bool m_ShowObjectMenu;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
m_TapStartPositionInput.EnableDirectActionIfModeUsed();
|
||||
m_CreateButton.onClick.AddListener(ShowMenu);
|
||||
m_CancelButton.onClick.AddListener(HideMenu);
|
||||
m_DeleteButton.onClick.AddListener(DeleteFocusedObject);
|
||||
}
|
||||
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||||
void OnDisable()
|
||||
{
|
||||
m_TapStartPositionInput.DisableDirectActionIfModeUsed();
|
||||
m_ShowObjectMenu = false;
|
||||
m_CreateButton.onClick.RemoveListener(ShowMenu);
|
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m_CancelButton.onClick.RemoveListener(HideMenu);
|
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m_DeleteButton.onClick.RemoveListener(DeleteFocusedObject);
|
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}
|
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||||
void Start()
|
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{
|
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HideMenu();
|
||||
}
|
||||
|
||||
void Update()
|
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{
|
||||
if (m_ShowObjectMenu)
|
||||
{
|
||||
m_CreateButton.gameObject.SetActive(false);
|
||||
m_DeleteButton.gameObject.SetActive(false);
|
||||
var isPointerOverUI = EventSystem.current != null && EventSystem.current.IsPointerOverGameObject(-1);
|
||||
if (!isPointerOverUI && m_TapStartPositionInput.TryReadValue(out _))
|
||||
{
|
||||
HideMenu();
|
||||
}
|
||||
}
|
||||
else if (m_InteractionGroup is not null)
|
||||
{
|
||||
var currentFocusedObject = m_InteractionGroup.focusInteractable;
|
||||
if (currentFocusedObject != null && (!m_DeleteButton.isActiveAndEnabled || m_CreateButton.isActiveAndEnabled))
|
||||
{
|
||||
m_CreateButton.gameObject.SetActive(false);
|
||||
m_DeleteButton.gameObject.SetActive(true);
|
||||
}
|
||||
else if (currentFocusedObject == null && (!m_CreateButton.isActiveAndEnabled || m_DeleteButton.isActiveAndEnabled))
|
||||
{
|
||||
m_CreateButton.gameObject.SetActive(true);
|
||||
m_DeleteButton.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetObjectToSpawn(int objectIndex)
|
||||
{
|
||||
if (m_ObjectSpawner == null)
|
||||
{
|
||||
Debug.LogWarning("Menu Manager not configured correctly: no Object Spawner set.", this);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (objectIndex < m_ObjectSpawner.objectPrefabs.Count)
|
||||
{
|
||||
m_ObjectSpawner.spawnOptionIndex = objectIndex;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Object Spawner not configured correctly: object index larger than number of Object Prefabs.", this);
|
||||
}
|
||||
}
|
||||
|
||||
HideMenu();
|
||||
}
|
||||
|
||||
void ShowMenu()
|
||||
{
|
||||
m_ShowObjectMenu = true;
|
||||
m_ObjectMenu.SetActive(true);
|
||||
if (!m_ObjectMenuAnimator.GetBool("Show"))
|
||||
{
|
||||
m_ObjectMenuAnimator.SetBool("Show", true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Triggers hide animation for menu.
|
||||
/// </summary>
|
||||
public void HideMenu()
|
||||
{
|
||||
m_ObjectMenuAnimator.SetBool("Show", false);
|
||||
m_ShowObjectMenu = false;
|
||||
}
|
||||
|
||||
void DeleteFocusedObject()
|
||||
{
|
||||
if (m_InteractionGroup == null)
|
||||
return;
|
||||
|
||||
var currentFocusedObject = m_InteractionGroup.focusInteractable;
|
||||
if (currentFocusedObject != null)
|
||||
{
|
||||
Destroy(currentFocusedObject.transform.gameObject);
|
||||
}
|
||||
}
|
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}
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}
|
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"Unity.XR.CoreUtils",
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"Unity.XR.Interaction.Toolkit",
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"Unity.XR.ARFoundation",
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"Unity.XR.ARSubsystems",
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"Unity.XR.Interaction.Toolkit.Samples.StarterAssets"
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"define": "AR_FOUNDATION_PRESENT"
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}
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{
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"name": "Unity.XR.Interaction.Toolkit.Samples.ARStarterAssets.Editor",
|
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"rootNamespace": "UnityEditor.XR.Interaction.Toolkit.Samples.ARStarterAssets.Editor",
|
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"references": [
|
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"Unity.XR.CoreUtils",
|
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"Unity.XR.CoreUtils.Editor",
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"Unity.XR.Interaction.Toolkit",
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"Unity.XR.Interaction.Toolkit.Editor"
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|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Unity.XR.CoreUtils.Editor;
|
||||
using UnityEditor.PackageManager;
|
||||
using UnityEditor.PackageManager.Requests;
|
||||
using UnityEditor.PackageManager.UI;
|
||||
using UnityEditor.XR.Interaction.Toolkit.ProjectValidation;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEditor.XR.Interaction.Toolkit.Samples.ARStarterAssets.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// Unity Editor class which registers Project Validation rules for the AR Starter Assets sample,
|
||||
/// checking that other required samples are installed.
|
||||
/// </summary>
|
||||
static class ARStarterAssetsSampleProjectValidation
|
||||
{
|
||||
const string k_SampleDisplayName = "AR Starter Assets";
|
||||
const string k_Category = "XR Interaction Toolkit";
|
||||
const string k_StarterAssetsSampleName = "Starter Assets";
|
||||
const string k_XRIPackageName = "com.unity.xr.interaction.toolkit";
|
||||
const string k_ARFPackageName = "com.unity.xr.arfoundation";
|
||||
const string k_ARFPackageMinVersionString = "4.2.8";
|
||||
const float k_TimeOutInSeconds = 3f;
|
||||
|
||||
static readonly PackageVersion s_ARFPackageMinVersion = new PackageVersion(k_ARFPackageMinVersionString);
|
||||
|
||||
static readonly BuildTargetGroup[] s_BuildTargetGroups =
|
||||
((BuildTargetGroup[])Enum.GetValues(typeof(BuildTargetGroup))).Distinct().ToArray();
|
||||
|
||||
static readonly List<BuildValidationRule> s_BuildValidationRules = new List<BuildValidationRule>
|
||||
{
|
||||
new BuildValidationRule
|
||||
{
|
||||
IsRuleEnabled = () => s_ARFPackageAddRequest == null || s_ARFPackageAddRequest.IsCompleted,
|
||||
Message = $"[{k_SampleDisplayName}] AR Foundation ({k_ARFPackageName}) package must be installed or updated to use this sample.",
|
||||
Category = k_Category,
|
||||
CheckPredicate = () => PackageVersionUtility.GetPackageVersion(k_ARFPackageName) >= s_ARFPackageMinVersion,
|
||||
FixIt = () =>
|
||||
{
|
||||
var packString = k_ARFPackageName;
|
||||
var searchResult = Client.Search(k_ARFPackageName, true);
|
||||
var timeout = Time.realtimeSinceStartup + k_TimeOutInSeconds;
|
||||
while (!searchResult.IsCompleted && timeout > Time.realtimeSinceStartup)
|
||||
{
|
||||
System.Threading.Thread.Sleep(10);
|
||||
}
|
||||
|
||||
if (searchResult.IsCompleted)
|
||||
{
|
||||
var version = searchResult.Result
|
||||
.Where((info) => string.Compare(k_ARFPackageName, info.name) == 0)
|
||||
#if UNITY_2022_2_OR_NEWER
|
||||
.Select(info => info.versions.recommended)
|
||||
#else
|
||||
.Select(info =>info.versions.verified)
|
||||
#endif
|
||||
.FirstOrDefault();
|
||||
|
||||
if (!string.IsNullOrEmpty(version))
|
||||
{
|
||||
var verifiedVersion = new PackageVersion(version);
|
||||
if (verifiedVersion >= s_ARFPackageMinVersion)
|
||||
{
|
||||
packString = k_ARFPackageName + "@" + version;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"Package installation error: {k_ARFPackageMinVersionString}@{version} is below the minimum version of {k_ARFPackageMinVersionString}. Please install manually from Package Manager or update to a newer version of the Unity Editor.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Timeout trying to get package list after {k_TimeOutInSeconds} seconds.");
|
||||
}
|
||||
|
||||
s_ARFPackageAddRequest = Client.Add(packString);
|
||||
if (s_ARFPackageAddRequest.Error != null)
|
||||
{
|
||||
Debug.LogError($"Package installation error: {s_ARFPackageAddRequest.Error}: {s_ARFPackageAddRequest.Error.message}");
|
||||
}
|
||||
},
|
||||
FixItAutomatic = true,
|
||||
Error = true,
|
||||
},
|
||||
new BuildValidationRule
|
||||
{
|
||||
Message = $"[{k_SampleDisplayName}] {k_StarterAssetsSampleName} sample from XR Interaction Toolkit ({k_XRIPackageName}) package must be imported or updated to use this sample. {GetImportSampleVersionMessage(k_Category, k_StarterAssetsSampleName, ProjectValidationUtility.minimumXRIStarterAssetsSampleVersion)}",
|
||||
Category = k_Category,
|
||||
CheckPredicate = () => ProjectValidationUtility.SampleImportMeetsMinimumVersion(k_Category, k_StarterAssetsSampleName, ProjectValidationUtility.minimumXRIStarterAssetsSampleVersion),
|
||||
FixIt = () =>
|
||||
{
|
||||
if (TryFindSample(k_XRIPackageName, string.Empty, k_StarterAssetsSampleName, out var sample))
|
||||
{
|
||||
sample.Import(Sample.ImportOptions.OverridePreviousImports);
|
||||
}
|
||||
},
|
||||
FixItAutomatic = true,
|
||||
Error = !ProjectValidationUtility.HasSampleImported(k_Category, k_StarterAssetsSampleName),
|
||||
},
|
||||
};
|
||||
|
||||
static AddRequest s_ARFPackageAddRequest;
|
||||
|
||||
[InitializeOnLoadMethod]
|
||||
static void RegisterProjectValidationRules()
|
||||
{
|
||||
foreach (var buildTargetGroup in s_BuildTargetGroups)
|
||||
{
|
||||
BuildValidator.AddRules(buildTargetGroup, s_BuildValidationRules);
|
||||
}
|
||||
}
|
||||
|
||||
static bool TryFindSample(string packageName, string packageVersion, string sampleDisplayName, out Sample sample)
|
||||
{
|
||||
sample = default;
|
||||
|
||||
var packageSamples = Sample.FindByPackage(packageName, packageVersion);
|
||||
if (packageSamples == null)
|
||||
{
|
||||
Debug.LogError($"Couldn't find samples of the {ToString(packageName, packageVersion)} package; aborting project validation rule.");
|
||||
return false;
|
||||
}
|
||||
|
||||
foreach (var packageSample in packageSamples)
|
||||
{
|
||||
if (packageSample.displayName == sampleDisplayName)
|
||||
{
|
||||
sample = packageSample;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
Debug.LogError($"Couldn't find {sampleDisplayName} sample in the {ToString(packageName, packageVersion)} package; aborting project validation rule.");
|
||||
return false;
|
||||
}
|
||||
|
||||
static string ToString(string packageName, string packageVersion)
|
||||
{
|
||||
return string.IsNullOrEmpty(packageVersion) ? packageName : $"{packageName}@{packageVersion}";
|
||||
}
|
||||
|
||||
static string GetImportSampleVersionMessage(string packageFolderName, string sampleDisplayName, PackageVersion version)
|
||||
{
|
||||
if (ProjectValidationUtility.SampleImportMeetsMinimumVersion(packageFolderName, sampleDisplayName, version) || !ProjectValidationUtility.HasSampleImported(packageFolderName, sampleDisplayName))
|
||||
return string.Empty;
|
||||
|
||||
return $"An older version of {sampleDisplayName} has been found. This may cause errors.";
|
||||
}
|
||||
}
|
||||
}
|
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userData:
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@@ -0,0 +1,85 @@
|
||||
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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#if AR_FOUNDATION_PRESENT
|
||||
using UnityEngine.XR.ARSubsystems;
|
||||
using UnityEngine.XR.ARFoundation;
|
||||
using UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets;
|
||||
|
||||
namespace UnityEngine.XR.Interaction.Toolkit.Samples.ARStarterAssets
|
||||
{
|
||||
/// <summary>
|
||||
/// Spawns an object on physics trigger enter with an <see cref="ARPlane"/>, at the point of contact on the plane.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class ARContactSpawnTrigger : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
[Tooltip("The behavior to use to spawn objects.")]
|
||||
ObjectSpawner m_ObjectSpawner;
|
||||
|
||||
/// <summary>
|
||||
/// The behavior to use to spawn objects.
|
||||
/// </summary>
|
||||
public ObjectSpawner objectSpawner
|
||||
{
|
||||
get => m_ObjectSpawner;
|
||||
set => m_ObjectSpawner = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Whether to require that the AR Plane has an alignment of horizontal up to spawn on it.")]
|
||||
bool m_RequireHorizontalUpSurface;
|
||||
|
||||
/// <summary>
|
||||
/// Whether to require that the <see cref="ARPlane"/> has an alignment of <see cref="PlaneAlignment.HorizontalUp"/> to spawn on it.
|
||||
/// </summary>
|
||||
public bool requireHorizontalUpSurface
|
||||
{
|
||||
get => m_RequireHorizontalUpSurface;
|
||||
set => m_RequireHorizontalUpSurface = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
if (m_ObjectSpawner == null)
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
m_ObjectSpawner = FindAnyObjectByType<ObjectSpawner>();
|
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#else
|
||||
m_ObjectSpawner = FindObjectOfType<ObjectSpawner>();
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!TryGetSpawnSurfaceData(other, out var surfacePosition, out var surfaceNormal))
|
||||
return;
|
||||
|
||||
var infinitePlane = new Plane(surfaceNormal, surfacePosition);
|
||||
var contactPoint = infinitePlane.ClosestPointOnPlane(transform.position);
|
||||
m_ObjectSpawner.TrySpawnObject(contactPoint, surfaceNormal);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to get the surface position and normal from an object to potentially spawn on.
|
||||
/// </summary>
|
||||
/// <param name="objectCollider">The collider of the object to potentially spawn on.</param>
|
||||
/// <param name="surfacePosition">The potential world position of the spawn surface.</param>
|
||||
/// <param name="surfaceNormal">The potential normal of the spawn surface.</param>
|
||||
/// <returns>Returns <see langword="true"/> if <paramref name="objectCollider"/> is a valid spawn surface,
|
||||
/// otherwise returns <see langword="false"/>.</returns>
|
||||
public bool TryGetSpawnSurfaceData(Collider objectCollider, out Vector3 surfacePosition, out Vector3 surfaceNormal)
|
||||
{
|
||||
surfacePosition = default;
|
||||
surfaceNormal = default;
|
||||
|
||||
var arPlane = objectCollider.GetComponent<ARPlane>();
|
||||
if (arPlane == null)
|
||||
return false;
|
||||
|
||||
if (m_RequireHorizontalUpSurface && arPlane.alignment != PlaneAlignment.HorizontalUp)
|
||||
return false;
|
||||
|
||||
surfaceNormal = arPlane.normal;
|
||||
surfacePosition = arPlane.center;
|
||||
return true;
|
||||
}
|
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}
|
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}
|
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#endif
|
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||||
#if AR_FOUNDATION_PRESENT
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.ARFoundation;
|
||||
|
||||
namespace UnityEngine.XR.Interaction.Toolkit.Samples.ARStarterAssets
|
||||
{
|
||||
/// <summary>
|
||||
/// This plane visualizer demonstrates the use of a feathering effect
|
||||
/// at the edge of the detected plane, which reduces the visual impression
|
||||
/// of a hard edge.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(ARPlaneMeshVisualizer), typeof(MeshRenderer), typeof(ARPlane))]
|
||||
public class ARFeatheredPlaneMeshVisualizer : MonoBehaviour
|
||||
{
|
||||
[Tooltip("The width of the texture feathering (in world units).")]
|
||||
[SerializeField]
|
||||
float m_FeatheringWidth = 0.2f;
|
||||
|
||||
/// <summary>
|
||||
/// The width of the texture feathering (in world units).
|
||||
/// </summary>
|
||||
public float featheringWidth
|
||||
{
|
||||
get { return m_FeatheringWidth; }
|
||||
set { m_FeatheringWidth = value; }
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
m_PlaneMeshVisualizer = GetComponent<ARPlaneMeshVisualizer>();
|
||||
m_FeatheredPlaneMaterial = GetComponent<MeshRenderer>().material;
|
||||
m_Plane = GetComponent<ARPlane>();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
m_Plane.boundaryChanged += ARPlane_boundaryUpdated;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
m_Plane.boundaryChanged -= ARPlane_boundaryUpdated;
|
||||
}
|
||||
|
||||
void ARPlane_boundaryUpdated(ARPlaneBoundaryChangedEventArgs eventArgs)
|
||||
{
|
||||
GenerateBoundaryUVs(m_PlaneMeshVisualizer.mesh);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate UV2s to mark the boundary vertices and feathering UV coords.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The <c>ARPlaneMeshVisualizer</c> has a <c>meshUpdated</c> event that can be used to modify the generated
|
||||
/// mesh. In this case we'll add UV2s to mark the boundary vertices.
|
||||
/// This technique avoids having to generate extra vertices for the boundary. It works best when the plane is
|
||||
/// is fairly uniform.
|
||||
/// </remarks>
|
||||
/// <param name="mesh">The <c>Mesh</c> generated by <c>ARPlaneMeshVisualizer</c></param>
|
||||
void GenerateBoundaryUVs(Mesh mesh)
|
||||
{
|
||||
int vertexCount = mesh.vertexCount;
|
||||
|
||||
// Reuse the list of UVs
|
||||
s_FeatheringUVs.Clear();
|
||||
if (s_FeatheringUVs.Capacity < vertexCount) { s_FeatheringUVs.Capacity = vertexCount; }
|
||||
|
||||
mesh.GetVertices(s_Vertices);
|
||||
|
||||
Vector3 centerInPlaneSpace = s_Vertices[s_Vertices.Count - 1];
|
||||
Vector3 uv = new Vector3(0, 0, 0);
|
||||
float shortestUVMapping = float.MaxValue;
|
||||
|
||||
// Assume the last vertex is the center vertex.
|
||||
for (int i = 0; i < vertexCount - 1; i++)
|
||||
{
|
||||
float vertexDist = Vector3.Distance(s_Vertices[i], centerInPlaneSpace);
|
||||
|
||||
// Remap the UV so that a UV of "1" marks the feathering boudary.
|
||||
// The ratio of featherBoundaryDistance/edgeDistance is the same as featherUV/edgeUV.
|
||||
// Rearrange to get the edge UV.
|
||||
float uvMapping = vertexDist / Mathf.Max(vertexDist - featheringWidth, 0.001f);
|
||||
uv.x = uvMapping;
|
||||
|
||||
// All the UV mappings will be different. In the shader we need to know the UV value we need to fade out by.
|
||||
// Choose the shortest UV to guarentee we fade out before the border.
|
||||
// This means the feathering widths will be slightly different, we again rely on a fairly uniform plane.
|
||||
if (shortestUVMapping > uvMapping) { shortestUVMapping = uvMapping; }
|
||||
|
||||
s_FeatheringUVs.Add(uv);
|
||||
}
|
||||
|
||||
m_FeatheredPlaneMaterial.SetFloat("_ShortestUVMapping", shortestUVMapping);
|
||||
|
||||
// Add the center vertex UV
|
||||
uv.Set(0, 0, 0);
|
||||
s_FeatheringUVs.Add(uv);
|
||||
|
||||
mesh.SetUVs(1, s_FeatheringUVs);
|
||||
mesh.UploadMeshData(false);
|
||||
}
|
||||
|
||||
static List<Vector3> s_FeatheringUVs = new List<Vector3>();
|
||||
|
||||
static List<Vector3> s_Vertices = new List<Vector3>();
|
||||
|
||||
ARPlaneMeshVisualizer m_PlaneMeshVisualizer;
|
||||
|
||||
ARPlane m_Plane;
|
||||
|
||||
Material m_FeatheredPlaneMaterial;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
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@@ -0,0 +1,209 @@
|
||||
#if AR_FOUNDATION_PRESENT
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.XR.ARFoundation;
|
||||
using UnityEngine.XR.ARSubsystems;
|
||||
using UnityEngine.XR.Interaction.Toolkit.Inputs.Readers;
|
||||
using UnityEngine.XR.Interaction.Toolkit.Interactors;
|
||||
using UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets;
|
||||
|
||||
namespace UnityEngine.XR.Interaction.Toolkit.Samples.ARStarterAssets
|
||||
{
|
||||
/// <summary>
|
||||
/// Spawns an object at an <see cref="IARInteractor"/>'s raycast hit position when a trigger is activated.
|
||||
/// </summary>
|
||||
public class ARInteractorSpawnTrigger : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// The type of trigger to use to spawn an object.
|
||||
/// </summary>
|
||||
public enum SpawnTriggerType
|
||||
{
|
||||
/// <summary>
|
||||
/// Spawn an object when the interactor activates its select input
|
||||
/// but no selection actually occurs.
|
||||
/// </summary>
|
||||
SelectAttempt,
|
||||
|
||||
/// <summary>
|
||||
/// Spawn an object when an input is performed.
|
||||
/// </summary>
|
||||
InputAction,
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The AR ray interactor that determines where to spawn the object.")]
|
||||
XRRayInteractor m_ARInteractor;
|
||||
|
||||
/// <summary>
|
||||
/// The AR ray interactor that determines where to spawn the object.
|
||||
/// </summary>
|
||||
public XRRayInteractor arInteractor
|
||||
{
|
||||
get => m_ARInteractor;
|
||||
set => m_ARInteractor = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The behavior to use to spawn objects.")]
|
||||
ObjectSpawner m_ObjectSpawner;
|
||||
|
||||
/// <summary>
|
||||
/// The behavior to use to spawn objects.
|
||||
/// </summary>
|
||||
public ObjectSpawner objectSpawner
|
||||
{
|
||||
get => m_ObjectSpawner;
|
||||
set => m_ObjectSpawner = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Whether to require that the AR Interactor hits an AR Plane with a horizontal up alignment in order to spawn anything.")]
|
||||
bool m_RequireHorizontalUpSurface;
|
||||
|
||||
/// <summary>
|
||||
/// Whether to require that the <see cref="IARInteractor"/> hits an <see cref="ARPlane"/> with an alignment of
|
||||
/// <see cref="PlaneAlignment.HorizontalUp"/> in order to spawn anything.
|
||||
/// </summary>
|
||||
public bool requireHorizontalUpSurface
|
||||
{
|
||||
get => m_RequireHorizontalUpSurface;
|
||||
set => m_RequireHorizontalUpSurface = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The type of trigger to use to spawn an object, either when the Interactor's select action occurs or " +
|
||||
"when a button input is performed.")]
|
||||
SpawnTriggerType m_SpawnTriggerType;
|
||||
|
||||
/// <summary>
|
||||
/// The type of trigger to use to spawn an object.
|
||||
/// </summary>
|
||||
public SpawnTriggerType spawnTriggerType
|
||||
{
|
||||
get => m_SpawnTriggerType;
|
||||
set => m_SpawnTriggerType = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
XRInputButtonReader m_SpawnObjectInput = new XRInputButtonReader("Spawn Object");
|
||||
|
||||
/// <summary>
|
||||
/// The input used to trigger spawn, if <see cref="spawnTriggerType"/> is set to <see cref="SpawnTriggerType.InputAction"/>.
|
||||
/// </summary>
|
||||
public XRInputButtonReader spawnObjectInput
|
||||
{
|
||||
get => m_SpawnObjectInput;
|
||||
set => XRInputReaderUtility.SetInputProperty(ref m_SpawnObjectInput, value, this);
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("When enabled, spawn will not be triggered if an object is currently selected.")]
|
||||
bool m_BlockSpawnWhenInteractorHasSelection = true;
|
||||
|
||||
/// <summary>
|
||||
/// When enabled, spawn will not be triggered if an object is currently selected.
|
||||
/// </summary>
|
||||
public bool blockSpawnWhenInteractorHasSelection
|
||||
{
|
||||
get => m_BlockSpawnWhenInteractorHasSelection;
|
||||
set => m_BlockSpawnWhenInteractorHasSelection = value;
|
||||
}
|
||||
|
||||
bool m_AttemptSpawn;
|
||||
bool m_EverHadSelection;
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
void OnEnable()
|
||||
{
|
||||
m_SpawnObjectInput.EnableDirectActionIfModeUsed();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
void OnDisable()
|
||||
{
|
||||
m_SpawnObjectInput.DisableDirectActionIfModeUsed();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
if (m_ObjectSpawner == null)
|
||||
#if UNITY_2023_1_OR_NEWER
|
||||
m_ObjectSpawner = FindAnyObjectByType<ObjectSpawner>();
|
||||
#else
|
||||
m_ObjectSpawner = FindObjectOfType<ObjectSpawner>();
|
||||
#endif
|
||||
|
||||
if (m_ARInteractor == null)
|
||||
{
|
||||
Debug.LogError("Missing AR Interactor reference, disabling component.", this);
|
||||
enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="MonoBehaviour"/>.
|
||||
/// </summary>
|
||||
void Update()
|
||||
{
|
||||
// Wait a frame after the Spawn Object input is triggered to actually cast against AR planes and spawn
|
||||
// in order to ensure the touchscreen gestures have finished processing to allow the ray pose driver
|
||||
// to update the pose based on the touch position of the gestures.
|
||||
if (m_AttemptSpawn)
|
||||
{
|
||||
m_AttemptSpawn = false;
|
||||
|
||||
// Cancel the spawn if the select was delayed until the frame after the spawn trigger.
|
||||
// This can happen if the select action uses a different input source than the spawn trigger.
|
||||
if (m_ARInteractor.hasSelection)
|
||||
return;
|
||||
|
||||
// Don't spawn the object if the tap was over screen space UI.
|
||||
var isPointerOverUI = EventSystem.current != null && EventSystem.current.IsPointerOverGameObject(-1);
|
||||
if (!isPointerOverUI && m_ARInteractor.TryGetCurrentARRaycastHit(out var arRaycastHit))
|
||||
{
|
||||
if (!(arRaycastHit.trackable is ARPlane arPlane))
|
||||
return;
|
||||
|
||||
if (m_RequireHorizontalUpSurface && arPlane.alignment != PlaneAlignment.HorizontalUp)
|
||||
return;
|
||||
|
||||
m_ObjectSpawner.TrySpawnObject(arRaycastHit.pose.position, arPlane.normal);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
var selectState = m_ARInteractor.logicalSelectState;
|
||||
|
||||
if (m_BlockSpawnWhenInteractorHasSelection)
|
||||
{
|
||||
if (selectState.wasPerformedThisFrame)
|
||||
m_EverHadSelection = m_ARInteractor.hasSelection;
|
||||
else if (selectState.active)
|
||||
m_EverHadSelection |= m_ARInteractor.hasSelection;
|
||||
}
|
||||
|
||||
m_AttemptSpawn = false;
|
||||
switch (m_SpawnTriggerType)
|
||||
{
|
||||
case SpawnTriggerType.SelectAttempt:
|
||||
if (selectState.wasCompletedThisFrame)
|
||||
m_AttemptSpawn = !m_ARInteractor.hasSelection && !m_EverHadSelection;
|
||||
break;
|
||||
|
||||
case SpawnTriggerType.InputAction:
|
||||
if (m_SpawnObjectInput.ReadWasPerformedThisFrame())
|
||||
m_AttemptSpawn = !m_ARInteractor.hasSelection && !m_EverHadSelection;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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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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|
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SubShader
|
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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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|
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CGPROGRAM
|
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#pragma vertex vert
|
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#pragma fragment frag
|
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|
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|
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|
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struct appdata
|
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|
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float4 vertex : POSITION;
|
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float2 uv : TEXCOORD0;
|
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|
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|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
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|
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|
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struct v2f
|
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{
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 uv2 : TEXCOORD1;
|
||||
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
fixed4 _TexTintColor;
|
||||
fixed4 _PlaneColor;
|
||||
float _ShortestUVMapping;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
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|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
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|
||||
o.uv2 = v.uv2;
|
||||
return o;
|
||||
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|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
fixed4 col = tex2D(_MainTex, i.uv) * _TexTintColor;
|
||||
col = lerp( _PlaneColor, col, col.a);
|
||||
// Fade out from as we pass the edge.
|
||||
// uv2.x stores a mapped UV that will be "1" at the beginning of the feathering.
|
||||
// We fade until we reach at the edge of the shortest UV mapping.
|
||||
// This is the remmaped UV value at the vertex.
|
||||
// We choose the shorted one so that ll edges will fade out completely.
|
||||
// See ARFeatheredPlaneMeshVisualizer.cs for more details.
|
||||
col.a *= 1-smoothstep(1, _ShortestUVMapping, i.uv2.x);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
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|
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|
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||||
assetBundleVariant:
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@@ -0,0 +1,21 @@
|
||||
{
|
||||
"name": "Unity.XR.Interaction.Toolkit.Samples.Hands.Editor",
|
||||
"rootNamespace": "UnityEditor.XR.Interaction.Toolkit.Samples.Hands.Editor",
|
||||
"references": [
|
||||
"Unity.XR.CoreUtils",
|
||||
"Unity.XR.CoreUtils.Editor",
|
||||
"Unity.XR.Interaction.Toolkit",
|
||||
"Unity.XR.Interaction.Toolkit.Editor"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ec10eb674fe33dc418851b064a84acc4
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 86f27c2138eb8584fa6527e18c1be13d
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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externalObjects: {}
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||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
@@ -0,0 +1,236 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Unity.XR.CoreUtils.Editor;
|
||||
using UnityEditor.PackageManager;
|
||||
using UnityEditor.PackageManager.Requests;
|
||||
using UnityEditor.PackageManager.UI;
|
||||
using UnityEditor.XR.Interaction.Toolkit.ProjectValidation;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEditor.XR.Interaction.Toolkit.Samples.Hands.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// Unity Editor class which registers Project Validation rules for the Hands Interaction Demo sample,
|
||||
/// checking that other required samples and packages are installed.
|
||||
/// </summary>
|
||||
static class HandsSampleProjectValidation
|
||||
{
|
||||
const string k_SampleDisplayName = "Hands Interaction Demo";
|
||||
const string k_Category = "XR Interaction Toolkit";
|
||||
const string k_StarterAssetsSampleName = "Starter Assets";
|
||||
const string k_HandVisualizerSampleName = "HandVisualizer";
|
||||
const string k_ProjectValidationSettingsPath = "Project/XR Plug-in Management/Project Validation";
|
||||
const string k_HandsPackageDisplayName = "XR Hands";
|
||||
const string k_HandsPackageName = "com.unity.xr.hands";
|
||||
const string k_XRIPackageName = "com.unity.xr.interaction.toolkit";
|
||||
const string k_ShaderGraphPackageName = "com.unity.shadergraph";
|
||||
static readonly PackageVersion s_MinimumHandsPackageVersion = new PackageVersion("1.2.1");
|
||||
static readonly PackageVersion s_RecommendedHandsPackageVersion = new PackageVersion("1.3.0");
|
||||
|
||||
static readonly BuildTargetGroup[] s_BuildTargetGroups =
|
||||
((BuildTargetGroup[])Enum.GetValues(typeof(BuildTargetGroup))).Distinct().ToArray();
|
||||
|
||||
static readonly List<BuildValidationRule> s_BuildValidationRules = new List<BuildValidationRule>
|
||||
{
|
||||
new BuildValidationRule
|
||||
{
|
||||
IsRuleEnabled = () => s_HandsPackageAddRequest == null || s_HandsPackageAddRequest.IsCompleted,
|
||||
Message = $"[{k_SampleDisplayName}] XR Hands ({k_HandsPackageName}) package must be installed or updated to use this sample.",
|
||||
Category = k_Category,
|
||||
CheckPredicate = () => PackageVersionUtility.GetPackageVersion(k_HandsPackageName) >= s_MinimumHandsPackageVersion,
|
||||
FixIt = () =>
|
||||
{
|
||||
if (s_HandsPackageAddRequest == null || s_HandsPackageAddRequest.IsCompleted)
|
||||
InstallOrUpdateHands();
|
||||
},
|
||||
FixItAutomatic = true,
|
||||
Error = true,
|
||||
},
|
||||
new BuildValidationRule
|
||||
{
|
||||
IsRuleEnabled = () => s_HandsPackageAddRequest == null || s_HandsPackageAddRequest.IsCompleted,
|
||||
Message = $"[{k_SampleDisplayName}] XR Hands ({k_HandsPackageName}) package must be at version {s_RecommendedHandsPackageVersion} or higher to use the latest sample features.",
|
||||
Category = k_Category,
|
||||
CheckPredicate = () => PackageVersionUtility.GetPackageVersion(k_HandsPackageName) >= s_RecommendedHandsPackageVersion,
|
||||
FixIt = () =>
|
||||
{
|
||||
if (s_HandsPackageAddRequest == null || s_HandsPackageAddRequest.IsCompleted)
|
||||
InstallOrUpdateHands();
|
||||
},
|
||||
FixItAutomatic = true,
|
||||
Error = false,
|
||||
},
|
||||
new BuildValidationRule
|
||||
{
|
||||
IsRuleEnabled = () => PackageVersionUtility.GetPackageVersion(k_HandsPackageName) >= s_MinimumHandsPackageVersion,
|
||||
Message = $"[{k_SampleDisplayName}] {k_HandVisualizerSampleName} sample from XR Hands ({k_HandsPackageName}) package must be imported or updated to use this sample.",
|
||||
Category = k_Category,
|
||||
CheckPredicate = () => ProjectValidationUtility.SampleImportMeetsMinimumVersion(k_HandsPackageDisplayName, k_HandVisualizerSampleName, PackageVersionUtility.GetPackageVersion(k_HandsPackageName)),
|
||||
FixIt = () =>
|
||||
{
|
||||
if (TryFindSample(k_HandsPackageName, string.Empty, k_HandVisualizerSampleName, out var sample))
|
||||
{
|
||||
sample.Import(Sample.ImportOptions.OverridePreviousImports);
|
||||
}
|
||||
},
|
||||
FixItAutomatic = true,
|
||||
Error = !ProjectValidationUtility.HasSampleImported(k_HandsPackageDisplayName, k_HandVisualizerSampleName),
|
||||
},
|
||||
new BuildValidationRule
|
||||
{
|
||||
Message = $"[{k_SampleDisplayName}] {k_StarterAssetsSampleName} sample from XR Interaction Toolkit ({k_XRIPackageName}) package must be imported or updated to use this sample. {GetImportSampleVersionMessage(k_Category, k_StarterAssetsSampleName, ProjectValidationUtility.minimumXRIStarterAssetsSampleVersion)}",
|
||||
Category = k_Category,
|
||||
CheckPredicate = () => ProjectValidationUtility.SampleImportMeetsMinimumVersion(k_Category, k_StarterAssetsSampleName, ProjectValidationUtility.minimumXRIStarterAssetsSampleVersion),
|
||||
FixIt = () =>
|
||||
{
|
||||
if (TryFindSample(k_XRIPackageName, string.Empty, k_StarterAssetsSampleName, out var sample))
|
||||
{
|
||||
sample.Import(Sample.ImportOptions.OverridePreviousImports);
|
||||
}
|
||||
},
|
||||
FixItAutomatic = true,
|
||||
Error = !ProjectValidationUtility.HasSampleImported(k_Category, k_StarterAssetsSampleName),
|
||||
},
|
||||
new BuildValidationRule
|
||||
{
|
||||
IsRuleEnabled = () => s_ShaderGraphPackageAddRequest == null || s_ShaderGraphPackageAddRequest.IsCompleted,
|
||||
Message = $"[{k_SampleDisplayName}] Shader Graph ({k_ShaderGraphPackageName}) package must be installed for materials used in this sample.",
|
||||
Category = k_Category,
|
||||
CheckPredicate = () => PackageVersionUtility.IsPackageInstalled(k_ShaderGraphPackageName),
|
||||
FixIt = () =>
|
||||
{
|
||||
s_ShaderGraphPackageAddRequest = Client.Add(k_ShaderGraphPackageName);
|
||||
if (s_ShaderGraphPackageAddRequest.Error != null)
|
||||
{
|
||||
Debug.LogError($"Package installation error: {s_ShaderGraphPackageAddRequest.Error}: {s_ShaderGraphPackageAddRequest.Error.message}");
|
||||
}
|
||||
},
|
||||
FixItAutomatic = true,
|
||||
Error = false,
|
||||
},
|
||||
};
|
||||
|
||||
static AddRequest s_HandsPackageAddRequest;
|
||||
static AddRequest s_ShaderGraphPackageAddRequest;
|
||||
|
||||
[InitializeOnLoadMethod]
|
||||
static void RegisterProjectValidationRules()
|
||||
{
|
||||
foreach (var buildTargetGroup in s_BuildTargetGroups)
|
||||
{
|
||||
BuildValidator.AddRules(buildTargetGroup, s_BuildValidationRules);
|
||||
}
|
||||
|
||||
// Delay evaluating conditions for issues to give time for Package Manager and UPM cache to fully initialize.
|
||||
EditorApplication.delayCall += ShowWindowIfIssuesExist;
|
||||
}
|
||||
|
||||
static void ShowWindowIfIssuesExist()
|
||||
{
|
||||
foreach (var validation in s_BuildValidationRules)
|
||||
{
|
||||
if (validation.CheckPredicate == null || !validation.CheckPredicate.Invoke())
|
||||
{
|
||||
ShowWindow();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal static void ShowWindow()
|
||||
{
|
||||
// Delay opening the window since sometimes other settings in the player settings provider redirect to the
|
||||
// project validation window causing serialized objects to be nullified.
|
||||
EditorApplication.delayCall += () =>
|
||||
{
|
||||
SettingsService.OpenProjectSettings(k_ProjectValidationSettingsPath);
|
||||
};
|
||||
}
|
||||
|
||||
static bool TryFindSample(string packageName, string packageVersion, string sampleDisplayName, out Sample sample)
|
||||
{
|
||||
sample = default;
|
||||
|
||||
if (!PackageVersionUtility.IsPackageInstalled(packageName))
|
||||
return false;
|
||||
|
||||
IEnumerable<Sample> packageSamples;
|
||||
try
|
||||
{
|
||||
packageSamples = Sample.FindByPackage(packageName, packageVersion);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"Couldn't find samples of the {ToString(packageName, packageVersion)} package; aborting project validation rule. Exception: {e}");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (packageSamples == null)
|
||||
{
|
||||
Debug.LogWarning($"Couldn't find samples of the {ToString(packageName, packageVersion)} package; aborting project validation rule.");
|
||||
return false;
|
||||
}
|
||||
|
||||
foreach (var packageSample in packageSamples)
|
||||
{
|
||||
if (packageSample.displayName == sampleDisplayName)
|
||||
{
|
||||
sample = packageSample;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
Debug.LogWarning($"Couldn't find {sampleDisplayName} sample in the {ToString(packageName, packageVersion)} package; aborting project validation rule.");
|
||||
return false;
|
||||
}
|
||||
|
||||
static string ToString(string packageName, string packageVersion)
|
||||
{
|
||||
return string.IsNullOrEmpty(packageVersion) ? packageName : $"{packageName}@{packageVersion}";
|
||||
}
|
||||
|
||||
static void InstallOrUpdateHands()
|
||||
{
|
||||
// Set a 3-second timeout for request to avoid editor lockup
|
||||
var currentTime = DateTime.Now;
|
||||
var endTime = currentTime + TimeSpan.FromSeconds(3);
|
||||
|
||||
var request = Client.Search(k_HandsPackageName);
|
||||
if (request.Status == StatusCode.InProgress)
|
||||
{
|
||||
Debug.Log($"Searching for ({k_HandsPackageName}) in Unity Package Registry.");
|
||||
while (request.Status == StatusCode.InProgress && currentTime < endTime)
|
||||
currentTime = DateTime.Now;
|
||||
}
|
||||
|
||||
var addRequest = k_HandsPackageName;
|
||||
if (request.Status == StatusCode.Success && request.Result.Length > 0)
|
||||
{
|
||||
var versions = request.Result[0].versions;
|
||||
#if UNITY_2022_2_OR_NEWER
|
||||
var recommendedVersion = new PackageVersion(versions.recommended);
|
||||
#else
|
||||
var recommendedVersion = new PackageVersion(versions.verified);
|
||||
#endif
|
||||
var latestCompatible = new PackageVersion(versions.latestCompatible);
|
||||
if (recommendedVersion < s_RecommendedHandsPackageVersion && s_RecommendedHandsPackageVersion <= latestCompatible)
|
||||
addRequest = $"{k_HandsPackageName}@{s_RecommendedHandsPackageVersion}";
|
||||
}
|
||||
|
||||
s_HandsPackageAddRequest = Client.Add(addRequest);
|
||||
if (s_HandsPackageAddRequest.Error != null)
|
||||
{
|
||||
Debug.LogError($"Package installation error: {s_HandsPackageAddRequest.Error}: {s_HandsPackageAddRequest.Error.message}");
|
||||
}
|
||||
}
|
||||
|
||||
static string GetImportSampleVersionMessage(string packageFolderName, string sampleDisplayName, PackageVersion version)
|
||||
{
|
||||
if (ProjectValidationUtility.SampleImportMeetsMinimumVersion(packageFolderName, sampleDisplayName, version) || !ProjectValidationUtility.HasSampleImported(packageFolderName, sampleDisplayName))
|
||||
return string.Empty;
|
||||
|
||||
return $"An older version of {sampleDisplayName} has been found. This may cause errors.";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0deb305527bf17143801528616ee4f73
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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