Initialer Upload neues Unity-Projekt

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Daniel Ocks
2025-07-03 11:02:29 +02:00
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using UnityEngine;
using System.Collections;
using Valve.VR;
namespace Valve.VR.InteractionSystem.Sample
{
public class AmbientSound : MonoBehaviour
{
AudioSource s;
public float fadeintime;
float t;
public bool fadeblack = false;
float vol;
// Use this for initialization
void Start()
{
AudioListener.volume = 1;
s = GetComponent<AudioSource>();
s.time = Random.Range(0, s.clip.length);
if (fadeintime > 0)
t = 0;
vol = s.volume;
SteamVR_Fade.Start(Color.black, 0);
SteamVR_Fade.Start(Color.clear, 7);
}
// Update is called once per frame
void Update()
{
if (fadeintime > 0 && t < 1)
{
t += Time.deltaTime / fadeintime;
s.volume = t * vol;
}
}
}
}

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using UnityEngine;
using System;
using System.Collections;
namespace Valve.VR.InteractionSystem.Sample
{
public class BuggyBuddy : MonoBehaviour
{
public Transform turret;
float turretRot;
[Tooltip("Maximum steering angle of the wheels")]
public float maxAngle = 30f;
[Tooltip("Maximum Turning torque")]
public float maxTurnTorque = 30f;
[Tooltip("Maximum torque applied to the driving wheels")]
public float maxTorque = 300f;
[Tooltip("Maximum brake torque applied to the driving wheels")]
public float brakeTorque = 30000f;
[Tooltip("If you need the visual wheels to be attached automatically, drag the wheel shape here.")]
public GameObject[] wheelRenders;
[Tooltip("The vehicle's speed when the physics engine can use different amount of sub-steps (in m/s).")]
public float criticalSpeed = 5f;
[Tooltip("Simulation sub-steps when the speed is above critical.")]
public int stepsBelow = 5;
[Tooltip("Simulation sub-steps when the speed is below critical.")]
public int stepsAbove = 1;
private WheelCollider[] m_Wheels;
public AudioSource au_motor;
[HideInInspector]
public float mvol;
public AudioSource au_skid;
float svol;
public WheelDust skidsample;
float skidSpeed = 3;
public Vector3 localGravity;
[HideInInspector]
public Rigidbody body;
public float rapidfireTime = 0;
private float shootTimer;
[HideInInspector]
public Vector2 steer;
[HideInInspector]
public float throttle;
[HideInInspector]
public float handBrake;
[HideInInspector]
public Transform controllerReference;
[HideInInspector]
public float speed;
public Transform centerOfMass;
private void Start()
{
body = GetComponent<Rigidbody>();
m_Wheels = GetComponentsInChildren<WheelCollider>();
body.centerOfMass = body.transform.InverseTransformPoint(centerOfMass.position) * body.transform.lossyScale.x;
}
/*
private void TurretInput()
{
Vector2 tIn = TurretControl.joystick();
Vector3 tur = new Vector3(tIn.x, 0, tIn.y);
tur = TurretControl.transform.TransformDirection(tur);
tur = transform.InverseTransformDirection(tur);
tur = Vector3.ProjectOnPlane(tur, Vector3.up);
turretRot = VectorMath.FindAngle(Vector3.forward, tur, Vector3.up) * Mathf.Rad2Deg;
Vector3 turup = Vector3.forward;
turret.localRotation = Quaternion.Euler(turup * turretRot);
if (rapidfireTime == 0)
{
if (TurretControl.GetPressDown(KnucklesButton.Trigger))
{
Fire();
}
}else
{
if (shootTimer > rapidfireTime&& TurretControl.GetPress(KnucklesButton.Trigger))
{
Fire();
shootTimer = 0;
}
shootTimer += Time.deltaTime;
}
}
*/
private void Update()
{
m_Wheels[0].ConfigureVehicleSubsteps(criticalSpeed, stepsBelow, stepsAbove);
//TurretInput();
//keyboard input for testing
//Vector3 move = Vector3.forward * Input.GetAxis("Vertical") + Vector3.right * Input.GetAxis("Horizontal");
//driving input
//float forward = maxTorque * move.magnitude;
float forward = maxTorque * throttle;
if (steer.y < -0.5f)
forward *= -1;
float angle = maxAngle * steer.x;
speed = transform.InverseTransformVector(body.velocity).z;
float forw = Mathf.Abs(speed);
angle /= 1 + forw / 20;
// if (Mathf.Abs(move.z) < 0.1f && Mathf.Abs(move.x) > 0.5)
// forward *= 3;
//float forward = maxTorque * throttle; not fun lawrence steering
float fVol = Mathf.Abs(forward);
mvol = Mathf.Lerp(mvol, Mathf.Pow((fVol / maxTorque), 0.8f) * Mathf.Lerp(0.4f, 1.0f, (Mathf.Abs(m_Wheels[2].rpm) / 200)) * Mathf.Lerp(1.0f, 0.5f, handBrake), Time.deltaTime * 9);
au_motor.volume = Mathf.Clamp01(mvol);
float motorPitch = Mathf.Lerp(0.8f, 1.0f, mvol);
au_motor.pitch = Mathf.Clamp01(motorPitch);
svol = Mathf.Lerp(svol, skidsample.amt / skidSpeed, Time.deltaTime * 9);
au_skid.volume = Mathf.Clamp01(svol);
float skidPitch = Mathf.Lerp(0.9f, 1.0f, svol);
au_skid.pitch = Mathf.Clamp01(skidPitch);
//float forward = maxTorque * Input.GetAxis("Vertical");
//bool stopped = Mathf.Abs(transform.InverseTransformDirection(GetComponent<Rigidbody>().velocity).z) < 1.0f;
for (int i = 0; i < wheelRenders.Length; i++)
{
WheelCollider wheel = m_Wheels[i];
if (wheel.transform.localPosition.z > 0)
{
// front wheels
wheel.steerAngle = angle;
//4wd?
wheel.motorTorque = forward;
}
if (wheel.transform.localPosition.z < 0) // back wheels
{
}
// wheel.brakeTorque = Mathf.Lerp(Mathf.Abs(forward) < 0.1f ? 1 : 0, brakeTorque, handBrake);
wheel.motorTorque = forward;
if (wheel.transform.localPosition.x < 0) // left wheels
{
}
if (wheel.transform.localPosition.x >= 0) // right wheels
{
}
// Update visual wheels if they exist, and the colliders are enabled
if (wheelRenders[i] != null && m_Wheels[0].enabled)
{
Quaternion q;
Vector3 p;
wheel.GetWorldPose(out p, out q);
Transform shapeTransform = wheelRenders[i].transform;
shapeTransform.position = p;
shapeTransform.rotation = q;
}
}
steer = Vector2.Lerp(steer, Vector2.zero, Time.deltaTime * 4);
}
private void FixedUpdate()
{
body.AddForce(localGravity, ForceMode.Acceleration);
}
public static float FindAngle(Vector3 fromVector, Vector3 toVector, Vector3 upVector)
{
// If the vector the angle is being calculated to is 0...
if (toVector == Vector3.zero)
// ... the angle between them is 0.
return 0f;
// Create a float to store the angle between the facing of the enemy and the direction it's travelling.
float angle = Vector3.Angle(fromVector, toVector);
// Find the cross product of the two vectors (this will point up if the velocity is to the right of forward).
Vector3 normal = Vector3.Cross(fromVector, toVector);
// The dot product of the normal with the upVector will be positive if they point in the same direction.
angle *= Mathf.Sign(Vector3.Dot(normal, upVector));
// We need to convert the angle we've found from degrees to radians.
angle *= Mathf.Deg2Rad;
return angle;
}
}
}

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: UIElement that responds to VR hands and generates UnityEvents
//
//=============================================================================
#if UNITY_UGUI_UI || !UNITY_2019_2_OR_NEWER
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Valve.VR;
using Valve.VR.InteractionSystem;
namespace Valve.VR.InteractionSystem.Sample
{
public class BuggyController : MonoBehaviour
{
public Transform modelJoystick;
public float joystickRot = 20;
public Transform modelTrigger;
public float triggerRot = 20;
public BuggyBuddy buggy;
public Transform buttonBrake;
public Transform buttonReset;
//ui stuff
public Canvas ui_Canvas;
public Image ui_rpm;
public Image ui_speed;
public RectTransform ui_steer;
public float ui_steerangle;
public Vector2 ui_fillAngles;
public Transform resetToPoint;
public SteamVR_Action_Vector2 actionSteering = SteamVR_Input.GetAction<SteamVR_Action_Vector2>("buggy", "Steering");
public SteamVR_Action_Single actionThrottle = SteamVR_Input.GetAction<SteamVR_Action_Single>("buggy", "Throttle");
public SteamVR_Action_Boolean actionBrake = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("buggy", "Brake");
public SteamVR_Action_Boolean actionReset = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("buggy", "Reset");
private float usteer;
private Interactable interactable;
private Quaternion trigSRot;
private Quaternion joySRot;
private Coroutine resettingRoutine;
private Vector3 initialScale;
private void Start()
{
joySRot = modelJoystick.localRotation;
trigSRot = modelTrigger.localRotation;
interactable = GetComponent<Interactable>();
StartCoroutine(DoBuzz());
buggy.controllerReference = transform;
initialScale = buggy.transform.localScale;
}
private void Update()
{
Vector2 steer = Vector2.zero;
float throttle = 0;
float brake = 0;
bool reset = false;
bool b_brake = false;
bool b_reset = false;
if (interactable.attachedToHand)
{
SteamVR_Input_Sources hand = interactable.attachedToHand.handType;
steer = actionSteering.GetAxis(hand);
throttle = actionThrottle.GetAxis(hand);
b_brake = actionBrake.GetState(hand);
b_reset = actionReset.GetState(hand);
brake = b_brake ? 1 : 0;
reset = actionReset.GetStateDown(hand);
}
if (reset && resettingRoutine == null)
{
resettingRoutine = StartCoroutine(DoReset());
}
if (ui_Canvas != null)
{
ui_Canvas.gameObject.SetActive(interactable.attachedToHand);
usteer = Mathf.Lerp(usteer, steer.x, Time.deltaTime * 9);
ui_steer.localEulerAngles = Vector3.forward * usteer * -ui_steerangle;
ui_rpm.fillAmount = Mathf.Lerp(ui_rpm.fillAmount, Mathf.Lerp(ui_fillAngles.x, ui_fillAngles.y, throttle), Time.deltaTime * 4);
float speedLim = 40;
ui_speed.fillAmount = Mathf.Lerp(ui_fillAngles.x, ui_fillAngles.y, 1 - (Mathf.Exp(-buggy.speed / speedLim)));
}
modelJoystick.localRotation = joySRot;
/*if (input.AttachedHand != null && input.AttachedHand.IsLeft)
{
Joystick.Rotate(steer.y * -joystickRot, steer.x * -joystickRot, 0, Space.Self);
}
else if (input.AttachedHand != null && input.AttachedHand.IsRight)
{
Joystick.Rotate(steer.y * -joystickRot, steer.x * joystickRot, 0, Space.Self);
}
else*/
//{
modelJoystick.Rotate(steer.y * -joystickRot, steer.x * -joystickRot, 0, Space.Self);
//}
modelTrigger.localRotation = trigSRot;
modelTrigger.Rotate(throttle * -triggerRot, 0, 0, Space.Self);
buttonBrake.localScale = new Vector3(1, 1, b_brake ? 0.4f : 1.0f);
buttonReset.localScale = new Vector3(1, 1, b_reset ? 0.4f : 1.0f);
buggy.steer = steer;
buggy.throttle = throttle;
buggy.handBrake = brake;
buggy.controllerReference = transform;
}
private IEnumerator DoReset()
{
float startTime = Time.time;
float overTime = 1f;
float endTime = startTime + overTime;
buggy.transform.position = resetToPoint.transform.position;
buggy.transform.rotation = resetToPoint.transform.rotation;
buggy.transform.localScale = initialScale * 0.1f;
while (Time.time < endTime)
{
buggy.transform.localScale = Vector3.Lerp(buggy.transform.localScale, initialScale, Time.deltaTime * 5f);
yield return null;
}
buggy.transform.localScale = initialScale;
resettingRoutine = null;
}
private float buzztimer;
private IEnumerator DoBuzz()
{
while (true)
{
while (buzztimer < 1)
{
buzztimer += Time.deltaTime * buggy.mvol * 70;
yield return null;
}
buzztimer = 0;
if (interactable.attachedToHand)
{
interactable.attachedToHand.TriggerHapticPulse((ushort)Mathf.RoundToInt(300 * Mathf.Lerp(1.0f, 0.6f, buggy.mvol)));
}
}
}
}
}
#else
using UnityEngine;
namespace Valve.VR.InteractionSystem.Sample { public class BuggyController : MonoBehaviour {} }
#endif

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Valve.VR.InteractionSystem.Sample
{
public class LockToPoint : MonoBehaviour
{
public Transform snapTo;
private Rigidbody body;
public float snapTime = 2;
private float dropTimer;
private Interactable interactable;
private void Start()
{
interactable = GetComponent<Interactable>();
body = GetComponent<Rigidbody>();
}
private void FixedUpdate()
{
bool used = false;
if (interactable != null)
used = interactable.attachedToHand;
if (used)
{
body.isKinematic = false;
dropTimer = -1;
}
else
{
dropTimer += Time.deltaTime / (snapTime / 2);
body.isKinematic = dropTimer > 1;
if (dropTimer > 1)
{
//transform.parent = snapTo;
transform.position = snapTo.position;
transform.rotation = snapTo.rotation;
}
else
{
float t = Mathf.Pow(35, dropTimer);
body.velocity = Vector3.Lerp(body.velocity, Vector3.zero, Time.fixedDeltaTime * 4);
if (body.useGravity)
body.AddForce(-Physics.gravity);
transform.position = Vector3.Lerp(transform.position, snapTo.position, Time.fixedDeltaTime * t * 3);
transform.rotation = Quaternion.Slerp(transform.rotation, snapTo.rotation, Time.fixedDeltaTime * t * 2);
}
}
}
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FX/LightCone" {
Properties{
_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_Rim ("rim power", Range(0,10)) = 1.0
}
Category{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha One
ColorMask RGB
Cull Off Lighting Off ZWrite Off Fog{ Color(0,0,0,0) }
ZTest Off
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#if UNITY_VERSION >= 201810
#pragma multi_compile_instancing
#endif
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
uniform fixed _BWEffectOn;
float _InvFade;
half _Rim;
struct appdata_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
fixed4 viewDir : TEXCOORD0;
#if UNITY_VERSION >= 201810
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD0;
#endif
float3 normal : NORMAL;
float3 viewDir : TEXCOORD1;
#if UNITY_VERSION >= 201810
UNITY_VERTEX_OUTPUT_STEREO //Insert
#endif
};
#if UNITY_VERSION >= 201810
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v); //Insert
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.normal = v.normal;
o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
fixed4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); //Insert
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = 1 - saturate(_InvFade * (partZ - sceneZ));
i.color.a *= fade;
#endif
i.color = pow(i.color,3);
half rim = saturate(pow(saturate(abs(dot(i.viewDir, i.normal))),_Rim));
i.color.a *= rim;
fixed4 finalCol = 2.0f * i.color * _TintColor;
fixed lum = Luminance(finalCol.xyz);
return finalCol;
}
#else
sampler2D_float _CameraDepthTexture;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.normal = v.normal;
o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
return o;
}
fixed4 frag(v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = 1 - saturate(_InvFade * (partZ - sceneZ));
i.color.a *= fade;
#endif
i.color = pow(i.color,3);
half rim = saturate(pow(saturate(abs(dot(i.viewDir, i.normal))),_Rim));
i.color.a *= rim;
fixed4 finalCol = 2.0f * i.color * _TintColor;
fixed lum = Luminance(finalCol.xyz);
return finalCol;
}
#endif
ENDCG
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Valve.VR.InteractionSystem.Sample
{
public class WheelDust : MonoBehaviour
{
private WheelCollider col;
public ParticleSystem p;
public float EmissionMul;
public float velocityMul = 2;
public float maxEmission;
public float minSlip;
[HideInInspector]
public float amt;
[HideInInspector]
public Vector3 slip;
private float emitTimer;
private void Start()
{
col = GetComponent<WheelCollider>();
StartCoroutine(emitter());
}
private void Update()
{
slip = Vector3.zero;
if (col.isGrounded)
{
WheelHit hit;
col.GetGroundHit(out hit);
slip += Vector3.right * hit.sidewaysSlip;
slip += Vector3.forward * -hit.forwardSlip;
//print(slip);
}
amt = slip.magnitude;
//print(amt);
}
private IEnumerator emitter()
{
while (true)
{
while (emitTimer < 1)
{
yield return null;
if (amt > minSlip)
{
emitTimer += Mathf.Clamp((EmissionMul * amt), 0.01f, maxEmission);
}
}
emitTimer = 0;
DoEmit();
}
}
private void DoEmit()
{
p.transform.rotation = Quaternion.LookRotation(transform.TransformDirection(slip));
#if UNITY_2017_1_OR_NEWER
ParticleSystem.MainModule mainModule = p.main;
mainModule.startSpeed = velocityMul * amt;
#else
p.startSpeed = velocityMul * amt;
#endif
p.Emit(1);
}
}
}

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using UnityEngine;
using System.Collections;
namespace Valve.VR.InteractionSystem.Sample
{
public class trackCam : MonoBehaviour
{
public float speed;
public bool negative;
void Update()
{
Vector3 look = Camera.main.transform.position - transform.position;
if (negative)
{
look = -look;
}
if (speed == 0)
{
transform.rotation = Quaternion.LookRotation(look);
}
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{
transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(look), speed * Time.deltaTime);
}
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using UnityEngine;
using System.Collections;
namespace Valve.VR.InteractionSystem.Sample
{
public class trackObj : MonoBehaviour
{
public Transform target;
public float speed;
public bool negative;
private void Update()
{
Vector3 look = target.position - transform.position;
if (negative)
{
look = -look;
}
if (speed == 0)
{
transform.rotation = Quaternion.LookRotation(look);
}
else
{
transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(look), speed * Time.deltaTime);
}
}
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using UnityEngine;
using System.Collections;
namespace Valve.VR.InteractionSystem.Sample
{
public class Grenade : MonoBehaviour
{
public GameObject explodePartPrefab;
public int explodeCount = 10;
public float minMagnitudeToExplode = 1f;
private Interactable interactable;
private void Start()
{
interactable = this.GetComponent<Interactable>();
}
private void OnCollisionEnter(Collision collision)
{
if (interactable != null && interactable.attachedToHand != null) //don't explode in hand
return;
if (collision.impulse.magnitude > minMagnitudeToExplode)
{
for (int explodeIndex = 0; explodeIndex < explodeCount; explodeIndex++)
{
GameObject explodePart = (GameObject)GameObject.Instantiate(explodePartPrefab, this.transform.position, this.transform.rotation);
explodePart.GetComponentInChildren<MeshRenderer>().material.SetColor("_TintColor", Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f));
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Destroy(this.gameObject);
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}
}
}

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