Initialer Upload neues Unity-Projekt

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Daniel Ocks
2025-07-03 11:02:29 +02:00
commit 27d6b94b7c
8167 changed files with 1116569 additions and 0 deletions

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Adding this component to an object will allow the player to
// initiate teleporting while that object is attached to their hand
//
//=============================================================================
using UnityEngine;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class AllowTeleportWhileAttachedToHand : MonoBehaviour
{
public bool teleportAllowed = true;
public bool overrideHoverLock = true;
}
}

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Stores the play area size info from the players chaperone data
//
//=============================================================================
using UnityEngine;
using UnityEngine.Events;
using System.Collections;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class ChaperoneInfo : MonoBehaviour
{
public bool initialized { get; private set; }
public float playAreaSizeX { get; private set; }
public float playAreaSizeZ { get; private set; }
public bool roomscale { get; private set; }
public static SteamVR_Events.Event Initialized = new SteamVR_Events.Event();
public static SteamVR_Events.Action InitializedAction( UnityAction action ) { return new SteamVR_Events.ActionNoArgs( Initialized, action ); }
//-------------------------------------------------
private static ChaperoneInfo _instance;
public static ChaperoneInfo instance
{
get
{
if ( _instance == null )
{
_instance = new GameObject( "[ChaperoneInfo]" ).AddComponent<ChaperoneInfo>();
_instance.initialized = false;
_instance.playAreaSizeX = 1.0f;
_instance.playAreaSizeZ = 1.0f;
_instance.roomscale = false;
DontDestroyOnLoad( _instance.gameObject );
}
return _instance;
}
}
//-------------------------------------------------
IEnumerator Start()
{
// Uncomment for roomscale testing
//_instance.initialized = true;
//_instance.playAreaSizeX = UnityEngine.Random.Range( 1.0f, 4.0f );
//_instance.playAreaSizeZ = UnityEngine.Random.Range( 1.0f, _instance.playAreaSizeX );
//_instance.roomscale = true;
//ChaperoneInfo.Initialized.Send();
//yield break;
// Get interface pointer
var chaperone = OpenVR.Chaperone;
if ( chaperone == null )
{
Debug.LogWarning("<b>[SteamVR Interaction]</b> Failed to get IVRChaperone interface.");
initialized = true;
yield break;
}
// Get play area size
while ( true )
{
float px = 0.0f, pz = 0.0f;
if ( chaperone.GetPlayAreaSize( ref px, ref pz ) )
{
initialized = true;
playAreaSizeX = px;
playAreaSizeZ = pz;
roomscale = Mathf.Max( px, pz ) > 1.01f;
Debug.LogFormat("<b>[SteamVR Interaction]</b> ChaperoneInfo initialized. {2} play area {0:0.00}m x {1:0.00}m", px, pz, roomscale ? "Roomscale" : "Standing" );
ChaperoneInfo.Initialized.Send();
yield break;
}
yield return null;
}
}
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Allows the teleport arc trace to pass through any colliders on this
// object
//
//=============================================================================
using UnityEngine;
using System.Collections;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class IgnoreTeleportTrace : MonoBehaviour
{
}
}

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Displays the arc lines for teleporting and does the traces
//
//=============================================================================
using UnityEngine;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class TeleportArc : MonoBehaviour
{
public int segmentCount = 60;
public float thickness = 0.01f;
[Tooltip("The amount of time in seconds to predict the motion of the projectile.")]
public float arcDuration = 3.0f;
[Tooltip("The amount of time in seconds between each segment of the projectile.")]
public float segmentBreak = 0.025f;
[Tooltip("The speed at which the line segments of the arc move.")]
public float arcSpeed = 0.2f;
public Material material;
[HideInInspector]
public int traceLayerMask = 0;
//Private data
private LineRenderer[] lineRenderers;
private float arcTimeOffset = 0.0f;
private float prevThickness = 0.0f;
private int prevSegmentCount = 0;
private bool showArc = true;
private Vector3 startPos;
private Vector3 projectileVelocity;
private bool useGravity = true;
private Transform arcObjectsTransfrom;
private bool arcInvalid = false;
private float scale = 1;
//-------------------------------------------------
void Start()
{
arcTimeOffset = Time.time;
}
//-------------------------------------------------
void Update()
{
//scale arc to match player scale
scale = Player.instance.transform.lossyScale.x;
if (thickness != prevThickness || segmentCount != prevSegmentCount)
{
CreateLineRendererObjects();
prevThickness = thickness;
prevSegmentCount = segmentCount;
}
}
//-------------------------------------------------
private void CreateLineRendererObjects()
{
//Destroy any existing line renderer objects
if (arcObjectsTransfrom != null)
{
Destroy(arcObjectsTransfrom.gameObject);
}
GameObject arcObjectsParent = new GameObject("ArcObjects");
arcObjectsTransfrom = arcObjectsParent.transform;
arcObjectsTransfrom.SetParent(this.transform);
//Create new line renderer objects
lineRenderers = new LineRenderer[segmentCount];
for (int i = 0; i < segmentCount; ++i)
{
GameObject newObject = new GameObject("LineRenderer_" + i);
newObject.transform.SetParent(arcObjectsTransfrom);
lineRenderers[i] = newObject.AddComponent<LineRenderer>();
lineRenderers[i].receiveShadows = false;
lineRenderers[i].reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
lineRenderers[i].lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
lineRenderers[i].shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
lineRenderers[i].material = material;
#if (UNITY_5_4)
lineRenderers[i].SetWidth(thickness, thickness);
#else
lineRenderers[i].startWidth = thickness * scale;
lineRenderers[i].endWidth = thickness * scale;
#endif
lineRenderers[i].enabled = false;
}
}
//-------------------------------------------------
public void SetArcData(Vector3 position, Vector3 velocity, bool gravity, bool pointerAtBadAngle)
{
startPos = position;
projectileVelocity = velocity;
useGravity = gravity;
if (arcInvalid && !pointerAtBadAngle)
{
arcTimeOffset = Time.time;
}
arcInvalid = pointerAtBadAngle;
}
//-------------------------------------------------
public void Show()
{
showArc = true;
if (lineRenderers == null)
{
CreateLineRendererObjects();
}
}
//-------------------------------------------------
public void Hide()
{
//Hide the line segments if they were previously being shown
if (showArc)
{
HideLineSegments(0, segmentCount);
}
showArc = false;
}
//-------------------------------------------------
// Draws each segment of the arc individually
//-------------------------------------------------
public bool DrawArc(out RaycastHit hitInfo)
{
float timeStep = arcDuration / segmentCount;
float currentTimeOffset = (Time.time - arcTimeOffset) * arcSpeed;
//Reset the arc time offset when it has gone beyond a segment length
if (currentTimeOffset > (timeStep + segmentBreak))
{
arcTimeOffset = Time.time;
currentTimeOffset = 0.0f;
}
float segmentStartTime = currentTimeOffset;
float arcHitTime = FindProjectileCollision(out hitInfo);
if (arcInvalid)
{
//Only draw first segment
lineRenderers[0].enabled = true;
lineRenderers[0].SetPosition(0, GetArcPositionAtTime(0.0f));
lineRenderers[0].SetPosition(1, GetArcPositionAtTime(arcHitTime < timeStep ? arcHitTime : timeStep));
HideLineSegments(1, segmentCount);
}
else
{
//Draw the first segment outside the loop if needed
int loopStartSegment = 0;
if (segmentStartTime > segmentBreak)
{
float firstSegmentEndTime = currentTimeOffset - segmentBreak;
if (arcHitTime < firstSegmentEndTime)
{
firstSegmentEndTime = arcHitTime;
}
DrawArcSegment(0, 0.0f, firstSegmentEndTime);
loopStartSegment = 1;
}
bool stopArc = false;
int currentSegment = 0;
if (segmentStartTime < arcHitTime)
{
for (currentSegment = loopStartSegment; currentSegment < segmentCount; ++currentSegment)
{
//Clamp the segment end time to the arc duration
float segmentEndTime = segmentStartTime + timeStep;
if (segmentEndTime >= arcDuration)
{
segmentEndTime = arcDuration;
stopArc = true;
}
if (segmentEndTime >= arcHitTime)
{
segmentEndTime = arcHitTime;
stopArc = true;
}
DrawArcSegment(currentSegment, segmentStartTime, segmentEndTime);
segmentStartTime += timeStep + segmentBreak;
//If the previous end time or the next start time is beyond the duration then stop the arc
if (stopArc || segmentStartTime >= arcDuration || segmentStartTime >= arcHitTime)
{
break;
}
}
}
else
{
currentSegment--;
}
//Hide the rest of the line segments
HideLineSegments(currentSegment + 1, segmentCount);
}
return arcHitTime != float.MaxValue;
}
//-------------------------------------------------
private void DrawArcSegment(int index, float startTime, float endTime)
{
lineRenderers[index].enabled = true;
lineRenderers[index].SetPosition(0, GetArcPositionAtTime(startTime));
lineRenderers[index].SetPosition(1, GetArcPositionAtTime(endTime));
}
//-------------------------------------------------
public void SetColor(Color color)
{
for (int i = 0; i < segmentCount; ++i)
{
#if (UNITY_5_4)
lineRenderers[i].SetColors(color, color);
#else
lineRenderers[i].startColor = color;
lineRenderers[i].endColor = color;
#endif
}
}
//-------------------------------------------------
private float FindProjectileCollision(out RaycastHit hitInfo)
{
float timeStep = arcDuration / segmentCount;
float segmentStartTime = 0.0f;
hitInfo = new RaycastHit();
Vector3 segmentStartPos = GetArcPositionAtTime(segmentStartTime);
for (int i = 0; i < segmentCount; ++i)
{
float segmentEndTime = segmentStartTime + timeStep;
Vector3 segmentEndPos = GetArcPositionAtTime(segmentEndTime);
if (Physics.Linecast(segmentStartPos, segmentEndPos, out hitInfo, traceLayerMask))
{
if (hitInfo.collider.GetComponent<IgnoreTeleportTrace>() == null)
{
Util.DrawCross(hitInfo.point, Color.red, 0.5f);
float segmentDistance = Vector3.Distance(segmentStartPos, segmentEndPos);
float hitTime = segmentStartTime + (timeStep * (hitInfo.distance / segmentDistance));
return hitTime;
}
}
segmentStartTime = segmentEndTime;
segmentStartPos = segmentEndPos;
}
return float.MaxValue;
}
//-------------------------------------------------
public Vector3 GetArcPositionAtTime(float time)
{
Vector3 gravity = useGravity ? Physics.gravity : Vector3.zero;
Vector3 arcPos = startPos + ((projectileVelocity * time) + (0.5f * time * time) * gravity) * scale;
return arcPos;
}
//-------------------------------------------------
private void HideLineSegments(int startSegment, int endSegment)
{
if (lineRenderers != null)
{
for (int i = startSegment; i < endSegment; ++i)
{
lineRenderers[i].enabled = false;
}
}
}
}
}

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: An area that the player can teleport to
//
//=============================================================================
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class TeleportArea : TeleportMarkerBase
{
//Public properties
public Bounds meshBounds { get; private set; }
//Private data
private MeshRenderer areaMesh;
private int tintColorId = 0;
private Color visibleTintColor = Color.clear;
private Color highlightedTintColor = Color.clear;
private Color lockedTintColor = Color.clear;
private bool highlighted = false;
//-------------------------------------------------
public void Awake()
{
areaMesh = GetComponent<MeshRenderer>();
#if UNITY_URP
tintColorId = Shader.PropertyToID( "_BaseColor" );
#else
tintColorId = Shader.PropertyToID("_TintColor");
#endif
CalculateBounds();
}
//-------------------------------------------------
public void Start()
{
visibleTintColor = Teleport.instance.areaVisibleMaterial.GetColor( tintColorId );
highlightedTintColor = Teleport.instance.areaHighlightedMaterial.GetColor( tintColorId );
lockedTintColor = Teleport.instance.areaLockedMaterial.GetColor( tintColorId );
}
//-------------------------------------------------
public override bool ShouldActivate( Vector3 playerPosition )
{
return true;
}
//-------------------------------------------------
public override bool ShouldMovePlayer()
{
return true;
}
//-------------------------------------------------
public override void Highlight( bool highlight )
{
if ( !locked )
{
highlighted = highlight;
if ( highlight )
{
areaMesh.material = Teleport.instance.areaHighlightedMaterial;
}
else
{
areaMesh.material = Teleport.instance.areaVisibleMaterial;
}
}
}
//-------------------------------------------------
public override void SetAlpha( float tintAlpha, float alphaPercent )
{
Color tintedColor = GetTintColor();
tintedColor.a *= alphaPercent;
areaMesh.material.SetColor( tintColorId, tintedColor );
}
//-------------------------------------------------
public override void UpdateVisuals()
{
if ( locked )
{
areaMesh.material = Teleport.instance.areaLockedMaterial;
}
else
{
areaMesh.material = Teleport.instance.areaVisibleMaterial;
}
}
//-------------------------------------------------
public void UpdateVisualsInEditor()
{
if (Teleport.instance == null)
return;
areaMesh = GetComponent<MeshRenderer>();
if ( locked )
{
areaMesh.sharedMaterial = Teleport.instance.areaLockedMaterial;
}
else
{
areaMesh.sharedMaterial = Teleport.instance.areaVisibleMaterial;
}
}
//-------------------------------------------------
private bool CalculateBounds()
{
MeshFilter meshFilter = GetComponent<MeshFilter>();
if ( meshFilter == null )
{
return false;
}
Mesh mesh = meshFilter.sharedMesh;
if ( mesh == null )
{
return false;
}
meshBounds = mesh.bounds;
return true;
}
//-------------------------------------------------
private Color GetTintColor()
{
if ( locked )
{
return lockedTintColor;
}
else
{
if ( highlighted )
{
return highlightedTintColor;
}
else
{
return visibleTintColor;
}
}
}
}
#if UNITY_EDITOR
//-------------------------------------------------------------------------
[CustomEditor( typeof( TeleportArea ) )]
public class TeleportAreaEditor : Editor
{
//-------------------------------------------------
void OnEnable()
{
if ( Selection.activeTransform != null )
{
TeleportArea teleportArea = Selection.activeTransform.GetComponent<TeleportArea>();
if ( teleportArea != null )
{
teleportArea.UpdateVisualsInEditor();
}
}
}
//-------------------------------------------------
public override void OnInspectorGUI()
{
DrawDefaultInspector();
if ( Selection.activeTransform != null )
{
TeleportArea teleportArea = Selection.activeTransform.GetComponent<TeleportArea>();
if ( GUI.changed && teleportArea != null )
{
teleportArea.UpdateVisualsInEditor();
}
}
}
}
#endif
}

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Base class for all the objects that the player can teleport to
//
//=============================================================================
using UnityEngine;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public abstract class TeleportMarkerBase : MonoBehaviour
{
public bool locked = false;
public bool markerActive = true;
//-------------------------------------------------
public virtual bool showReticle
{
get
{
return true;
}
}
//-------------------------------------------------
public void SetLocked( bool locked )
{
this.locked = locked;
UpdateVisuals();
}
//-------------------------------------------------
public virtual void TeleportPlayer( Vector3 pointedAtPosition )
{
}
//-------------------------------------------------
public abstract void UpdateVisuals();
//-------------------------------------------------
public abstract void Highlight( bool highlight );
//-------------------------------------------------
public abstract void SetAlpha( float tintAlpha, float alphaPercent );
//-------------------------------------------------
public abstract bool ShouldActivate( Vector3 playerPosition );
//-------------------------------------------------
public abstract bool ShouldMovePlayer();
}
}

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Single location that the player can teleport to
//
//=============================================================================
#if UNITY_UGUI_UI || !UNITY_2019_2_OR_NEWER
using UnityEngine;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class TeleportPoint : TeleportMarkerBase
{
public enum TeleportPointType
{
MoveToLocation,
SwitchToNewScene
};
//Public variables
public TeleportPointType teleportType = TeleportPointType.MoveToLocation;
public string title;
public string switchToScene;
public Color titleVisibleColor;
public Color titleHighlightedColor;
public Color titleLockedColor;
public bool playerSpawnPoint = false;
//Private data
private bool gotReleventComponents = false;
private MeshRenderer markerMesh;
private MeshRenderer switchSceneIcon;
private MeshRenderer moveLocationIcon;
private MeshRenderer lockedIcon;
private MeshRenderer pointIcon;
private Transform lookAtJointTransform;
private new Animation animation;
private Text titleText;
private Player player;
private Vector3 lookAtPosition = Vector3.zero;
private int tintColorID = 0;
private Color tintColor = Color.clear;
private Color titleColor = Color.clear;
private float fullTitleAlpha = 0.0f;
//Constants
private const string switchSceneAnimation = "switch_scenes_idle";
private const string moveLocationAnimation = "move_location_idle";
private const string lockedAnimation = "locked_idle";
//-------------------------------------------------
public override bool showReticle
{
get
{
return false;
}
}
//-------------------------------------------------
void Awake()
{
GetRelevantComponents();
animation = GetComponent<Animation>();
#if UNITY_URP
tintColorID = Shader.PropertyToID( "_BaseColor" );
#else
tintColorID = Shader.PropertyToID("_TintColor");
#endif
moveLocationIcon.gameObject.SetActive( false );
switchSceneIcon.gameObject.SetActive( false );
lockedIcon.gameObject.SetActive( false );
UpdateVisuals();
}
//-------------------------------------------------
void Start()
{
player = Player.instance;
}
//-------------------------------------------------
void Update()
{
if ( Application.isPlaying )
{
lookAtPosition.x = player.hmdTransform.position.x;
lookAtPosition.y = lookAtJointTransform.position.y;
lookAtPosition.z = player.hmdTransform.position.z;
lookAtJointTransform.LookAt( lookAtPosition );
}
}
//-------------------------------------------------
public override bool ShouldActivate( Vector3 playerPosition )
{
return ( Vector3.Distance( transform.position, playerPosition ) > 1.0f );
}
//-------------------------------------------------
public override bool ShouldMovePlayer()
{
return true;
}
//-------------------------------------------------
public override void Highlight( bool highlight )
{
if ( !locked )
{
if ( highlight )
{
SetMeshMaterials( Teleport.instance.pointHighlightedMaterial, titleHighlightedColor );
}
else
{
SetMeshMaterials( Teleport.instance.pointVisibleMaterial, titleVisibleColor );
}
}
if ( highlight )
{
pointIcon.gameObject.SetActive( true );
animation.Play();
}
else
{
pointIcon.gameObject.SetActive( false );
animation.Stop();
}
}
//-------------------------------------------------
public override void UpdateVisuals()
{
if ( !gotReleventComponents )
{
return;
}
if ( locked )
{
SetMeshMaterials( Teleport.instance.pointLockedMaterial, titleLockedColor );
pointIcon = lockedIcon;
animation.clip = animation.GetClip( lockedAnimation );
}
else
{
SetMeshMaterials( Teleport.instance.pointVisibleMaterial, titleVisibleColor );
switch ( teleportType )
{
case TeleportPointType.MoveToLocation:
{
pointIcon = moveLocationIcon;
animation.clip = animation.GetClip( moveLocationAnimation );
}
break;
case TeleportPointType.SwitchToNewScene:
{
pointIcon = switchSceneIcon;
animation.clip = animation.GetClip( switchSceneAnimation );
}
break;
}
}
titleText.text = title;
}
//-------------------------------------------------
public override void SetAlpha( float tintAlpha, float alphaPercent )
{
tintColor = markerMesh.material.GetColor( tintColorID );
tintColor.a = tintAlpha;
markerMesh.material.SetColor( tintColorID, tintColor );
switchSceneIcon.material.SetColor( tintColorID, tintColor );
moveLocationIcon.material.SetColor( tintColorID, tintColor );
lockedIcon.material.SetColor( tintColorID, tintColor );
titleColor.a = fullTitleAlpha * alphaPercent;
titleText.color = titleColor;
}
//-------------------------------------------------
public void SetMeshMaterials( Material material, Color textColor )
{
markerMesh.material = material;
switchSceneIcon.material = material;
moveLocationIcon.material = material;
lockedIcon.material = material;
titleColor = textColor;
fullTitleAlpha = textColor.a;
titleText.color = titleColor;
}
//-------------------------------------------------
public void TeleportToScene()
{
if ( !string.IsNullOrEmpty( switchToScene ) )
{
Debug.Log("<b>[SteamVR Interaction]</b> TeleportPoint: Hook up your level loading logic to switch to new scene: " + switchToScene, this);
}
else
{
Debug.LogError("<b>[SteamVR Interaction]</b> TeleportPoint: Invalid scene name to switch to: " + switchToScene, this);
}
}
//-------------------------------------------------
public void GetRelevantComponents()
{
markerMesh = transform.Find( "teleport_marker_mesh" ).GetComponent<MeshRenderer>();
switchSceneIcon = transform.Find( "teleport_marker_lookat_joint/teleport_marker_icons/switch_scenes_icon" ).GetComponent<MeshRenderer>();
moveLocationIcon = transform.Find( "teleport_marker_lookat_joint/teleport_marker_icons/move_location_icon" ).GetComponent<MeshRenderer>();
lockedIcon = transform.Find( "teleport_marker_lookat_joint/teleport_marker_icons/locked_icon" ).GetComponent<MeshRenderer>();
lookAtJointTransform = transform.Find( "teleport_marker_lookat_joint" );
titleText = transform.Find( "teleport_marker_lookat_joint/teleport_marker_canvas/teleport_marker_canvas_text" ).GetComponent<Text>();
gotReleventComponents = true;
}
//-------------------------------------------------
public void ReleaseRelevantComponents()
{
markerMesh = null;
switchSceneIcon = null;
moveLocationIcon = null;
lockedIcon = null;
lookAtJointTransform = null;
titleText = null;
}
//-------------------------------------------------
public void UpdateVisualsInEditor()
{
if ( Application.isPlaying )
{
return;
}
GetRelevantComponents();
if ( locked )
{
lockedIcon.gameObject.SetActive( true );
moveLocationIcon.gameObject.SetActive( false );
switchSceneIcon.gameObject.SetActive( false );
markerMesh.sharedMaterial = Teleport.instance.pointLockedMaterial;
lockedIcon.sharedMaterial = Teleport.instance.pointLockedMaterial;
titleText.color = titleLockedColor;
}
else
{
lockedIcon.gameObject.SetActive( false );
markerMesh.sharedMaterial = Teleport.instance.pointVisibleMaterial;
switchSceneIcon.sharedMaterial = Teleport.instance.pointVisibleMaterial;
moveLocationIcon.sharedMaterial = Teleport.instance.pointVisibleMaterial;
titleText.color = titleVisibleColor;
switch ( teleportType )
{
case TeleportPointType.MoveToLocation:
{
moveLocationIcon.gameObject.SetActive( true );
switchSceneIcon.gameObject.SetActive( false );
}
break;
case TeleportPointType.SwitchToNewScene:
{
moveLocationIcon.gameObject.SetActive( false );
switchSceneIcon.gameObject.SetActive( true );
}
break;
}
}
titleText.text = title;
ReleaseRelevantComponents();
}
}
#if UNITY_EDITOR
//-------------------------------------------------------------------------
[CustomEditor( typeof( TeleportPoint ) )]
public class TeleportPointEditor : Editor
{
//-------------------------------------------------
void OnEnable()
{
if ( Selection.activeTransform )
{
TeleportPoint teleportPoint = Selection.activeTransform.GetComponent<TeleportPoint>();
if (teleportPoint != null)
teleportPoint.UpdateVisualsInEditor();
}
}
//-------------------------------------------------
public override void OnInspectorGUI()
{
DrawDefaultInspector();
if ( Selection.activeTransform )
{
TeleportPoint teleportPoint = Selection.activeTransform.GetComponent<TeleportPoint>();
if ( GUI.changed )
{
teleportPoint.UpdateVisualsInEditor();
}
}
}
}
#endif
}
#else
using UnityEngine;
namespace Valve.VR.InteractionSystem { public class TeleportPoint : TeleportMarkerBase {
public override void Highlight(bool highlight) { }
public override void SetAlpha(float tintAlpha, float alphaPercent) { }
public override bool ShouldActivate(Vector3 playerPosition) { return false; }
public override bool ShouldMovePlayer() { return false; }
public override void TeleportPlayer(Vector3 pointedAtPosition) { }
public override void UpdateVisuals() { }
public bool playerSpawnPoint = false;
public enum TeleportPointType { MoveToLocation, SwitchToNewScene };
public TeleportPointType teleportType = TeleportPointType.MoveToLocation;
public void TeleportToScene() { }
} }
#endif

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Valve.VR.InteractionSystem
{
[ExecuteInEditMode]
public class TeleportURPHelper : MonoBehaviour
{
#if UNITY_URP && UNITY_EDITOR
void Start()
{
if (UnityEditor.PrefabUtility.IsPartOfPrefabInstance(this) == false)
return;
string teleportAssetPath = UnityEditor.PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(this);
GameObject teleportPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(teleportAssetPath);
Teleport teleport = teleportPrefab.GetComponent<Teleport>();
UnityEditor.SerializedObject serializedTeleport = new UnityEditor.SerializedObject(teleport);
serializedTeleport.Update();
bool changed = false;
changed |= FindURPVersion(serializedTeleport, "areaHighlightedMaterial");
changed |= FindURPVersion(serializedTeleport, "areaLockedMaterial");
changed |= FindURPVersion(serializedTeleport, "areaVisibleMaterial");
changed |= FindURPVersion(serializedTeleport, "pointHighlightedMaterial");
changed |= FindURPVersion(serializedTeleport, "pointLockedMaterial");
changed |= FindURPVersion(serializedTeleport, "pointVisibleMaterial");
if (changed)
{
serializedTeleport.ApplyModifiedProperties();
UnityEditor.EditorUtility.SetDirty(teleport);
}
TeleportArc arc = teleportPrefab.GetComponent<TeleportArc>();
UnityEditor.SerializedObject serializedArc = new UnityEditor.SerializedObject(arc);
serializedArc.Update();
changed = FindURPVersion(serializedArc, "material");
if (changed)
{
serializedArc.ApplyModifiedProperties();
UnityEditor.EditorUtility.SetDirty(arc);
}
}
private bool FindURPVersion(UnityEditor.SerializedObject teleportObject, string propertyName)
{
UnityEditor.SerializedProperty materialProp = teleportObject.FindProperty(propertyName);
Material original = materialProp.objectReferenceValue as Material;
if (original != null && !original.name.StartsWith("URP"))
{
string[] mats = UnityEditor.AssetDatabase.FindAssets(string.Format("URP{0} t:material", original.name));
if (mats.Length > 0)
{
string path = UnityEditor.AssetDatabase.GUIDToAssetPath(mats[0]);
materialProp.objectReferenceValue = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(path);
return true;
}
}
return false;
}
#endif
}
}

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Used for the teleport markers
//
//=============================================================================
// UNITY_SHADER_NO_UPGRADE
Shader "Valve/VR/HighlightPlanar"
{
Properties
{
_Color( "Tint Color", Color ) = ( 1, 1, 1, 1 )
_SeeThru( "SeeThru", Range( 0.0, 1.0 ) ) = 0.25
_Darken( "Darken", Range( 0.0, 1.0 ) ) = 0.0
_Scl("Mapping Scale", Float) = 2.0
_MainTex( "MainTex", 2D ) = "white" {}
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
CGINCLUDE
// Pragmas --------------------------------------------------------------------------------------------------------------------------------------------------
#pragma target 5.0
#pragma only_renderers d3d11 vulkan glcore
#pragma exclude_renderers gles
// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
#include "UnityCG.cginc"
// Structs --------------------------------------------------------------------------------------------------------------------------------------------------
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
};
struct VertexOutput
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float3 pos : TEXCOORD1;
};
// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _SeeThru;
float _Darken;
float _Scl;
// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
VertexOutput MainVS( VertexInput i )
{
VertexOutput o;
#if UNITY_VERSION >= 540
o.vertex = UnityObjectToClipPos(i.vertex);
#else
o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
#endif
o.uv = TRANSFORM_TEX( i.uv, _MainTex );
o.pos = mul(unity_ObjectToWorld, i.vertex);
o.color = i.color;
return o;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
float4 MainPS( VertexOutput i ) : SV_Target
{
float4 vTexel = tex2D( _MainTex, i.pos.xz / _Scl).rgba;
if (length(i.uv)==0) {
vTexel = float4(1, 1, 1, 1);
}
float4 vColor = vTexel.rgba * _Color.rgba * i.color.rgba;
vColor.rgba = saturate( 2.0 * vColor.rgba );
float flAlpha = vColor.a;
vColor.rgb *= vColor.a;
vColor.a = lerp( 0.0, _Darken, flAlpha );
return vColor.rgba;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
float4 SeeThruPS( VertexOutput i ) : SV_Target
{
float4 vTexel = tex2D( _MainTex, i.pos.xz /_Scl).rgba;
float4 vColor = vTexel.rgba * _Color.rgba * i.color.rgba * _SeeThru;
vColor.rgba = saturate( 2.0 * vColor.rgba );
float flAlpha = vColor.a;
vColor.rgb *= vColor.a;
vColor.a = lerp( 0.0, _Darken, flAlpha * _SeeThru );
return vColor.rgba;
}
ENDCG
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 100
// Behind Geometry ---------------------------------------------------------------------------------------------------------------------------------------------------
Pass
{
// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Greater
CGPROGRAM
#pragma vertex MainVS
#pragma fragment SeeThruPS
ENDCG
}
Pass
{
// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest LEqual
CGPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
ENDCG
}
}
}

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Used for the teleport markers
//
//=============================================================================
// UNITY_SHADER_NO_UPGRADE
Shader "Valve/VR/Highlight"
{
Properties
{
_TintColor( "Tint Color", Color ) = ( 1, 1, 1, 1 )
_SeeThru( "SeeThru", Range( 0.0, 1.0 ) ) = 0.25
_Darken( "Darken", Range( 0.0, 1.0 ) ) = 0.0
_MainTex( "MainTex", 2D ) = "white" {}
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
CGINCLUDE
// Pragmas --------------------------------------------------------------------------------------------------------------------------------------------------
#pragma target 5.0
#if UNITY_VERSION >= 560
#pragma only_renderers d3d11 vulkan glcore
#else
#pragma only_renderers d3d11 glcore
#endif
#pragma exclude_renderers gles
#pragma multi_compile_instancing
// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
#include "UnityCG.cginc"
// Structs --------------------------------------------------------------------------------------------------------------------------------------------------
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
#if UNITY_VERSION >= 560
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif
};
struct VertexOutput
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
#if UNITY_VERSION >= 560
UNITY_VERTEX_OUTPUT_STEREO
#endif
};
#if UNITY_VERSION >= 201810
// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
UNITY_INSTANCING_BUFFER_START( Props )
UNITY_DEFINE_INSTANCED_PROP( float4, _TintColor )
UNITY_DEFINE_INSTANCED_PROP( sampler2D, _MainTex )
UNITY_DEFINE_INSTANCED_PROP( float4, _MainTex_ST )
UNITY_DEFINE_INSTANCED_PROP( float, _SeeThru )
UNITY_DEFINE_INSTANCED_PROP( float, _Darken )
UNITY_INSTANCING_BUFFER_END( Props )
// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
VertexOutput MainVS( VertexInput i )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID( i );
UNITY_INITIALIZE_OUTPUT( VertexOutput, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
#if UNITY_VERSION >= 540
o.vertex = UnityObjectToClipPos( i.vertex );
#else
o.vertex = mul( UNITY_MATRIX_MVP, i.vertex );
#endif
o.uv = i.uv;
o.color = i.color;
return o;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
float4 MainPS( VertexOutput i ) : SV_Target
{
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( i );
float4 vTexel = tex2D( UNITY_ACCESS_INSTANCED_PROP( Props, _MainTex ), i.uv ).rgba;
float4 vColor = vTexel.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _TintColor.rgba ) * i.color.rgba;
vColor.rgba = saturate( 2.0 * vColor.rgba );
float flAlpha = vColor.a;
vColor.rgb *= vColor.a;
vColor.a = lerp( 0.0, UNITY_ACCESS_INSTANCED_PROP( Props, _Darken ), flAlpha );
return vColor.rgba;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
float4 SeeThruPS( VertexOutput i ) : SV_Target
{
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( i );
float4 vTexel = tex2D( UNITY_ACCESS_INSTANCED_PROP( Props, _MainTex ), i.uv ).rgba;
float4 vColor = vTexel.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _TintColor.rgba ) * i.color.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _SeeThru );
vColor.rgba = saturate( 2.0 * vColor.rgba );
float flAlpha = vColor.a;
vColor.rgb *= vColor.a;
vColor.a = lerp( 0.0, UNITY_ACCESS_INSTANCED_PROP( Props, _Darken ), flAlpha * UNITY_ACCESS_INSTANCED_PROP( Props, _SeeThru ) );
return vColor.rgba;
}
#else
// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _TintColor;
float _SeeThru;
float _Darken;
// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
VertexOutput MainVS( VertexInput i )
{
VertexOutput o;
#if UNITY_VERSION >= 540
o.vertex = UnityObjectToClipPos(i.vertex);
#else
o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
#endif
o.uv = TRANSFORM_TEX( i.uv, _MainTex );
o.color = i.color;
return o;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
float4 MainPS( VertexOutput i ) : SV_Target
{
float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba;
vColor.rgba = saturate( 2.0 * vColor.rgba );
float flAlpha = vColor.a;
vColor.rgb *= vColor.a;
vColor.a = lerp( 0.0, _Darken, flAlpha );
return vColor.rgba;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
float4 SeeThruPS( VertexOutput i ) : SV_Target
{
float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba * _SeeThru;
vColor.rgba = saturate( 2.0 * vColor.rgba );
float flAlpha = vColor.a;
vColor.rgb *= vColor.a;
vColor.a = lerp( 0.0, _Darken, flAlpha * _SeeThru );
return vColor.rgba;
}
#endif
ENDCG
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 100
// Behind Geometry ---------------------------------------------------------------------------------------------------------------------------------------------------
Pass
{
// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Greater
CGPROGRAM
#pragma vertex MainVS
#pragma fragment SeeThruPS
ENDCG
}
Pass
{
// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest LEqual
CGPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
ENDCG
}
}
}

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