Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-21 09:11:14 +02:00
commit eeca72985b
14558 changed files with 1508140 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class AppDeeplinkUI : MonoBehaviour
{
// these are just for illustration, you'll need to modify them to match your own app ids
const ulong UNITY_COMPANION_APP_ID = 3535750239844224;
const ulong UNREAL_COMPANION_APP_ID = 4055411724486843;
RectTransform deeplinkAppId;
RectTransform deeplinkMessage;
RectTransform uiLaunchType;
RectTransform uiLaunchSource;
RectTransform uiDeepLinkMessage;
bool inMenu = true;
// Start is called before the first frame update
void Start()
{
DebugUIBuilder ui = DebugUIBuilder.instance;
uiLaunchType = ui.AddLabel("UnityDeeplinkSample");
ui.AddDivider();
ui.AddButton("launch OtherApp", LaunchOtherApp);
ui.AddButton("launch UnrealDeeplinkSample", LaunchUnrealDeeplinkSample);
deeplinkAppId = CustomDebugUI.instance.AddTextField(UNITY_COMPANION_APP_ID.ToString(), 0);
deeplinkMessage = CustomDebugUI.instance.AddTextField("MSG_UNITY_SAMPLE", 0);
ui.AddButton("LaunchSelf", LaunchSelf);
if (Application.platform == RuntimePlatform.Android)
{
// init ovr platform
if (!Oculus.Platform.Core.IsInitialized())
{
Oculus.Platform.Core.Initialize();
}
}
uiLaunchType = ui.AddLabel("LaunchType: ");
uiLaunchSource = ui.AddLabel("LaunchSource: ");
uiDeepLinkMessage = ui.AddLabel("DeeplinkMessage: ");
ui.ToggleLaserPointer(true);
ui.Show();
}
// Update is called once per frame
void Update()
{
DebugUIBuilder ui = DebugUIBuilder.instance;
if (Application.platform == RuntimePlatform.Android)
{
// retrieve + update launch details
Oculus.Platform.Models.LaunchDetails
launchDetails = Oculus.Platform.ApplicationLifecycle.GetLaunchDetails();
uiLaunchType.GetComponentInChildren<Text>().text = "LaunchType: " + launchDetails.LaunchType;
uiLaunchSource.GetComponentInChildren<Text>().text = "LaunchSource: " + launchDetails.LaunchSource;
uiDeepLinkMessage.GetComponentInChildren<Text>().text = "DeeplinkMessage: " + launchDetails.DeeplinkMessage;
}
if (OVRInput.GetDown(OVRInput.Button.Two) || OVRInput.GetDown(OVRInput.Button.Start))
{
if (inMenu)
{
DebugUIBuilder.instance.Hide();
}
else
{
DebugUIBuilder.instance.Show();
}
inMenu = !inMenu;
}
}
void LaunchUnrealDeeplinkSample()
{
Debug.Log(string.Format("LaunchOtherApp({0})", UNREAL_COMPANION_APP_ID));
var options = new Oculus.Platform.ApplicationOptions();
options.SetDeeplinkMessage(deeplinkMessage.GetComponentInChildren<Text>().text);
Oculus.Platform.Application.LaunchOtherApp(UNREAL_COMPANION_APP_ID, options);
}
void LaunchSelf()
{
// launch self, assumes android platform
ulong appId;
if (ulong.TryParse(Oculus.Platform.PlatformSettings.MobileAppID, out appId))
{
Debug.Log(string.Format("LaunchSelf({0})", appId));
var options = new Oculus.Platform.ApplicationOptions();
options.SetDeeplinkMessage(deeplinkMessage.GetComponentInChildren<Text>().text);
Oculus.Platform.Application.LaunchOtherApp(appId, options);
}
}
void LaunchOtherApp()
{
ulong appId;
if (ulong.TryParse(deeplinkAppId.GetComponentInChildren<Text>().text, out appId))
{
Debug.Log(string.Format("LaunchOtherApp({0})", appId));
var options = new Oculus.Platform.ApplicationOptions();
options.SetDeeplinkMessage(deeplinkMessage.GetComponentInChildren<Text>().text);
Oculus.Platform.Application.LaunchOtherApp(appId, options);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CustomDebugUI : MonoBehaviour
{
[SerializeField]
private RectTransform textPrefab = null;
public static CustomDebugUI instance;
const System.Reflection.BindingFlags privateFlags =
System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic;
void Awake()
{
Debug.Assert(instance == null);
instance = this;
}
public RectTransform AddTextField(string label, int targetCanvas = 0)
{
RectTransform textRT = GameObject.Instantiate(textPrefab).GetComponent<RectTransform>();
InputField inputField = textRT.GetComponentInChildren<InputField>();
inputField.text = label;
DebugUIBuilder ui = DebugUIBuilder.instance;
var addRect = typeof(DebugUIBuilder).GetMethod("AddRect", privateFlags);
addRect.Invoke(ui, new object[] { textRT, targetCanvas });
return textRT;
}
public void RemoveFromCanvas(RectTransform element, int targetCanvas = 0)
{
DebugUIBuilder ui = DebugUIBuilder.instance;
var field = typeof(DebugUIBuilder).GetField("insertedElements", privateFlags);
var relayout = typeof(DebugUIBuilder).GetMethod("Relayout", privateFlags);
List<RectTransform>[] elements = (List<RectTransform>[])field.GetValue(ui);
if (targetCanvas > -1 && targetCanvas < elements.Length - 1)
{
elements[targetCanvas].Remove(element);
element.SetParent(null);
relayout.Invoke(ui, new object[] { });
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UI;
// Show off all the Debug UI components.
public class DebugUISample : MonoBehaviour
{
bool inMenu;
private Text sliderText;
void Start()
{
DebugUIBuilder.instance.AddButton("Button Pressed", LogButtonPressed);
DebugUIBuilder.instance.AddLabel("Label");
var sliderPrefab = DebugUIBuilder.instance.AddSlider("Slider", 1.0f, 10.0f, SliderPressed, true);
var textElementsInSlider = sliderPrefab.GetComponentsInChildren<Text>();
Assert.AreEqual(textElementsInSlider.Length, 2,
"Slider prefab format requires 2 text components (label + value)");
sliderText = textElementsInSlider[1];
Assert.IsNotNull(sliderText, "No text component on slider prefab");
sliderText.text = sliderPrefab.GetComponentInChildren<Slider>().value.ToString();
DebugUIBuilder.instance.AddDivider();
DebugUIBuilder.instance.AddToggle("Toggle", TogglePressed);
DebugUIBuilder.instance.AddRadio("Radio1", "group", delegate(Toggle t) { RadioPressed("Radio1", "group", t); });
DebugUIBuilder.instance.AddRadio("Radio2", "group", delegate(Toggle t) { RadioPressed("Radio2", "group", t); });
DebugUIBuilder.instance.AddLabel("Secondary Tab", 1);
DebugUIBuilder.instance.AddDivider(1);
DebugUIBuilder.instance.AddRadio("Side Radio 1", "group2",
delegate(Toggle t) { RadioPressed("Side Radio 1", "group2", t); }, DebugUIBuilder.DEBUG_PANE_RIGHT);
DebugUIBuilder.instance.AddRadio("Side Radio 2", "group2",
delegate(Toggle t) { RadioPressed("Side Radio 2", "group2", t); }, DebugUIBuilder.DEBUG_PANE_RIGHT);
DebugUIBuilder.instance.Show();
inMenu = true;
}
public void TogglePressed(Toggle t)
{
Debug.Log("Toggle pressed. Is on? " + t.isOn);
}
public void RadioPressed(string radioLabel, string group, Toggle t)
{
Debug.Log("Radio value changed: " + radioLabel + ", from group " + group + ". New value: " + t.isOn);
}
public void SliderPressed(float f)
{
Debug.Log("Slider: " + f);
sliderText.text = f.ToString();
}
void Update()
{
if (OVRInput.GetDown(OVRInput.Button.Two) || OVRInput.GetDown(OVRInput.Button.Start))
{
if (inMenu) DebugUIBuilder.instance.Hide();
else DebugUIBuilder.instance.Show();
inMenu = !inMenu;
}
}
void LogButtonPressed()
{
Debug.Log("Button pressed");
}
}

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// Custom shader to draw our toy cubes and balls with an outline around them.
Shader "Custom/ToyCubeOutline"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
[PerRendererData] _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline width", Range (.002, 0.03)) = .005
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
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CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float _OutlineWidth;
uniform float4 _OutlineColor;
uniform float4x4 _ObjectToWorldFixed;
// Pushes the verts out a little from the object center.
// Lets us give an outline to objects that all have normals facing away from the center.
// If we can't assume that, we need to tweak the math of this shader.
v2f vert(appdata v)
{
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UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// MTF TODO
// 1. Fix batching so that it actually occurs.
// 2. See if batching causes problems,
// if it does fix this line by adding that component that sets it.
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float3 offsetDir = vertWorld.xyz - objectCenterWorld.xyz;
offsetDir = normalize(offsetDir) * _OutlineWidth;
o.pos = UnityWorldToClipPos(vertWorld+offsetDir);
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader
{
Tags { "Queue" = "Transparent" }
Pass
{
Name "OUTLINE"
// To allow the cube to render entirely on top of the outline.
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 frag(v2f i) : SV_Target
{
// Just draw the _OutlineColor from the vert pass above.
return i.color;
}
ENDCG
}
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}
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