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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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("Meta.XR.BuildingBlocks.Editor")]

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using UnityEngine;
namespace Meta.XR.BuildingBlocks
{
[DisallowMultipleComponent]
public class BuildingBlock : MonoBehaviour
{
[SerializeField, OVRReadOnly] internal string blockId;
public string BlockId => blockId;
[SerializeField, HideInInspector] internal string instanceId = Guid.NewGuid().ToString();
public string InstanceId => instanceId;
[SerializeField, OVRReadOnly] internal int version = 1;
public int Version => version;
private void Start()
{
OVRTelemetry.Start(OVRTelemetryConstants.BB.MarkerId.RunBlock)
.AddBlockInfo(this)
.Send();
}
}
}

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{
"name": "Meta.XR.BuildingBlocks",
"rootNamespace": "",
"references": [
"Oculus.VR"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using UnityEngine;
namespace Meta.XR.BuildingBlocks
{
public class PassthroughProjectionSurfaceBuildingBlock : MonoBehaviour
{
public MeshFilter projectionObject;
// Start is called before the first frame update
private void Start()
{
var ptLayers = FindObjectsOfType<OVRPassthroughLayer>();
var foundLayer = false;
foreach (var ptLayer in ptLayers)
{
if (!ptLayer.GetComponent<BuildingBlock>())
{
continue;
}
foundLayer = true;
ptLayer.AddSurfaceGeometry(projectionObject.gameObject, true);
}
if (foundLayer)
{
// The MeshRenderer component renders the quad as a blue outline
// we only use this when Passthrough isn't visible
var quadOutline = projectionObject.GetComponent<MeshRenderer>();
quadOutline.enabled = false;
}
else
{
throw new InvalidOperationException("A BB with the passthrough overlay layer was not found");
}
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
namespace Meta.XR.BuildingBlocks
{
internal static class Telemetry
{
public static OVRTelemetryMarker AddBlockInfo(this OVRTelemetryMarker marker, BuildingBlock block)
{
return marker.AddAnnotation(OVRTelemetryConstants.BB.AnnotationType.BlockId, block.BlockId)
.AddAnnotation(OVRTelemetryConstants.BB.AnnotationType.InstanceId, block.InstanceId)
.AddAnnotation(OVRTelemetryConstants.BB.AnnotationType.BlockName, block.gameObject.name)
.AddAnnotation(OVRTelemetryConstants.BB.AnnotationType.Version, block.Version.ToString());
}
}
}

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