Initialer Upload neues Unity-Projekt

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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.Collections.Generic;
using UnityEngine;
[HelpURL("https://developer.oculus.com/reference/unity/latest/class_o_v_r_custom_skeleton")]
public class OVRCustomSkeleton : OVRSkeleton, ISerializationCallbackReceiver
{
[HideInInspector][SerializeField] private List<Transform> _customBones_V2;
public List<Transform> CustomBones => _customBones_V2;
/// <summary>
/// List of skeleton structures to be retargeted to the supported format for body tracking.
/// </summary>
public enum RetargetingType
{
/// <summary>The default skeleton structure of the Oculus tracking system</summary>
OculusSkeleton
}
[SerializeField, HideInInspector]
internal RetargetingType retargetingType = RetargetingType.OculusSkeleton;
protected override Transform GetBoneTransform(BoneId boneId) => _customBones_V2[(int)boneId];
#if UNITY_EDITOR
private bool _shouldSetDirty;
private void OnValidate()
{
if (!_shouldSetDirty) return;
UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(this);
UnityEditor.EditorUtility.SetDirty(this);
_shouldSetDirty = false;
}
#endif
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
}
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
AllocateBones();
}
private void AllocateBones()
{
if (_customBones_V2.Count == (int)BoneId.Max) return;
// Make sure we have the right number of bones
while (_customBones_V2.Count < (int)BoneId.Max)
{
_customBones_V2.Add(null);
}
#if UNITY_EDITOR
_shouldSetDirty = true;
#endif
}
internal override void SetSkeletonType(SkeletonType skeletonType)
{
base.SetSkeletonType(skeletonType);
_customBones_V2 ??= new List<Transform>();
AllocateBones();
}
}