initial upload

This commit is contained in:
tom.hempel
2025-09-21 22:42:26 +02:00
commit d03bcd4ba5
6231 changed files with 351582 additions and 0 deletions

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using System;
using System.Collections;
using System.IO;
using UnityEngine;
using UnityEngine.Networking;
using Newtonsoft.Json;
public class AvatarDataDownloader : MonoBehaviour
{
[Header("Server Configuration")]
[SerializeField] private string serverHost = "127.0.0.1";
[SerializeField] private int serverPort = 8080;
[SerializeField] private string targetPlayer = "player1"; // Which player data to fetch
[Header("Download Configuration")]
[SerializeField] private bool autoDownload = true;
[SerializeField] private float downloadInterval = 0.1f; // How often to fetch data (in seconds)
[SerializeField] private string localFileName = ""; // Leave empty to use targetPlayer name
[Header("Debug")]
[SerializeField] private bool enableDebugMode = false;
[SerializeField] private bool showConnectionStatus = true;
private string syncFilesPath;
private string outputFilePath;
private Coroutine downloadCoroutine;
private bool isConnected = false;
private float lastSuccessfulDownload = 0f;
private int totalDownloads = 0;
private int successfulDownloads = 0;
// Connection status
public bool IsConnected => isConnected;
public string ServerUrl => $"http://{serverHost}:{serverPort}";
public float LastDownloadTime => lastSuccessfulDownload;
public float SuccessRate => totalDownloads > 0 ? (float)successfulDownloads / totalDownloads : 0f;
void Start()
{
// Set up file paths
syncFilesPath = Path.Combine(Application.dataPath, "Sync-Files");
if (!Directory.Exists(syncFilesPath))
{
Directory.CreateDirectory(syncFilesPath);
}
// Determine output file name
string fileName = string.IsNullOrEmpty(localFileName) ? $"{targetPlayer}.json" : localFileName;
outputFilePath = Path.Combine(syncFilesPath, fileName);
Debug.Log($"Avatar Data Downloader initialized");
Debug.Log($"Server: {ServerUrl}");
Debug.Log($"Target Player: {targetPlayer}");
Debug.Log($"Output File: {outputFilePath}");
// Start downloading if auto-download is enabled
if (autoDownload)
{
StartDownload();
}
// Test connection
StartCoroutine(TestConnection());
}
void OnValidate()
{
// Ensure valid values
if (downloadInterval < 0.01f)
downloadInterval = 0.01f;
if (serverPort < 1 || serverPort > 65535)
serverPort = 8080;
}
public void StartDownload()
{
if (downloadCoroutine == null)
{
downloadCoroutine = StartCoroutine(DownloadLoop());
Debug.Log("Avatar download started");
}
}
public void StopDownload()
{
if (downloadCoroutine != null)
{
StopCoroutine(downloadCoroutine);
downloadCoroutine = null;
Debug.Log("Avatar download stopped");
}
}
IEnumerator TestConnection()
{
string url = $"{ServerUrl}/status";
using (UnityWebRequest request = UnityWebRequest.Get(url))
{
request.timeout = 5; // 5 second timeout for connection test
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.Success)
{
isConnected = true;
if (showConnectionStatus)
{
Debug.Log($"Successfully connected to avatar sync server at {ServerUrl}");
}
if (enableDebugMode)
{
Debug.Log($"Server status: {request.downloadHandler.text}");
}
}
else
{
isConnected = false;
if (showConnectionStatus)
{
Debug.LogWarning($"Failed to connect to avatar sync server at {ServerUrl}: {request.error}");
}
}
}
}
IEnumerator DownloadLoop()
{
while (true)
{
yield return StartCoroutine(FetchPlayerData());
yield return new WaitForSeconds(downloadInterval);
}
}
IEnumerator FetchPlayerData()
{
string url = $"{ServerUrl}/{targetPlayer}";
totalDownloads++;
using (UnityWebRequest request = UnityWebRequest.Get(url))
{
request.timeout = 10; // 10 second timeout
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.Success)
{
// Try to validate JSON structure
bool isValidData = false;
float dataTimestamp = 0f;
try
{
var avatarData = JsonConvert.DeserializeObject<AvatarSyncData>(request.downloadHandler.text);
isValidData = avatarData != null;
dataTimestamp = avatarData?.timestamp ?? 0f;
}
catch (Exception e)
{
Debug.LogError($"Error parsing avatar data for {targetPlayer}: {e.Message}");
isValidData = false;
}
if (isValidData)
{
// Write to local file
File.WriteAllText(outputFilePath, request.downloadHandler.text);
successfulDownloads++;
lastSuccessfulDownload = Time.time;
isConnected = true;
if (enableDebugMode)
{
Debug.Log($"Successfully fetched and saved data for {targetPlayer}. Timestamp: {dataTimestamp}");
}
}
else
{
if (enableDebugMode)
{
Debug.LogWarning($"Received invalid avatar data for {targetPlayer}");
}
}
}
else
{
isConnected = false;
if (enableDebugMode)
{
Debug.LogWarning($"Failed to fetch data for {targetPlayer}: {request.error}");
}
}
}
}
// Public methods for runtime control
public void SetServerAddress(string host, int port)
{
serverHost = host;
serverPort = port;
// Test new connection
StartCoroutine(TestConnection());
}
public void SetTargetPlayer(string player)
{
targetPlayer = player;
// Update output file path
string fileName = string.IsNullOrEmpty(localFileName) ? $"{targetPlayer}.json" : localFileName;
outputFilePath = Path.Combine(syncFilesPath, fileName);
}
public void ManualDownload()
{
if (gameObject.activeInHierarchy)
{
StartCoroutine(FetchPlayerData());
}
}
// Get current stats for UI display
public string GetDownloadStats()
{
return $"Connected: {isConnected}\n" +
$"Success Rate: {(SuccessRate * 100):F1}%\n" +
$"Total Downloads: {totalDownloads}\n" +
$"Last Download: {(Time.time - lastSuccessfulDownload):F1}s ago";
}
// Check if the output file exists and has recent data
public bool HasRecentData(float maxAgeSeconds = 5f)
{
if (!File.Exists(outputFilePath))
return false;
try
{
FileInfo fileInfo = new FileInfo(outputFilePath);
return (DateTime.Now - fileInfo.LastWriteTime).TotalSeconds < maxAgeSeconds;
}
catch
{
return false;
}
}
void OnDisable()
{
StopDownload();
}
void OnDestroy()
{
StopDownload();
}
// GUI for runtime debugging
void OnGUI()
{
if (!enableDebugMode)
return;
GUILayout.BeginArea(new Rect(320, 10, 300, 180));
GUILayout.BeginVertical("box");
GUILayout.Label($"Avatar Downloader - {targetPlayer}");
GUILayout.Label($"Server: {ServerUrl}");
GUILayout.Label($"Status: {(isConnected ? "Connected" : "Disconnected")}");
GUILayout.Label($"Success Rate: {(SuccessRate * 100):F1}%");
GUILayout.Label($"Last Download: {(Time.time - lastSuccessfulDownload):F1}s ago");
GUILayout.BeginHorizontal();
if (GUILayout.Button("Manual Download"))
{
ManualDownload();
}
if (GUILayout.Button("Test Connection"))
{
StartCoroutine(TestConnection());
}
GUILayout.EndHorizontal();
if (downloadCoroutine == null)
{
if (GUILayout.Button("Start Auto Download"))
{
StartDownload();
}
}
else
{
if (GUILayout.Button("Stop Auto Download"))
{
StopDownload();
}
}
GUILayout.EndVertical();
GUILayout.EndArea();
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using Newtonsoft.Json;
public class AvatarDataReader : MonoBehaviour
{
[Header("Avatar Configuration")]
[SerializeField] private Transform targetAvatarRoot;
[SerializeField] private string fileName = "avatar_sync_data.json";
[SerializeField] private bool readEveryFrame = true;
[SerializeField] private float updateRate = 60f; // Updates per second
[SerializeField] private bool smoothTransitions = true;
[SerializeField] private float transitionSpeed = 10f;
[Header("Synchronization Options")]
[SerializeField] private bool syncWorldPosition = true; // Apply avatar world position
[SerializeField] private bool syncWorldRotation = true; // Apply avatar world rotation
[SerializeField] private bool syncLocalScale = false; // Apply avatar local scale
[Header("Debug")]
[SerializeField] private bool showDebugInfo = false;
[SerializeField] private bool enableDebugMode = false;
[SerializeField] private string debugBoneName = "LeftArm"; // Bone to monitor
private string filePath;
private float lastUpdateTime;
private Dictionary<string, Transform> boneLookup;
private Dictionary<string, SkinnedMeshRenderer> skinnedMeshLookup;
private AvatarSyncData lastSyncData;
private bool isInitialized = false;
private int successfulReads = 0;
private int appliedBones = 0;
private Vector3 lastAppliedWorldPosition;
void Start()
{
// Set up file path
string syncFilesPath = Path.Combine(Application.dataPath, "Sync-Files");
filePath = Path.Combine(syncFilesPath, fileName);
// If targetAvatarRoot is not assigned, try to find it automatically
if (targetAvatarRoot == null)
{
targetAvatarRoot = transform;
}
// Cache target avatar components
CacheTargetAvatarComponents();
// Initialize debug tracking
if (enableDebugMode)
{
lastAppliedWorldPosition = targetAvatarRoot.position;
}
Debug.Log($"Avatar Data Reader initialized. Reading from: {filePath}");
Debug.Log($"World Position Sync: {syncWorldPosition}, World Rotation Sync: {syncWorldRotation}");
}
void CacheTargetAvatarComponents()
{
boneLookup = new Dictionary<string, Transform>();
skinnedMeshLookup = new Dictionary<string, SkinnedMeshRenderer>();
// Get all skinned mesh renderers
SkinnedMeshRenderer[] smrs = targetAvatarRoot.GetComponentsInChildren<SkinnedMeshRenderer>();
// Cache bones from SkinnedMeshRenderers
foreach (SkinnedMeshRenderer smr in smrs)
{
// Cache this skinned mesh renderer
if (!skinnedMeshLookup.ContainsKey(smr.gameObject.name))
{
skinnedMeshLookup.Add(smr.gameObject.name, smr);
}
// Cache all bones from this SkinnedMeshRenderer
if (smr.bones != null)
{
foreach (Transform bone in smr.bones)
{
if (bone != null && !boneLookup.ContainsKey(bone.name))
{
boneLookup.Add(bone.name, bone);
}
}
}
}
isInitialized = true;
if (showDebugInfo)
{
Debug.Log($"Cached {boneLookup.Count} bones and {skinnedMeshLookup.Count} skinned mesh renderers");
}
// Debug mode: Print some bone names and check for the debug bone
if (enableDebugMode)
{
Debug.Log("Reader - Found bones:");
int count = 0;
foreach (var kvp in boneLookup)
{
if (count < 10)
{
Debug.Log($" Reader Bone {count}: {kvp.Key}");
count++;
}
if (kvp.Key.Contains(debugBoneName))
{
Debug.Log($"Found debug bone in reader: {kvp.Key}");
}
}
}
}
void Update()
{
if (!isInitialized || !File.Exists(filePath))
return;
if (readEveryFrame)
{
ReadAndApplyAvatarData();
}
else
{
// Rate-limited updates
if (Time.time - lastUpdateTime >= 1f / updateRate)
{
ReadAndApplyAvatarData();
lastUpdateTime = Time.time;
}
}
}
void ReadAndApplyAvatarData()
{
try
{
string json = File.ReadAllText(filePath);
AvatarSyncData syncData = JsonConvert.DeserializeObject<AvatarSyncData>(json);
if (syncData == null)
{
if (showDebugInfo)
Debug.LogWarning("Failed to deserialize avatar sync data");
return;
}
successfulReads++;
appliedBones = 0;
// Apply root transform data
ApplyRootTransformData(syncData.rootTransform);
// Apply bone data
ApplyBoneData(syncData.bones);
// Apply blendshape data
ApplyBlendShapeData(syncData.blendShapes);
if (enableDebugMode && successfulReads % 60 == 0) // Log every 60 reads (about once per second)
{
Debug.Log($"Reader stats: {successfulReads} successful reads, {appliedBones} bones applied in last read");
}
lastSyncData = syncData;
}
catch (Exception e)
{
if (showDebugInfo)
Debug.LogError($"Error reading avatar data: {e.Message}");
}
}
void ApplyRootTransformData(RootTransformData rootData)
{
if (rootData == null)
return;
if (syncWorldPosition && rootData.worldPosition != null)
{
Vector3 targetWorldPosition = rootData.worldPosition.ToVector3();
// Debug: Log world position changes
if (enableDebugMode && Vector3.Distance(targetWorldPosition, lastAppliedWorldPosition) > 0.01f)
{
Debug.Log($"Applying world position: {targetWorldPosition} (was: {lastAppliedWorldPosition})");
lastAppliedWorldPosition = targetWorldPosition;
}
if (smoothTransitions)
{
targetAvatarRoot.position = Vector3.Lerp(
targetAvatarRoot.position,
targetWorldPosition,
transitionSpeed * Time.deltaTime
);
}
else
{
targetAvatarRoot.position = targetWorldPosition;
}
}
if (syncWorldRotation && rootData.worldRotation != null)
{
Quaternion targetWorldRotation = rootData.worldRotation.ToQuaternion();
if (smoothTransitions)
{
targetAvatarRoot.rotation = Quaternion.Lerp(
targetAvatarRoot.rotation,
targetWorldRotation,
transitionSpeed * Time.deltaTime
);
}
else
{
targetAvatarRoot.rotation = targetWorldRotation;
}
}
if (syncLocalScale && rootData.localScale != null)
{
Vector3 targetLocalScale = rootData.localScale.ToVector3();
if (smoothTransitions)
{
targetAvatarRoot.localScale = Vector3.Lerp(
targetAvatarRoot.localScale,
targetLocalScale,
transitionSpeed * Time.deltaTime
);
}
else
{
targetAvatarRoot.localScale = targetLocalScale;
}
}
}
void ApplyBoneData(List<BoneData> boneDataList)
{
if (boneDataList == null)
return;
foreach (BoneData boneData in boneDataList)
{
if (boneLookup.TryGetValue(boneData.boneName, out Transform targetBone))
{
// Convert serializable types back to Unity types
Vector3 targetPosition = boneData.position.ToVector3();
Quaternion targetRotation = boneData.rotation.ToQuaternion();
Vector3 targetScale = boneData.scale.ToVector3();
// Debug mode: Log changes to the monitored bone
if (enableDebugMode && boneData.boneName.Contains(debugBoneName))
{
Debug.Log($"Applying to bone {boneData.boneName}: Pos={targetPosition}, Rot={targetRotation}");
}
if (smoothTransitions)
{
// Smooth interpolation
targetBone.localPosition = Vector3.Lerp(
targetBone.localPosition,
targetPosition,
transitionSpeed * Time.deltaTime
);
targetBone.localRotation = Quaternion.Lerp(
targetBone.localRotation,
targetRotation,
transitionSpeed * Time.deltaTime
);
targetBone.localScale = Vector3.Lerp(
targetBone.localScale,
targetScale,
transitionSpeed * Time.deltaTime
);
}
else
{
// Direct application
targetBone.localPosition = targetPosition;
targetBone.localRotation = targetRotation;
targetBone.localScale = targetScale;
}
appliedBones++;
}
else if (showDebugInfo)
{
Debug.LogWarning($"Bone not found: {boneData.boneName}");
}
}
}
void ApplyBlendShapeData(List<BlendShapeData> blendShapeDataList)
{
if (blendShapeDataList == null)
return;
foreach (BlendShapeData blendShapeData in blendShapeDataList)
{
if (skinnedMeshLookup.TryGetValue(blendShapeData.meshName, out SkinnedMeshRenderer targetSmr))
{
if (targetSmr.sharedMesh != null && blendShapeData.weights != null)
{
int maxBlendShapes = Mathf.Min(targetSmr.sharedMesh.blendShapeCount, blendShapeData.weights.Length);
for (int i = 0; i < maxBlendShapes; i++)
{
if (smoothTransitions)
{
float currentWeight = targetSmr.GetBlendShapeWeight(i);
float targetWeight = blendShapeData.weights[i];
float newWeight = Mathf.Lerp(currentWeight, targetWeight, transitionSpeed * Time.deltaTime);
targetSmr.SetBlendShapeWeight(i, newWeight);
}
else
{
targetSmr.SetBlendShapeWeight(i, blendShapeData.weights[i]);
}
}
}
}
else if (showDebugInfo)
{
Debug.LogWarning($"SkinnedMeshRenderer not found: {blendShapeData.meshName}");
}
}
}
public void SetTargetAvatar(Transform newTargetRoot)
{
targetAvatarRoot = newTargetRoot;
if (isInitialized)
{
CacheTargetAvatarComponents();
}
}
public void SetFileName(string newFileName)
{
fileName = newFileName;
string syncFilesPath = Path.Combine(Application.dataPath, "Sync-Files");
filePath = Path.Combine(syncFilesPath, fileName);
}
public bool IsDataAvailable()
{
return File.Exists(filePath);
}
public float GetLastSyncTimestamp()
{
return lastSyncData?.timestamp ?? 0f;
}
}

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using System;
using System.Collections;
using System.IO;
using UnityEngine;
using UnityEngine.Networking;
public class AvatarDataUploader : MonoBehaviour
{
[Header("Server Configuration")]
[SerializeField] private string serverHost = "127.0.0.1";
[SerializeField] private int serverPort = 8080;
[SerializeField] private string uploadAsPlayer = "player1"; // Upload as which player
[Header("Upload Configuration")]
[SerializeField] private bool autoUpload = true;
[SerializeField] private float uploadInterval = 0.1f; // How often to upload data (in seconds)
[SerializeField] private string localDataFile = "avatar_sync_data.json"; // Local file to upload
[Header("Debug")]
[SerializeField] private bool enableDebugMode = false;
[SerializeField] private bool showConnectionStatus = true;
private string syncFilesPath;
private Coroutine uploadCoroutine;
private bool isConnected = false;
private float lastSuccessfulUpload = 0f;
private int totalUploads = 0;
private int successfulUploads = 0;
// Connection status
public bool IsConnected => isConnected;
public string ServerUrl => $"http://{serverHost}:{serverPort}";
public float LastUploadTime => lastSuccessfulUpload;
public float SuccessRate => totalUploads > 0 ? (float)successfulUploads / totalUploads : 0f;
void Start()
{
// Set up file paths
syncFilesPath = Path.Combine(Application.dataPath, "Sync-Files");
if (!Directory.Exists(syncFilesPath))
{
Directory.CreateDirectory(syncFilesPath);
}
Debug.Log($"Avatar Data Uploader initialized");
Debug.Log($"Server: {ServerUrl}");
Debug.Log($"Upload As Player: {uploadAsPlayer}");
Debug.Log($"Local Data File: {localDataFile}");
// Start uploading if auto-upload is enabled
if (autoUpload)
{
StartUpload();
}
// Test connection
StartCoroutine(TestConnection());
}
void OnValidate()
{
// Ensure valid values
if (uploadInterval < 0.01f)
uploadInterval = 0.01f;
if (serverPort < 1 || serverPort > 65535)
serverPort = 8080;
}
public void StartUpload()
{
if (uploadCoroutine == null)
{
uploadCoroutine = StartCoroutine(UploadLoop());
Debug.Log("Avatar upload started");
}
}
public void StopUpload()
{
if (uploadCoroutine != null)
{
StopCoroutine(uploadCoroutine);
uploadCoroutine = null;
Debug.Log("Avatar upload stopped");
}
}
IEnumerator TestConnection()
{
string url = $"{ServerUrl}/status";
using (UnityWebRequest request = UnityWebRequest.Get(url))
{
request.timeout = 5; // 5 second timeout for connection test
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.Success)
{
isConnected = true;
if (showConnectionStatus)
{
Debug.Log($"Successfully connected to avatar sync server at {ServerUrl}");
}
if (enableDebugMode)
{
Debug.Log($"Server status: {request.downloadHandler.text}");
}
}
else
{
isConnected = false;
if (showConnectionStatus)
{
Debug.LogWarning($"Failed to connect to avatar sync server at {ServerUrl}: {request.error}");
}
}
}
}
IEnumerator UploadLoop()
{
while (true)
{
yield return StartCoroutine(UploadLocalData());
yield return new WaitForSeconds(uploadInterval);
}
}
IEnumerator UploadLocalData()
{
string localFilePath = Path.Combine(syncFilesPath, localDataFile);
if (!File.Exists(localFilePath))
{
if (enableDebugMode)
{
Debug.LogWarning($"Local data file not found: {localFilePath}");
}
yield break;
}
string jsonData = null;
// Read file outside of try block with yield
try
{
jsonData = File.ReadAllText(localFilePath);
}
catch (Exception e)
{
Debug.LogError($"Error reading local data file: {e.Message}");
yield break;
}
if (string.IsNullOrEmpty(jsonData))
{
if (enableDebugMode)
{
Debug.LogWarning("Local avatar data is empty, skipping upload");
}
yield break;
}
// Upload to server
string url = $"{ServerUrl}/{uploadAsPlayer}";
totalUploads++;
using (UnityWebRequest request = new UnityWebRequest(url, "POST"))
{
byte[] jsonBytes = System.Text.Encoding.UTF8.GetBytes(jsonData);
request.uploadHandler = new UploadHandlerRaw(jsonBytes);
request.downloadHandler = new DownloadHandlerBuffer();
request.SetRequestHeader("Content-Type", "application/json");
request.timeout = 10;
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.Success)
{
successfulUploads++;
lastSuccessfulUpload = Time.time;
isConnected = true;
if (enableDebugMode)
{
Debug.Log($"Successfully uploaded data as {uploadAsPlayer}");
}
}
else
{
isConnected = false;
if (enableDebugMode)
{
Debug.LogWarning($"Failed to upload data as {uploadAsPlayer}: {request.error}");
}
}
}
}
// Public methods for runtime control
public void SetServerAddress(string host, int port)
{
serverHost = host;
serverPort = port;
// Test new connection
StartCoroutine(TestConnection());
}
public void SetUploadPlayer(string player)
{
uploadAsPlayer = player;
}
public void ManualUpload()
{
if (gameObject.activeInHierarchy)
{
StartCoroutine(UploadLocalData());
}
}
// Get current stats for UI display
public string GetUploadStats()
{
return $"Connected: {isConnected}\n" +
$"Success Rate: {(SuccessRate * 100):F1}%\n" +
$"Total Uploads: {totalUploads}\n" +
$"Last Upload: {(Time.time - lastSuccessfulUpload):F1}s ago";
}
void OnDisable()
{
StopUpload();
}
void OnDestroy()
{
StopUpload();
}
// GUI for runtime debugging
void OnGUI()
{
if (!enableDebugMode)
return;
GUILayout.BeginArea(new Rect(10, 10, 300, 180));
GUILayout.BeginVertical("box");
GUILayout.Label($"Avatar Uploader - {uploadAsPlayer}");
GUILayout.Label($"Server: {ServerUrl}");
GUILayout.Label($"Status: {(isConnected ? "Connected" : "Disconnected")}");
GUILayout.Label($"Success Rate: {(SuccessRate * 100):F1}%");
GUILayout.Label($"Last Upload: {(Time.time - lastSuccessfulUpload):F1}s ago");
GUILayout.BeginHorizontal();
if (GUILayout.Button("Manual Upload"))
{
ManualUpload();
}
if (GUILayout.Button("Test Connection"))
{
StartCoroutine(TestConnection());
}
GUILayout.EndHorizontal();
if (uploadCoroutine == null)
{
if (GUILayout.Button("Start Auto Upload"))
{
StartUpload();
}
}
else
{
if (GUILayout.Button("Stop Auto Upload"))
{
StopUpload();
}
}
GUILayout.EndVertical();
GUILayout.EndArea();
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using Newtonsoft.Json;
[System.Serializable]
public class SerializableVector3
{
public float x, y, z;
public SerializableVector3() { }
public SerializableVector3(Vector3 vector)
{
x = vector.x;
y = vector.y;
z = vector.z;
}
public Vector3 ToVector3()
{
return new Vector3(x, y, z);
}
}
[System.Serializable]
public class SerializableQuaternion
{
public float x, y, z, w;
public SerializableQuaternion() { }
public SerializableQuaternion(Quaternion quaternion)
{
x = quaternion.x;
y = quaternion.y;
z = quaternion.z;
w = quaternion.w;
}
public Quaternion ToQuaternion()
{
return new Quaternion(x, y, z, w);
}
}
[System.Serializable]
public class RootTransformData
{
public SerializableVector3 worldPosition;
public SerializableQuaternion worldRotation;
public SerializableVector3 localScale;
}
[System.Serializable]
public class BoneData
{
public string boneName; // e.g. "LeftArm", "RightHand"
public SerializableVector3 position;
public SerializableQuaternion rotation;
public SerializableVector3 scale;
}
[System.Serializable]
public class BlendShapeData
{
public string meshName;
public float[] weights;
}
[System.Serializable]
public class AvatarSyncData
{
public RootTransformData rootTransform;
public List<BoneData> bones;
public List<BlendShapeData> blendShapes;
public float timestamp;
}
public class AvatarDataWriter : MonoBehaviour
{
[Header("Avatar Configuration")]
[SerializeField] private Transform avatarRoot;
[SerializeField] private string fileName = "avatar_sync_data.json";
[SerializeField] private bool writeEveryFrame = true;
[SerializeField] private float updateRate = 60f; // Updates per second
[Header("Synchronization Options")]
[SerializeField] private bool syncWorldPosition = true; // Sync avatar world position
[SerializeField] private bool syncWorldRotation = true; // Sync avatar world rotation
[SerializeField] private bool syncLocalScale = false; // Sync avatar local scale
[Header("Debug")]
[SerializeField] private bool enableDebugMode = false;
[SerializeField] private string debugBoneName = "LeftArm"; // Bone to monitor
private string filePath;
private float lastUpdateTime;
private List<Transform> allBones;
private List<SkinnedMeshRenderer> skinnedMeshRenderers;
private Vector3 lastDebugPosition;
private Quaternion lastDebugRotation;
private Vector3 lastRootWorldPosition;
void Start()
{
// Create Sync-Files directory if it doesn't exist
string syncFilesPath = Path.Combine(Application.dataPath, "Sync-Files");
if (!Directory.Exists(syncFilesPath))
{
Directory.CreateDirectory(syncFilesPath);
}
filePath = Path.Combine(syncFilesPath, fileName);
// If avatarRoot is not assigned, try to find it automatically
if (avatarRoot == null)
{
avatarRoot = transform;
}
// Cache all bones and skinned mesh renderers
CacheAvatarComponents();
// Initialize debug tracking
if (enableDebugMode)
{
Transform debugBone = FindBoneByName(debugBoneName);
if (debugBone != null)
{
lastDebugPosition = debugBone.localPosition;
lastDebugRotation = debugBone.localRotation;
Debug.Log($"Debug mode enabled. Monitoring bone: {debugBoneName}");
}
else
{
Debug.LogWarning($"Debug bone '{debugBoneName}' not found!");
}
lastRootWorldPosition = avatarRoot.position;
}
Debug.Log($"Avatar Data Writer initialized. Writing to: {filePath}");
Debug.Log($"World Position Sync: {syncWorldPosition}, World Rotation Sync: {syncWorldRotation}");
}
void CacheAvatarComponents()
{
allBones = new List<Transform>();
skinnedMeshRenderers = new List<SkinnedMeshRenderer>();
// Get all skinned mesh renderers
skinnedMeshRenderers.AddRange(avatarRoot.GetComponentsInChildren<SkinnedMeshRenderer>());
// Get all unique bones from all SkinnedMeshRenderers
HashSet<Transform> uniqueBones = new HashSet<Transform>();
foreach (SkinnedMeshRenderer smr in skinnedMeshRenderers)
{
if (smr.bones != null)
{
foreach (Transform bone in smr.bones)
{
if (bone != null)
{
uniqueBones.Add(bone);
}
}
}
}
allBones.AddRange(uniqueBones);
Debug.Log($"Cached {allBones.Count} bones and {skinnedMeshRenderers.Count} skinned mesh renderers");
// Debug: Print some bone names to help with troubleshooting
if (enableDebugMode)
{
Debug.Log("Found bones:");
for (int i = 0; i < Mathf.Min(10, allBones.Count); i++)
{
Debug.Log($" Bone {i}: {allBones[i].name}");
}
}
}
Transform FindBoneByName(string name)
{
foreach (Transform bone in allBones)
{
if (bone.name.Contains(name))
{
return bone;
}
}
return null;
}
void Update()
{
// Debug mode: Check if the monitored bone has changed
if (enableDebugMode)
{
Transform debugBone = FindBoneByName(debugBoneName);
if (debugBone != null)
{
if (Vector3.Distance(debugBone.localPosition, lastDebugPosition) > 0.001f ||
Quaternion.Angle(debugBone.localRotation, lastDebugRotation) > 0.1f)
{
Debug.Log($"Bone {debugBoneName} changed! Pos: {debugBone.localPosition}, Rot: {debugBone.localRotation}");
lastDebugPosition = debugBone.localPosition;
lastDebugRotation = debugBone.localRotation;
}
}
// Debug: Check if avatar root world position has changed
if (Vector3.Distance(avatarRoot.position, lastRootWorldPosition) > 0.01f)
{
Debug.Log($"Avatar root world position changed! From: {lastRootWorldPosition} To: {avatarRoot.position}");
lastRootWorldPosition = avatarRoot.position;
}
}
if (writeEveryFrame)
{
WriteAvatarData();
}
else
{
// Rate-limited updates
if (Time.time - lastUpdateTime >= 1f / updateRate)
{
WriteAvatarData();
lastUpdateTime = Time.time;
}
}
}
void WriteAvatarData()
{
try
{
AvatarSyncData syncData = new AvatarSyncData
{
rootTransform = new RootTransformData(),
bones = new List<BoneData>(),
blendShapes = new List<BlendShapeData>(),
timestamp = Time.time
};
// Capture root transform data
if (syncWorldPosition)
{
syncData.rootTransform.worldPosition = new SerializableVector3(avatarRoot.position);
}
else
{
syncData.rootTransform.worldPosition = new SerializableVector3(Vector3.zero);
}
if (syncWorldRotation)
{
syncData.rootTransform.worldRotation = new SerializableQuaternion(avatarRoot.rotation);
}
else
{
syncData.rootTransform.worldRotation = new SerializableQuaternion(Quaternion.identity);
}
if (syncLocalScale)
{
syncData.rootTransform.localScale = new SerializableVector3(avatarRoot.localScale);
}
else
{
syncData.rootTransform.localScale = new SerializableVector3(Vector3.one);
}
// Capture bone data
foreach (Transform bone in allBones)
{
BoneData boneData = new BoneData
{
boneName = bone.name,
position = new SerializableVector3(bone.localPosition),
rotation = new SerializableQuaternion(bone.localRotation),
scale = new SerializableVector3(bone.localScale)
};
syncData.bones.Add(boneData);
}
// Capture blendshape data
foreach (SkinnedMeshRenderer smr in skinnedMeshRenderers)
{
if (smr.sharedMesh != null && smr.sharedMesh.blendShapeCount > 0)
{
float[] weights = new float[smr.sharedMesh.blendShapeCount];
for (int i = 0; i < weights.Length; i++)
{
weights[i] = smr.GetBlendShapeWeight(i);
}
BlendShapeData blendShapeData = new BlendShapeData
{
meshName = smr.gameObject.name, // Use GameObject name instead of path
weights = weights
};
syncData.blendShapes.Add(blendShapeData);
}
}
// Convert to JSON and write to file
string json = JsonConvert.SerializeObject(syncData, Formatting.Indented);
File.WriteAllText(filePath, json);
}
catch (Exception e)
{
Debug.LogError($"Error writing avatar data: {e.Message}");
}
}
void OnDisable()
{
// Write final data when component is disabled
if (allBones != null && allBones.Count > 0)
{
WriteAvatarData();
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.Networking;
using Newtonsoft.Json;
public class AvatarSyncClient : MonoBehaviour
{
[Header("Server Configuration")]
[SerializeField] private string serverHost = "127.0.0.1";
[SerializeField] private int serverPort = 8080;
[SerializeField] private string targetPlayer = "player1"; // Which player data to fetch
[Header("Sync Configuration")]
[SerializeField] private bool autoSync = true;
[SerializeField] private float syncInterval = 0.1f; // How often to fetch data (in seconds)
[SerializeField] private string localFileName = ""; // Leave empty to use targetPlayer name
[Header("Upload Configuration")]
[SerializeField] private bool uploadLocalData = false; // Upload this client's data to server
[SerializeField] private string localDataFile = "avatar_sync_data.json"; // Local file to upload
[SerializeField] private string uploadAsPlayer = "player2"; // Upload as which player
[Header("Debug")]
[SerializeField] private bool enableDebugMode = false;
[SerializeField] private bool showConnectionStatus = true;
private string syncFilesPath;
private string outputFilePath;
private Coroutine syncCoroutine;
private bool isConnected = false;
private float lastSuccessfulSync = 0f;
private int totalRequests = 0;
private int successfulRequests = 0;
// Connection status
public bool IsConnected => isConnected;
public string ServerUrl => $"http://{serverHost}:{serverPort}";
public float LastSyncTime => lastSuccessfulSync;
public float SuccessRate => totalRequests > 0 ? (float)successfulRequests / totalRequests : 0f;
void Start()
{
// Set up file paths
syncFilesPath = Path.Combine(Application.dataPath, "Sync-Files");
if (!Directory.Exists(syncFilesPath))
{
Directory.CreateDirectory(syncFilesPath);
}
// Determine output file name
string fileName = string.IsNullOrEmpty(localFileName) ? $"{targetPlayer}.json" : localFileName;
outputFilePath = Path.Combine(syncFilesPath, fileName);
Debug.Log($"Avatar Sync Client initialized");
Debug.Log($"Server: {ServerUrl}");
Debug.Log($"Target Player: {targetPlayer}");
Debug.Log($"Output File: {outputFilePath}");
Debug.Log($"Upload Mode: {(uploadLocalData ? $"Yes (as {uploadAsPlayer})" : "No")}");
// Start syncing if auto-sync is enabled
if (autoSync)
{
StartSync();
}
// Test connection
StartCoroutine(TestConnection());
}
void OnValidate()
{
// Ensure valid values
if (syncInterval < 0.01f)
syncInterval = 0.01f;
if (serverPort < 1 || serverPort > 65535)
serverPort = 8080;
}
public void StartSync()
{
if (syncCoroutine == null)
{
syncCoroutine = StartCoroutine(SyncLoop());
Debug.Log("Avatar sync started");
}
}
public void StopSync()
{
if (syncCoroutine != null)
{
StopCoroutine(syncCoroutine);
syncCoroutine = null;
Debug.Log("Avatar sync stopped");
}
}
IEnumerator TestConnection()
{
string url = $"{ServerUrl}/status";
using (UnityWebRequest request = UnityWebRequest.Get(url))
{
request.timeout = 5; // 5 second timeout for connection test
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.Success)
{
isConnected = true;
if (showConnectionStatus)
{
Debug.Log($"Successfully connected to avatar sync server at {ServerUrl}");
}
// Try to parse server status
try
{
var status = JsonConvert.DeserializeObject<Dictionary<string, object>>(request.downloadHandler.text);
if (enableDebugMode)
{
Debug.Log($"Server status: {request.downloadHandler.text}");
}
}
catch (Exception e)
{
if (enableDebugMode)
{
Debug.LogWarning($"Could not parse server status: {e.Message}");
}
}
}
else
{
isConnected = false;
if (showConnectionStatus)
{
Debug.LogWarning($"Failed to connect to avatar sync server at {ServerUrl}: {request.error}");
}
}
}
}
IEnumerator SyncLoop()
{
while (true)
{
// Upload local data if enabled
if (uploadLocalData)
{
yield return StartCoroutine(UploadLocalData());
}
// Fetch remote player data
yield return StartCoroutine(FetchPlayerData());
yield return new WaitForSeconds(syncInterval);
}
}
IEnumerator FetchPlayerData()
{
string url = $"{ServerUrl}/{targetPlayer}";
totalRequests++;
using (UnityWebRequest request = UnityWebRequest.Get(url))
{
request.timeout = 10; // 10 second timeout
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.Success)
{
try
{
// Validate JSON
var avatarData = JsonConvert.DeserializeObject<AvatarSyncData>(request.downloadHandler.text);
if (avatarData != null)
{
// Write to local file
File.WriteAllText(outputFilePath, request.downloadHandler.text);
successfulRequests++;
lastSuccessfulSync = Time.time;
isConnected = true;
if (enableDebugMode)
{
Debug.Log($"Successfully fetched and saved data for {targetPlayer}. Timestamp: {avatarData.timestamp}");
}
}
else
{
if (enableDebugMode)
{
Debug.LogWarning($"Received null avatar data for {targetPlayer}");
}
}
}
catch (Exception e)
{
Debug.LogError($"Error processing avatar data for {targetPlayer}: {e.Message}");
}
}
else
{
isConnected = false;
if (enableDebugMode)
{
Debug.LogWarning($"Failed to fetch data for {targetPlayer}: {request.error}");
}
}
}
}
IEnumerator UploadLocalData()
{
string localFilePath = Path.Combine(syncFilesPath, localDataFile);
if (!File.Exists(localFilePath))
{
if (enableDebugMode)
{
Debug.LogWarning($"Local data file not found: {localFilePath}");
}
yield break;
}
string jsonData = null;
AvatarSyncData avatarData = null;
// Read and validate file outside of try block with yield
try
{
jsonData = File.ReadAllText(localFilePath);
avatarData = JsonConvert.DeserializeObject<AvatarSyncData>(jsonData);
}
catch (Exception e)
{
Debug.LogError($"Error reading/parsing local data file: {e.Message}");
yield break;
}
if (avatarData == null)
{
if (enableDebugMode)
{
Debug.LogWarning("Local avatar data is invalid, skipping upload");
}
yield break;
}
// Network request without try-catch since we can't yield in try-catch
string url = $"{ServerUrl}/{uploadAsPlayer}";
using (UnityWebRequest request = new UnityWebRequest(url, "POST"))
{
byte[] jsonBytes = System.Text.Encoding.UTF8.GetBytes(jsonData);
request.uploadHandler = new UploadHandlerRaw(jsonBytes);
request.downloadHandler = new DownloadHandlerBuffer();
request.SetRequestHeader("Content-Type", "application/json");
request.timeout = 10;
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.Success)
{
if (enableDebugMode)
{
Debug.Log($"Successfully uploaded data as {uploadAsPlayer}");
}
}
else
{
if (enableDebugMode)
{
Debug.LogWarning($"Failed to upload data as {uploadAsPlayer}: {request.error}");
}
}
}
}
// Public methods for runtime control
public void SetServerAddress(string host, int port)
{
serverHost = host;
serverPort = port;
// Test new connection
StartCoroutine(TestConnection());
}
public void SetTargetPlayer(string player)
{
targetPlayer = player;
// Update output file path
string fileName = string.IsNullOrEmpty(localFileName) ? $"{targetPlayer}.json" : localFileName;
outputFilePath = Path.Combine(syncFilesPath, fileName);
}
public void ManualSync()
{
if (gameObject.activeInHierarchy)
{
StartCoroutine(FetchPlayerData());
}
}
// Get current stats for UI display
public string GetConnectionStats()
{
return $"Connected: {isConnected}\n" +
$"Success Rate: {(SuccessRate * 100):F1}%\n" +
$"Total Requests: {totalRequests}\n" +
$"Last Sync: {(Time.time - lastSuccessfulSync):F1}s ago";
}
void OnDisable()
{
StopSync();
}
void OnDestroy()
{
StopSync();
}
// GUI for runtime debugging
void OnGUI()
{
if (!enableDebugMode)
return;
GUILayout.BeginArea(new Rect(10, 10, 300, 200));
GUILayout.BeginVertical("box");
GUILayout.Label($"Avatar Sync Client - {targetPlayer}");
GUILayout.Label($"Server: {ServerUrl}");
GUILayout.Label($"Status: {(isConnected ? "Connected" : "Disconnected")}");
GUILayout.Label($"Success Rate: {(SuccessRate * 100):F1}%");
GUILayout.Label($"Last Sync: {(Time.time - lastSuccessfulSync):F1}s ago");
GUILayout.BeginHorizontal();
if (GUILayout.Button("Manual Sync"))
{
ManualSync();
}
if (GUILayout.Button("Test Connection"))
{
StartCoroutine(TestConnection());
}
GUILayout.EndHorizontal();
if (syncCoroutine == null)
{
if (GUILayout.Button("Start Auto Sync"))
{
StartSync();
}
}
else
{
if (GUILayout.Button("Stop Auto Sync"))
{
StopSync();
}
}
GUILayout.EndVertical();
GUILayout.EndArea();
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Text;
using UnityEngine;
using Newtonsoft.Json;
/// <summary>
/// Utility script to compare the old JSON system vs new UDP binary system
/// Attach this to any GameObject and check the console for size comparisons
/// </summary>
public class AvatarSyncComparison : MonoBehaviour
{
[Header("Comparison Settings")]
[SerializeField] private bool runComparisonOnStart = true;
[SerializeField] private bool showDetailedBreakdown = true;
[SerializeField] private bool saveToFile = true;
[SerializeField] private string outputFileName = "avatar_sync_comparison.txt";
[Header("Test Data - Avatar Reference")]
[SerializeField] private Transform testAvatar;
[SerializeField] private UDPAvatarBroadcaster udpBroadcaster; // Get actual settings
[SerializeField] private UDPAvatarReceiver udpReceiver; // Get actual settings
[Header("System Parameters")]
[SerializeField] private float updateRate = 30f; // Hz - configurable refresh rate
[SerializeField] private int oldSystemBoneCount = 80; // Calculated from avatar if available
[SerializeField] private int oldSystemMeshCount = 4; // Calculated from avatar if available
[SerializeField] private int oldSystemBlendShapesPerMesh = 52; // Calculated from avatar if available
[Header("Code Complexity (Lines of Code)")]
[SerializeField] private int oldSystemTotalLines = 2300; // Can be calculated by scanning files
[SerializeField] private int newSystemTotalLines = 800; // Can be calculated by scanning files
void Start()
{
if (runComparisonOnStart)
{
// Add 5 second delay to allow UDPAvatarBroadcaster to fully initialize
Invoke(nameof(DelayedStart), 5f);
}
}
void DelayedStart()
{
// Auto-calculate values from avatar if available
CalculateAvatarParameters();
RunComparison();
}
void CalculateAvatarParameters()
{
// Get UDPAvatarBroadcaster from same GameObject if not assigned
if (udpBroadcaster == null)
{
udpBroadcaster = GetComponent<UDPAvatarBroadcaster>();
}
// Get actual values from UDP broadcaster
if (udpBroadcaster != null)
{
updateRate = GetUDPBroadcasterUpdateRate();
Debug.Log($"Got actual update rate from UDPAvatarBroadcaster: {updateRate} Hz");
// Use the avatar from the broadcaster if not set
if (testAvatar == null)
{
testAvatar = GetUDPBroadcasterAvatarRoot();
}
}
if (testAvatar != null)
{
// Calculate actual bone count from avatar
SkinnedMeshRenderer[] meshRenderers = testAvatar.GetComponentsInChildren<SkinnedMeshRenderer>();
HashSet<Transform> uniqueBones = new HashSet<Transform>();
foreach (SkinnedMeshRenderer smr in meshRenderers)
{
if (smr.bones != null)
{
foreach (Transform bone in smr.bones)
{
if (bone != null)
{
uniqueBones.Add(bone);
}
}
}
}
if (uniqueBones.Count > 0)
{
oldSystemBoneCount = uniqueBones.Count;
}
// Calculate actual mesh and blend shape counts
if (meshRenderers.Length > 0)
{
oldSystemMeshCount = meshRenderers.Length;
// Calculate average blend shapes per mesh
int totalBlendShapes = 0;
int meshesWithBlendShapes = 0;
foreach (var mesh in meshRenderers)
{
if (mesh.sharedMesh != null && mesh.sharedMesh.blendShapeCount > 0)
{
totalBlendShapes += mesh.sharedMesh.blendShapeCount;
meshesWithBlendShapes++;
}
}
if (meshesWithBlendShapes > 0)
{
oldSystemBlendShapesPerMesh = totalBlendShapes / meshesWithBlendShapes;
}
}
}
Debug.Log($"Calculated Parameters: {oldSystemBoneCount} bones, {oldSystemMeshCount} meshes, {oldSystemBlendShapesPerMesh} blend shapes/mesh, {updateRate} Hz");
}
float GetUDPBroadcasterUpdateRate()
{
if (udpBroadcaster == null) return updateRate;
// Use reflection to get the private updateRate field
var field = typeof(UDPAvatarBroadcaster).GetField("updateRate",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
if (field != null)
{
return (float)field.GetValue(udpBroadcaster);
}
return updateRate; // Fallback to current value
}
Transform GetUDPBroadcasterAvatarRoot()
{
if (udpBroadcaster == null) return null;
// Use reflection to get the private avatarRoot field
var field = typeof(UDPAvatarBroadcaster).GetField("avatarRoot",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
if (field != null)
{
return (Transform)field.GetValue(udpBroadcaster);
}
return null;
}
bool GetUDPBroadcasterFullDataMode()
{
if (udpBroadcaster == null) return false;
// Use reflection to get the private fullDataMode field
var field = typeof(UDPAvatarBroadcaster).GetField("fullDataMode",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
if (field != null)
{
return (bool)field.GetValue(udpBroadcaster);
}
return false;
}
int GetUDPBroadcasterCurrentBoneCount()
{
if (udpBroadcaster == null) return 20;
// Use reflection to get the private currentBoneCount field
var field = typeof(UDPAvatarBroadcaster).GetField("currentBoneCount",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
if (field != null)
{
return (int)field.GetValue(udpBroadcaster);
}
return 20; // Default optimized mode
}
int GetUDPBroadcasterCurrentBlendShapeCount()
{
if (udpBroadcaster == null) return 10;
// Use reflection to get the private currentBlendShapeCount field
var field = typeof(UDPAvatarBroadcaster).GetField("currentBlendShapeCount",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
if (field != null)
{
return (int)field.GetValue(udpBroadcaster);
}
return 10; // Default optimized mode
}
[ContextMenu("Run Size Comparison")]
public void RunComparison()
{
Debug.Log("=== Avatar Sync System Comparison ===");
// Simulate old JSON system
var jsonSize = CalculateJSONSystemSize();
// Simulate new UDP binary system
var binarySize = CalculateUDPBinarySize();
// Calculate efficiency gains
float compressionRatio = (float)jsonSize / binarySize;
float bandwidthReduction = (1f - (float)binarySize / jsonSize) * 100f;
Debug.Log($"\n📊 SIZE COMPARISON:");
Debug.Log($"Old JSON System: {jsonSize:N0} bytes ({jsonSize / 1024f:F1} KB)");
Debug.Log($"New UDP Binary: {binarySize:N0} bytes ({binarySize / 1024f:F1} KB)");
Debug.Log($"Compression Ratio: {compressionRatio:F1}x smaller");
Debug.Log($"Bandwidth Reduction: {bandwidthReduction:F1}%");
if (showDetailedBreakdown)
{
ShowDetailedBreakdown();
}
ShowNetworkImpact(jsonSize, binarySize);
ShowSystemComplexity();
if (saveToFile)
{
SaveComparisonToFile(jsonSize, binarySize);
}
}
int CalculateJSONSystemSize()
{
// Recreate the old AvatarSyncData structure using calculated values
var oldSystemData = new
{
rootTransform = new
{
worldPosition = new { x = 0f, y = 0f, z = 0f },
worldRotation = new { x = 0f, y = 0f, z = 0f, w = 1f },
localScale = new { x = 1f, y = 1f, z = 1f }
},
bones = GenerateOldSystemBones(oldSystemBoneCount),
blendShapes = GenerateOldSystemBlendShapes(oldSystemMeshCount, oldSystemBlendShapesPerMesh),
timestamp = Time.time
};
string json = JsonConvert.SerializeObject(oldSystemData, Formatting.Indented);
int jsonBytes = Encoding.UTF8.GetByteCount(json);
Debug.Log($"📄 Old System Structure: {oldSystemBoneCount} bones, {oldSystemMeshCount} meshes × {oldSystemBlendShapesPerMesh} blend shapes = {oldSystemMeshCount * oldSystemBlendShapesPerMesh} total blend shapes");
Debug.Log($"📄 Sample JSON (first 200 chars):\n{json.Substring(0, Math.Min(200, json.Length))}...");
return jsonBytes;
}
int CalculateUDPBinarySize()
{
// Get actual bone and blend shape counts from UDP system
int actualBoneCount = GetNewSystemBoneCount();
int actualBlendShapeCount = GetNewSystemBlendShapeCount();
// Calculate new UDP binary system size
int headerSize = 1 + 4 + 4 + 1; // playerID + sequenceNumber + timestamp + isFullDataMode
int rootTransformSize = (3 + 4 + 3) * 4; // 3 Vector3s + 1 Quaternion * 4 bytes per float
int bonesSize = 4 + (actualBoneCount * (3 + 4) * 4); // bone count + bones * (position + rotation) * 4 bytes per float
int blendShapesSize = 4 + (actualBlendShapeCount * 4); // blend shape count + weights * 4 bytes per float
int totalSize = headerSize + rootTransformSize + bonesSize + blendShapesSize;
Debug.Log($"🔢 New UDP Binary Structure:");
Debug.Log($" Header: {headerSize} bytes");
Debug.Log($" Root Transform: {rootTransformSize} bytes");
Debug.Log($" Bones ({actualBoneCount}): {bonesSize} bytes");
Debug.Log($" Blend Shapes ({actualBlendShapeCount}): {blendShapesSize} bytes");
Debug.Log($" Total: {totalSize} bytes");
return totalSize;
}
int GetNewSystemBoneCount()
{
// Get actual bone count from UDP broadcaster
if (udpBroadcaster != null)
{
int actualBoneCount = GetUDPBroadcasterCurrentBoneCount();
bool fullDataMode = GetUDPBroadcasterFullDataMode();
if (showDetailedBreakdown)
{
string mode = fullDataMode ? "FULL DATA" : "OPTIMIZED";
Debug.Log($"UDP Broadcaster is in {mode} mode with {actualBoneCount} bones");
}
return actualBoneCount;
}
// Default to optimized mode bone count
return 20;
}
int GetNewSystemBlendShapeCount()
{
// Get actual blend shape count from UDP broadcaster
if (udpBroadcaster != null)
{
int actualBlendShapeCount = GetUDPBroadcasterCurrentBlendShapeCount();
bool fullDataMode = GetUDPBroadcasterFullDataMode();
if (showDetailedBreakdown)
{
string mode = fullDataMode ? "FULL DATA" : "OPTIMIZED";
Debug.Log($"UDP Broadcaster is in {mode} mode with {actualBlendShapeCount} blend shapes");
}
return actualBlendShapeCount;
}
// Default to optimized mode blend shape count
return 10;
}
object[] GenerateOldSystemBones(int count)
{
object[] bones = new object[count];
string[] boneNames = {
"Hips", "Spine", "Spine1", "Spine2", "Neck", "Head", "HeadTop_End",
"LeftEye", "RightEye", "LeftShoulder", "LeftArm", "LeftArmTwist",
"LeftForeArm", "LeftForeArmTwist", "LeftHand", "LeftHandThumb1",
"LeftHandThumb2", "LeftHandThumb3", "LeftHandThumb4", "LeftHandIndex0",
"LeftHandIndex1", "LeftHandIndex2", "LeftHandIndex3", "LeftHandIndex4",
"LeftHandMiddle0", "LeftHandMiddle1", "LeftHandMiddle2", "LeftHandMiddle3",
"LeftHandMiddle4", "LeftHandRing0", "LeftHandRing1", "LeftHandRing2",
"LeftHandRing3", "LeftHandRing4", "LeftHandPinky0", "LeftHandPinky1",
"LeftHandPinky2", "LeftHandPinky3", "LeftHandPinky4", "LeftPalm",
"RightShoulder", "RightArm", "RightArmTwist", "RightForeArm",
"RightForeArmTwist", "RightHand", "RightHandThumb1", "RightHandThumb2",
"RightHandThumb3", "RightHandThumb4", "RightHandIndex0", "RightHandIndex1",
"RightHandIndex2", "RightHandIndex3", "RightHandIndex4", "RightHandMiddle0",
"RightHandMiddle1", "RightHandMiddle2", "RightHandMiddle3", "RightHandMiddle4",
"RightHandRing0", "RightHandRing1", "RightHandRing2", "RightHandRing3",
"RightHandRing4", "RightHandPinky0", "RightHandPinky1", "RightHandPinky2",
"RightHandPinky3", "RightHandPinky4", "RightPalm", "LeftUpLeg", "LeftLeg",
"LeftFoot", "LeftToeBase", "LeftToe_End", "RightUpLeg", "RightLeg",
"RightFoot", "RightToeBase", "RightToe_End"
};
for (int i = 0; i < count; i++)
{
string boneName = i < boneNames.Length ? boneNames[i] : $"Bone_{i}";
bones[i] = new
{
boneName = boneName,
position = new { x = UnityEngine.Random.Range(-1f, 1f), y = UnityEngine.Random.Range(-1f, 1f), z = UnityEngine.Random.Range(-1f, 1f) },
rotation = new { x = UnityEngine.Random.Range(-1f, 1f), y = UnityEngine.Random.Range(-1f, 1f), z = UnityEngine.Random.Range(-1f, 1f), w = UnityEngine.Random.Range(-1f, 1f) },
scale = new { x = 1f, y = 1f, z = 1f }
};
}
return bones;
}
object[] GenerateOldSystemBlendShapes(int meshCount, int weightsPerMesh)
{
object[] blendShapes = new object[meshCount];
string[] meshNames = { "Renderer_Head", "Renderer_EyeLeft", "Renderer_EyeRight", "Renderer_Teeth" };
for (int i = 0; i < meshCount; i++)
{
float[] weights = new float[weightsPerMesh];
for (int j = 0; j < weightsPerMesh; j++)
{
weights[j] = UnityEngine.Random.Range(0f, 100f);
}
blendShapes[i] = new
{
meshName = i < meshNames.Length ? meshNames[i] : $"Mesh_{i}",
weights = weights
};
}
return blendShapes;
}
void ShowDetailedBreakdown()
{
int newSystemBones = GetNewSystemBoneCount();
int newSystemBlendShapes = GetNewSystemBlendShapeCount();
int totalOldBlendShapes = oldSystemMeshCount * oldSystemBlendShapesPerMesh;
bool fullDataMode = GetUDPBroadcasterFullDataMode();
string currentMode = fullDataMode ? "FULL DATA" : "OPTIMIZED";
Debug.Log($"\n📋 DETAILED BREAKDOWN:");
Debug.Log($"\nCurrent UDP System Configuration:");
Debug.Log($" • Mode: {currentMode}");
Debug.Log($" • Update Rate: {updateRate} Hz");
Debug.Log($" • Bones: {newSystemBones}");
Debug.Log($" • Blend Shapes: {newSystemBlendShapes}");
Debug.Log($"\nOld JSON System Issues:");
Debug.Log($" • {oldSystemBoneCount} bones with full transform data");
Debug.Log($" • {oldSystemMeshCount} meshes × {oldSystemBlendShapesPerMesh} blend shapes = {totalOldBlendShapes} facial weights");
Debug.Log($" • Verbose JSON with field names repeated");
Debug.Log($" • UTF-8 string encoding overhead");
Debug.Log($" • HTTP headers and protocol overhead");
Debug.Log($" • Requires Python server infrastructure");
Debug.Log($"\nNew UDP Binary Advantages:");
if (fullDataMode)
{
Debug.Log($" • {newSystemBones} bones (FULL avatar data)");
Debug.Log($" • {newSystemBlendShapes} facial blend shapes (ALL expressions)");
}
else
{
Debug.Log($" • Only {newSystemBones} priority bones (most important)");
Debug.Log($" • {newSystemBlendShapes} key facial blend shapes only");
}
Debug.Log($" • Compact binary format, no field names");
Debug.Log($" • Variable-size packets with length prefixes");
Debug.Log($" • Direct UDP broadcast, no server needed");
Debug.Log($" • Predictable network usage");
float boneReduction = (1f - (float)newSystemBones / oldSystemBoneCount) * 100f;
float blendShapeReduction = (1f - (float)newSystemBlendShapes / totalOldBlendShapes) * 100f;
Debug.Log($"\nData Reduction vs Old System:");
Debug.Log($" • Bones: {boneReduction:F1}% reduction ({oldSystemBoneCount} → {newSystemBones})");
Debug.Log($" • Blend Shapes: {blendShapeReduction:F1}% reduction ({totalOldBlendShapes} → {newSystemBlendShapes})");
}
void ShowNetworkImpact(int jsonSize, int binarySize)
{
Debug.Log($"\n🌐 NETWORK IMPACT (at {updateRate} Hz):");
float jsonBandwidthKBps = (jsonSize * updateRate) / 1024f;
float binaryBandwidthKBps = (binarySize * updateRate) / 1024f;
Debug.Log($"Old System: {jsonBandwidthKBps:F1} KB/s per player");
Debug.Log($"New System: {binaryBandwidthKBps:F1} KB/s per player");
// Calculate for 3 player setup
int playerCount = 3;
Debug.Log($"\n3 Player Setup:");
Debug.Log($"Old System: {jsonBandwidthKBps * playerCount:F1} KB/s total");
Debug.Log($"New System: {binaryBandwidthKBps * playerCount:F1} KB/s total");
Debug.Log($"\nData usage per hour (single player):");
float oldMBPerHour = (jsonBandwidthKBps * 3600) / 1024;
float newMBPerHour = (binaryBandwidthKBps * 3600) / 1024;
Debug.Log($"Old System: {oldMBPerHour:F1} MB/hour");
Debug.Log($"New System: {newMBPerHour:F1} MB/hour");
Debug.Log($"Savings: {oldMBPerHour - newMBPerHour:F1} MB/hour ({((oldMBPerHour - newMBPerHour) / oldMBPerHour) * 100:F1}% reduction)");
}
void ShowSystemComplexity()
{
float codeReduction = (1f - (float)newSystemTotalLines / oldSystemTotalLines) * 100f;
Debug.Log($"\n⚙ SYSTEM COMPLEXITY:");
Debug.Log($"\nOld System Components:");
Debug.Log($" • avatar_sync_server.py");
Debug.Log($" • AvatarSyncClient.cs");
Debug.Log($" • AvatarDataUploader.cs");
Debug.Log($" • AvatarDataDownloader.cs");
Debug.Log($" • AvatarDataWriter.cs");
Debug.Log($" • AvatarDataReader.cs");
Debug.Log($" • Multiple serialization classes");
Debug.Log($" • HTTP client/server infrastructure");
Debug.Log($" Total: ~{oldSystemTotalLines:N0} lines of code");
Debug.Log($"\nNew System Components:");
Debug.Log($" • UDPAvatarBroadcaster.cs");
Debug.Log($" • UDPAvatarReceiver.cs");
Debug.Log($" • Simple binary serialization");
Debug.Log($" • No server infrastructure needed");
Debug.Log($" Total: ~{newSystemTotalLines:N0} lines of code");
Debug.Log($"\n✅ New system is {codeReduction:F1}% less code and much simpler!");
Debug.Log($"Code reduction: {oldSystemTotalLines:N0} → {newSystemTotalLines:N0} lines ({oldSystemTotalLines - newSystemTotalLines:N0} lines removed)");
}
void SaveComparisonToFile(int jsonSize, int binarySize)
{
try
{
// Calculate all metrics using dynamic values
float compressionRatio = (float)jsonSize / binarySize;
float bandwidthReduction = (1f - (float)binarySize / jsonSize) * 100f;
float jsonBandwidthKBps = (jsonSize * updateRate) / 1024f;
float binaryBandwidthKBps = (binarySize * updateRate) / 1024f;
// Get calculated counts
int newSystemBones = GetNewSystemBoneCount();
int newSystemBlendShapes = GetNewSystemBlendShapeCount();
int totalOldBlendShapes = oldSystemMeshCount * oldSystemBlendShapesPerMesh;
bool fullDataMode = GetUDPBroadcasterFullDataMode();
string currentMode = fullDataMode ? "FULL DATA" : "OPTIMIZED";
// Create file content with just the data
StringBuilder fileContent = new StringBuilder();
fileContent.AppendLine("Avatar Sync System Comparison Results");
fileContent.AppendLine($"Generated: {DateTime.Now:yyyy-MM-dd HH:mm:ss}");
fileContent.AppendLine();
// Size comparison
fileContent.AppendLine("PACKET SIZE COMPARISON:");
fileContent.AppendLine($"Old JSON System: {jsonSize:N0} bytes ({jsonSize / 1024f:F2} KB)");
fileContent.AppendLine($"New UDP Binary: {binarySize:N0} bytes ({binarySize / 1024f:F2} KB)");
fileContent.AppendLine($"Compression Ratio: {compressionRatio:F1}x smaller");
fileContent.AppendLine($"Size Reduction: {bandwidthReduction:F1}%");
fileContent.AppendLine();
// Binary structure breakdown using calculated values
int headerSize = 1 + 4 + 4 + 1; // playerID + sequenceNumber + timestamp + isFullDataMode
int rootTransformSize = (3 + 4 + 3) * 4;
int bonesSize = 4 + (newSystemBones * (3 + 4) * 4);
int blendShapesSize = 4 + (newSystemBlendShapes * 4);
fileContent.AppendLine("UDP BINARY STRUCTURE:");
fileContent.AppendLine($"Header: {headerSize} bytes");
fileContent.AppendLine($"Root Transform: {rootTransformSize} bytes");
fileContent.AppendLine($"Bones ({newSystemBones}): {bonesSize} bytes");
fileContent.AppendLine($"Blend Shapes ({newSystemBlendShapes}): {blendShapesSize} bytes");
fileContent.AppendLine($"Total: {binarySize} bytes");
fileContent.AppendLine();
// Bandwidth impact at configured rate
fileContent.AppendLine($"BANDWIDTH USAGE ({updateRate} Hz):");
fileContent.AppendLine($"Old System: {jsonBandwidthKBps:F1} KB/s per player");
fileContent.AppendLine($"New System: {binaryBandwidthKBps:F1} KB/s per player");
fileContent.AppendLine();
// System details
fileContent.AppendLine("SYSTEM DETAILS:");
fileContent.AppendLine($"Update Rate: {updateRate} Hz");
fileContent.AppendLine($"UDP Mode: {currentMode}");
fileContent.AppendLine($"Old System: {oldSystemBoneCount} bones, {totalOldBlendShapes} blend shapes ({oldSystemMeshCount} meshes × {oldSystemBlendShapesPerMesh})");
fileContent.AppendLine($"New System: {newSystemBones} bones, {newSystemBlendShapes} blend shapes");
fileContent.AppendLine();
// 3 Player setup bandwidth
int players = 3;
float oldTotal = jsonBandwidthKBps * players;
float newTotal = binaryBandwidthKBps * players;
fileContent.AppendLine("3 PLAYER SETUP BANDWIDTH:");
fileContent.AppendLine($"Old System: {oldTotal:F1} KB/s total");
fileContent.AppendLine($"New System: {newTotal:F1} KB/s total");
fileContent.AppendLine($"Bandwidth Savings: {oldTotal - newTotal:F1} KB/s ({((oldTotal - newTotal) / oldTotal) * 100:F1}% reduction)");
fileContent.AppendLine();
// Data usage per hour
float oldMBPerHour = (jsonBandwidthKBps * 3600) / 1024;
float newMBPerHour = (binaryBandwidthKBps * 3600) / 1024;
fileContent.AppendLine("DATA USAGE PER HOUR (single player):");
fileContent.AppendLine($"Old System: {oldMBPerHour:F1} MB/hour");
fileContent.AppendLine($"New System: {newMBPerHour:F1} MB/hour");
fileContent.AppendLine($"Savings: {oldMBPerHour - newMBPerHour:F1} MB/hour ({((oldMBPerHour - newMBPerHour) / oldMBPerHour) * 100:F1}% reduction)");
fileContent.AppendLine();
// Code complexity
float codeReduction = (1f - (float)newSystemTotalLines / oldSystemTotalLines) * 100f;
fileContent.AppendLine("CODE COMPLEXITY:");
fileContent.AppendLine($"Old System: ~{oldSystemTotalLines:N0} lines (6 components + Python server)");
fileContent.AppendLine($"New System: ~{newSystemTotalLines:N0} lines (2 components, no server)");
fileContent.AppendLine($"Code Reduction: {codeReduction:F1}% ({oldSystemTotalLines - newSystemTotalLines:N0} lines removed)");
fileContent.AppendLine();
// Performance characteristics
fileContent.AppendLine("PERFORMANCE CHARACTERISTICS:");
fileContent.AppendLine("Old System: HTTP request/response, JSON parsing, server dependency");
fileContent.AppendLine("New System: UDP broadcast, binary format, peer-to-peer");
fileContent.AppendLine("Latency: Local network UDP (~1-10ms vs HTTP ~10-50ms)");
fileContent.AppendLine("Infrastructure: None required (vs Python server)");
// Write to file
string filePath = Path.Combine(Application.dataPath, outputFileName);
File.WriteAllText(filePath, fileContent.ToString());
Debug.Log($"Comparison data saved to: {filePath}");
}
catch (Exception e)
{
Debug.LogError($"Failed to save comparison to file: {e.Message}");
}
}
void OnGUI()
{
if (GUI.Button(new Rect(10, Screen.height - 40, 200, 30), "Run Comparison"))
{
RunComparison();
}
if (GUI.Button(new Rect(220, Screen.height - 40, 150, 30), "Save to File"))
{
var jsonSize = CalculateJSONSystemSize();
var binarySize = CalculateUDPBinarySize();
SaveComparisonToFile(jsonSize, binarySize);
}
}
}

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# Local Testing Setup Guide
## Testing Both Players in Same Scene
When testing the UDP avatar sync system with both broadcaster and receiver in the same Unity scene, you need to handle port conflicts properly.
### The Port Conflict Issue
The error you encountered:
```
Failed to start UDP listener: Only one usage of each socket address (protocol/network address/port) is normally permitted.
```
This happens because both components try to bind to the same UDP port (8080) simultaneously.
## Solution: Updated Receiver with Port Sharing
The `UDPAvatarReceiver` has been updated with port sharing capabilities:
### New Settings in Inspector
- **Allow Port Sharing**: ✅ Enable this for local testing
- **Listen Port**: 8080 (or will auto-find alternative)
### How It Works
1. **Port Sharing Enabled**: Uses `SO_REUSEADDR` socket option to allow multiple bindings
2. **Fallback Ports**: If port sharing fails, tries ports 8081, 8082, 8083, etc.
3. **Debug Info**: Shows actual port being used in the GUI
## Local Testing Setup
### GameObject 1: Player 1 (Broadcaster + Receiver)
```
Avatar Player 1
├── UDPAvatarBroadcaster
│ ├── Player ID: 1
│ ├── Avatar Root: [Player 1 Avatar]
│ └── Show Debug Info: ✅
└── UDPAvatarReceiver
├── Target Player ID: 2 (receive from Player 2)
├── Target Avatar Root: [Player 2 Avatar Clone]
├── Allow Port Sharing: ✅
└── Show Debug Info: ✅
```
### GameObject 2: Player 2 (Broadcaster + Receiver)
```
Avatar Player 2
├── UDPAvatarBroadcaster
│ ├── Player ID: 2
│ ├── Avatar Root: [Player 2 Avatar]
│ └── Show Debug Info: ✅
└── UDPAvatarReceiver
├── Target Player ID: 1 (receive from Player 1)
├── Target Avatar Root: [Player 1 Avatar Clone]
├── Allow Port Sharing: ✅
└── Show Debug Info: ✅
```
## Alternative Setup Methods
### Method 1: Different Ports (Simple)
- Player 1 Broadcaster: Port 8080
- Player 2 Broadcaster: Port 8081
- Update receivers to listen on corresponding ports
### Method 2: Single Broadcaster (Minimal)
- One broadcaster component sending data
- Multiple receivers in scene listening
- Good for testing receiver logic only
### Method 3: Separate Scenes (Real-world)
- Build and run multiple instances of your game
- Most accurate representation of real multiplayer
## Troubleshooting
### Still Getting Port Errors?
1. **Check Windows Firewall**:
```
Allow Unity.exe through Windows Defender Firewall
Allow UDP port 8080-8085
```
2. **Verify Port Sharing Setting**:
```
UDPAvatarReceiver → Allow Port Sharing: ✅
```
3. **Check Console for Alternative Ports**:
```
Look for: "UDP listener started on alternative port 8081"
```
### No Data Being Received?
1. **Verify Player IDs**:
- Broadcaster Player ID: 1
- Receiver Target Player ID: 1 (to receive from broadcaster)
2. **Check Debug GUI**:
- Broadcaster: "Broadcasting" status
- Receiver: "Listen Port" shows actual port
3. **Test Loopback**:
- Set Receiver Target Player ID: 0 (receive from any)
- Should receive own broadcasts
## Debug Information
Enable debug info on both components to see:
**Broadcaster GUI (Top-left)**:
- Player ID and broadcast status
- Sequence number (should increment)
- Update rate and packet size
**Receiver GUI (Top-right)**:
- Listen port (actual port being used)
- Packets received/dropped
- Target player ID
## Production vs Testing
| Environment | Setup | Port Handling |
|-------------|-------|---------------|
| **Local Testing** | Same scene, port sharing | Allow Port Sharing: ✅ |
| **LAN/Hotspot** | Separate devices | Standard UDP binding |
| **Production** | Different machines | No port conflicts |
## Quick Checklist
1. ✅ Enable "Allow Port Sharing" on all receivers
2. ✅ Set unique Player IDs (1, 2, 3...)
3. ✅ Set correct Target Player IDs on receivers
4. ✅ Enable debug info to monitor status
5. ✅ Check console for port conflict messages
6. ✅ Verify Windows Firewall allows Unity/UDP
The updated receiver should now handle local testing scenarios gracefully!

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# Avatar Synchronization Scripts
This system allows you to synchronize Ready Player Me avatars in Unity by reading all transforms, rotations, and blendshapes from one avatar and applying them to another.
## Files Created
- `AvatarDataWriter.cs` - Reads avatar data and saves to JSON
- `AvatarDataReader.cs` - Reads JSON data and applies to target avatar
## Prerequisites
- **Newtonsoft.Json** package must be installed in Unity
- Install via Package Manager: Window → Package Manager → "+" → Add package by name → `com.unity.nuget.newtonsoft-json`
## Setup Instructions
### 1. Writer Setup (Source Avatar)
1. Add the `AvatarDataWriter` component to your source Ready Player Me avatar GameObject
2. In the inspector:
- **Avatar Root**: Assign the root transform of your source avatar (if empty, uses the GameObject this script is on)
- **File Name**: Keep default `avatar_sync_data.json` or change as needed
- **Write Every Frame**: Check for real-time sync, uncheck for rate-limited updates
- **Update Rate**: If not writing every frame, set desired updates per second (default: 60)
### 2. Reader Setup (Target Avatar)
1. Add the `AvatarDataReader` component to your target Ready Player Me avatar GameObject
2. In the inspector:
- **Target Avatar Root**: Assign the root transform of your target avatar
- **File Name**: Must match the writer's file name
- **Read Every Frame**: Check for real-time sync, uncheck for rate-limited updates
- **Update Rate**: If not reading every frame, set desired updates per second (default: 60)
- **Smooth Transitions**: Check for smooth interpolation, uncheck for instant updates
- **Transition Speed**: Speed of smooth transitions (default: 10)
- **Show Debug Info**: Check to see debug messages in console
## How It Works
### AvatarDataWriter
- Captures all transform data (position, rotation, scale) from the entire avatar hierarchy
- Captures all blendshape weights from SkinnedMeshRenderer components
- Saves this data as JSON to `Assets/Sync-Files/[filename].json`
- Updates every frame or at a specified rate
### AvatarDataReader
- Reads the JSON file created by the writer
- Maps transform paths to find corresponding bones on the target avatar
- Applies transform data and blendshape weights to the target avatar
- Supports smooth transitions or instant updates
## Important Notes
1. **File Path**: Data is saved to `Assets/Sync-Files/` directory (created automatically)
2. **Avatar Structure**: Both avatars should have similar bone hierarchies for best results
3. **Performance**: Writing/reading every frame is intensive - consider rate limiting for better performance
4. **Blendshapes**: Only works if both avatars have compatible blendshape setups
5. **Transform Paths**: The system uses transform hierarchy paths to match bones between avatars
## Troubleshooting
- **Missing transforms**: Check debug info to see which transforms couldn't be found
- **Poor performance**: Reduce update rate or disable "Every Frame" options
- **Blendshapes not working**: Ensure both avatars have SkinnedMeshRenderer components with blendshapes
- **File not found**: Check that the Sync-Files directory exists and the file names match
## Example Usage
1. Put `AvatarDataWriter` on your player avatar
2. Put `AvatarDataReader` on your sync avatar
3. Play the scene - the sync avatar should now copy all movements and expressions from the player avatar in real-time!

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# UDP Avatar Sync System
A simplified, efficient replacement for the HTTP/JSON avatar sync system using UDP broadcasting and compact binary data.
## Key Improvements
### Old System (HTTP/JSON)
- ❌ Required Python server (`avatar_sync_server.py`)
- ❌ Large JSON payloads (~1792 lines, complex nested objects)
- ❌ HTTP request/response overhead
- ❌ Complex serialization with multiple C# classes
- ❌ All 80+ bones transmitted every frame
- ❌ Inefficient for real-time sync
### New System (UDP Broadcasting)
-**No server required** - pure peer-to-peer broadcasting
-**Compact binary format** - ~670 bytes per packet (vs ~50KB+ JSON)
-**UDP broadcasting** - automatic discovery, no IP configuration
-**Priority-based data** - only essential bones and facial data
-**Fixed packet size** - predictable network usage
-**Real-time optimized** - designed for 30-60 Hz updates
## Components
### UDPAvatarBroadcaster
Captures and broadcasts your avatar data to the local network.
**Key Features:**
- Selects only priority bones (20 most important)
- Compact binary serialization
- Configurable update rates (1-120 Hz)
- Optional facial blend shape data
- Network performance monitoring
### UDPAvatarReceiver
Receives and applies avatar data from other players.
**Key Features:**
- Multi-threaded UDP listening
- Smooth interpolation options
- Packet loss detection
- Player ID filtering
- Thread-safe data handling
## Quick Setup
### For Player 1 (Broadcaster)
1. Add `UDPAvatarBroadcaster` component to your avatar
2. Set `Player ID` to `1`
3. Assign your avatar root transform
4. Enable broadcasting
### For Player 2 (Receiver)
1. Add `UDPAvatarReceiver` component to target avatar
2. Set `Target Player ID` to `1` (to receive from Player 1)
3. Assign target avatar root transform
4. Enable receiver
### For Bidirectional Sync
- Each player needs both components
- Use different Player IDs (1, 2, 3, etc.)
- Set Target Player ID to receive from specific players
## Configuration
### Network Settings
- **Port**: 8080 (default, ensure firewall allows UDP)
- **Broadcast Address**: 255.255.255.255 (local network)
- **Update Rate**: 30 Hz recommended (balance of smoothness vs bandwidth)
### Data Selection
- **Priority Bones**: 20 essential bones (customizable array)
- Core: Hips, Spine, Neck, Head
- Arms: Shoulders, Arms, Forearms, Hands
- Legs: Upper legs, Legs, Feet
- **Facial Data**: 10 most important blend shapes
- **Root Transform**: Position, rotation, scale options
### Performance Options
- **Smooth Transitions**: Interpolate between updates
- **Transition Speed**: How fast to blend changes
- **Debug Info**: Network stats and diagnostics
## Data Structure
The system uses a fixed binary format:
```
Header (9 bytes):
- Player ID (1 byte)
- Sequence Number (4 bytes)
- Timestamp (4 bytes)
Root Transform (40 bytes):
- Position (12 bytes: 3 floats)
- Rotation (16 bytes: 4 floats)
- Scale (12 bytes: 3 floats)
Priority Bones (560 bytes):
- 20 bones × 28 bytes each
- Position (12 bytes) + Rotation (16 bytes) per bone
Facial Data (40 bytes):
- 10 blend shape weights (4 bytes each)
Total: ~649 bytes per packet
```
## Network Requirements
- **Local Network**: All devices must be on same subnet
- **Firewall**: Allow UDP port 8080 (or configured port)
- **Bandwidth**: ~20KB/s per player at 30 Hz (very lightweight)
## Troubleshooting
### No Data Received
1. Check firewall settings (allow UDP on chosen port)
2. Verify devices are on same network subnet
3. Ensure different Player IDs for broadcaster/receiver
4. Check Debug Info for network statistics
### Performance Issues
1. Reduce update rate (try 15-20 Hz)
2. Disable smooth transitions for lower latency
3. Reduce max blend shapes count
4. Check packet loss statistics
### Bone Mapping Issues
1. Verify bone names match priority bone list
2. Check Debug Info to see cached bone count
3. Customize priority bones array for your rig
## Advanced Usage
### Custom Bone Sets
Modify the `priorityBones` array to match your avatar rig:
```csharp
private string[] priorityBones = {
"Root", "Spine1", "Spine2", "Head",
"LeftArm", "RightArm",
// Add your specific bone names
};
```
### Multiple Players
- Each broadcaster needs unique Player ID (1-255)
- Receivers can filter by Target Player ID
- Set Target Player ID to 0 to receive from any player
### Network Optimization
- Increase update rate for smoother motion (higher bandwidth)
- Decrease update rate for lower bandwidth usage
- Adjust transition speed for different responsiveness
## Migration from Old System
1. **Remove old components**:
- AvatarSyncClient
- AvatarDataUploader
- AvatarDataDownloader
- AvatarDataWriter
- AvatarDataReader
2. **Remove server dependency**:
- Stop `avatar_sync_server.py`
- No longer need HTTP endpoints
3. **Add new components**:
- UDPAvatarBroadcaster (for sending)
- UDPAvatarReceiver (for receiving)
4. **Configure network**:
- Ensure UDP port is open
- Set unique Player IDs
- Test on local network first
The new system is much simpler to set up and requires no server infrastructure!

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class FacialExpression
{
public string name;
public BlendShapeWeight[] blendShapeWeights;
[Range(0.1f, 5f)]
public float duration = 1f;
[Range(0f, 2f)]
public float holdTime = 0.5f;
}
[System.Serializable]
public class BlendShapeWeight
{
public string blendShapeName;
[Range(0f, 1f)]
public float weight = 0.5f;
}
public class RPMFacialAnimator : MonoBehaviour
{
[Header("Avatar Configuration")]
[SerializeField] private Transform avatarRoot;
[SerializeField] private string headRendererName = "Renderer_Head";
[Header("Animation Settings")]
[SerializeField] private bool autoPlay = true;
[SerializeField] private bool loopAnimations = true;
[SerializeField] private float timeBetweenExpressions = 2f;
[SerializeField] private bool smoothTransitions = true;
[SerializeField] private AnimationCurve transitionCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
[Header("Predefined Expressions")]
[SerializeField] private FacialExpression[] facialExpressions;
[Header("Manual Controls")]
[SerializeField] private bool enableManualControls = true;
[Range(0f, 1f)] public float mouthSmile = 0f;
[Range(0f, 1f)] public float mouthOpen = 0f;
[Range(0f, 1f)] public float eyeBlinkLeft = 0f;
[Range(0f, 1f)] public float eyeBlinkRight = 0f;
[Range(0f, 1f)] public float browInnerUp = 0f;
[Range(0f, 1f)] public float cheekPuff = 0f;
[Range(0f, 1f)] public float jawOpen = 0f;
[Header("Auto Blink Settings")]
[SerializeField] private bool enableAutoBlink = true;
[SerializeField] private float blinkInterval = 3f;
[SerializeField] private float blinkDuration = 0.15f;
[SerializeField] private float blinkRandomness = 1f;
[Header("Debug")]
[SerializeField] private bool showDebugInfo = false;
[SerializeField] private bool listAllBlendShapes = false;
private SkinnedMeshRenderer headRenderer;
private Dictionary<string, int> blendShapeIndexMap;
private Coroutine expressionCoroutine;
private Coroutine blinkCoroutine;
private bool isAnimating = false;
// RPM ARKit Blendshape names for reference
private readonly string[] arkitBlendShapes = {
// Eyes
"eyeBlinkLeft", "eyeBlinkRight", "eyeLookDownLeft", "eyeLookInLeft", "eyeLookOutLeft", "eyeLookUpLeft",
"eyeSquintLeft", "eyeWideLeft", "eyeLookDownRight", "eyeLookInRight", "eyeLookOutRight", "eyeLookUpRight",
"eyeSquintRight", "eyeWideRight",
// Jaw
"jawForward", "jawLeft", "jawRight", "jawOpen",
// Mouth
"mouthClose", "mouthFunnel", "mouthPucker", "mouthLeft", "mouthRight", "mouthSmileLeft", "mouthSmileRight",
"mouthFrownLeft", "mouthFrownRight", "mouthDimpleLeft", "mouthDimpleRight", "mouthStretchLeft", "mouthStretchRight",
"mouthRollLower", "mouthRollUpper", "mouthShrugLower", "mouthShrugUpper", "mouthPressLeft", "mouthPressRight",
"mouthLowerDownLeft", "mouthLowerDownRight", "mouthUpperUpLeft", "mouthUpperUpRight",
// Brows
"browDownLeft", "browDownRight", "browInnerUp", "browOuterUpLeft", "browOuterUpRight",
// Cheeks
"cheekPuff", "cheekSquintLeft", "cheekSquintRight",
// Nose
"noseSneerLeft", "noseSneerRight",
// Tongue
"tongueOut",
// Additional
"mouthOpen", "mouthSmile", "eyesClosed", "eyesLookUp", "eyesLookDown"
};
void Start()
{
InitializeAnimator();
SetupDefaultExpressions();
if (autoPlay && !enableManualControls)
{
StartExpressionAnimation();
}
if (enableAutoBlink)
{
StartAutoBlinking();
}
}
void InitializeAnimator()
{
// Find avatar root if not assigned
if (avatarRoot == null)
{
avatarRoot = transform;
}
// Find the head renderer
Transform headRendererTransform = FindChildRecursive(avatarRoot, headRendererName);
if (headRendererTransform == null)
{
Debug.LogError($"RPMFacialAnimator: Could not find child object with name '{headRendererName}' in avatar hierarchy.");
return;
}
headRenderer = headRendererTransform.GetComponent<SkinnedMeshRenderer>();
if (headRenderer == null)
{
Debug.LogError($"RPMFacialAnimator: '{headRendererName}' does not have a SkinnedMeshRenderer component.");
return;
}
// Build blend shape index map
BuildBlendShapeIndexMap();
if (showDebugInfo)
{
Debug.Log($"RPMFacialAnimator: Initialized with {blendShapeIndexMap.Count} blend shapes on {headRendererName}");
}
if (listAllBlendShapes)
{
ListAllBlendShapes();
}
}
void BuildBlendShapeIndexMap()
{
blendShapeIndexMap = new Dictionary<string, int>();
if (headRenderer?.sharedMesh == null) return;
for (int i = 0; i < headRenderer.sharedMesh.blendShapeCount; i++)
{
string blendShapeName = headRenderer.sharedMesh.GetBlendShapeName(i);
blendShapeIndexMap[blendShapeName] = i;
}
}
void ListAllBlendShapes()
{
if (headRenderer?.sharedMesh == null) return;
Debug.Log("=== RPM Avatar Blend Shapes ===");
for (int i = 0; i < headRenderer.sharedMesh.blendShapeCount; i++)
{
string name = headRenderer.sharedMesh.GetBlendShapeName(i);
bool isARKit = Array.Exists(arkitBlendShapes, bs => bs == name);
Debug.Log($"Blend Shape {i}: {name} {(isARKit ? "(ARKit)" : "(Custom)")}");
}
}
Transform FindChildRecursive(Transform parent, string childName)
{
foreach (Transform child in parent)
{
if (child.name == childName)
return child;
Transform found = FindChildRecursive(child, childName);
if (found != null)
return found;
}
return null;
}
void SetupDefaultExpressions()
{
if (facialExpressions == null || facialExpressions.Length == 0)
{
facialExpressions = new FacialExpression[]
{
// Happy Expression
new FacialExpression
{
name = "Happy",
duration = 1.5f,
holdTime = 1f,
blendShapeWeights = new BlendShapeWeight[]
{
new BlendShapeWeight { blendShapeName = "mouthSmile", weight = 0.9f },
new BlendShapeWeight { blendShapeName = "mouthSmileLeft", weight = 0.8f },
new BlendShapeWeight { blendShapeName = "mouthSmileRight", weight = 0.8f },
new BlendShapeWeight { blendShapeName = "cheekSquintLeft", weight = 0.5f },
new BlendShapeWeight { blendShapeName = "cheekSquintRight", weight = 0.5f }
}
},
// Surprised Expression
new FacialExpression
{
name = "Surprised",
duration = 1f,
holdTime = 0.8f,
blendShapeWeights = new BlendShapeWeight[]
{
new BlendShapeWeight { blendShapeName = "mouthOpen", weight = 0.8f },
new BlendShapeWeight { blendShapeName = "jawOpen", weight = 0.6f },
new BlendShapeWeight { blendShapeName = "eyeWideLeft", weight = 1.0f },
new BlendShapeWeight { blendShapeName = "eyeWideRight", weight = 1.0f },
new BlendShapeWeight { blendShapeName = "browInnerUp", weight = 0.9f },
new BlendShapeWeight { blendShapeName = "browOuterUpLeft", weight = 0.7f },
new BlendShapeWeight { blendShapeName = "browOuterUpRight", weight = 0.7f }
}
},
// Sad Expression
new FacialExpression
{
name = "Sad",
duration = 2f,
holdTime = 1.5f,
blendShapeWeights = new BlendShapeWeight[]
{
new BlendShapeWeight { blendShapeName = "mouthFrownLeft", weight = 0.8f },
new BlendShapeWeight { blendShapeName = "mouthFrownRight", weight = 0.8f },
new BlendShapeWeight { blendShapeName = "browDownLeft", weight = 0.6f },
new BlendShapeWeight { blendShapeName = "browDownRight", weight = 0.6f },
new BlendShapeWeight { blendShapeName = "browInnerUp", weight = 0.5f }
}
},
// Angry Expression
new FacialExpression
{
name = "Angry",
duration = 1.2f,
holdTime = 1f,
blendShapeWeights = new BlendShapeWeight[]
{
new BlendShapeWeight { blendShapeName = "browDownLeft", weight = 1.0f },
new BlendShapeWeight { blendShapeName = "browDownRight", weight = 1.0f },
new BlendShapeWeight { blendShapeName = "eyeSquintLeft", weight = 0.7f },
new BlendShapeWeight { blendShapeName = "eyeSquintRight", weight = 0.7f },
new BlendShapeWeight { blendShapeName = "mouthFrownLeft", weight = 0.6f },
new BlendShapeWeight { blendShapeName = "mouthFrownRight", weight = 0.6f },
new BlendShapeWeight { blendShapeName = "noseSneerLeft", weight = 0.5f },
new BlendShapeWeight { blendShapeName = "noseSneerRight", weight = 0.5f }
}
},
// Thinking Expression
new FacialExpression
{
name = "Thinking",
duration = 1.8f,
holdTime = 2f,
blendShapeWeights = new BlendShapeWeight[]
{
new BlendShapeWeight { blendShapeName = "browInnerUp", weight = 0.6f },
new BlendShapeWeight { blendShapeName = "mouthPucker", weight = 0.5f },
new BlendShapeWeight { blendShapeName = "eyeLookUpLeft", weight = 0.4f },
new BlendShapeWeight { blendShapeName = "eyeLookUpRight", weight = 0.4f }
}
}
};
}
}
void Update()
{
if (enableManualControls && headRenderer != null)
{
ApplyManualControls();
}
}
void ApplyManualControls()
{
SetBlendShapeWeight("mouthSmile", mouthSmile);
SetBlendShapeWeight("mouthOpen", mouthOpen);
SetBlendShapeWeight("eyeBlinkLeft", eyeBlinkLeft);
SetBlendShapeWeight("eyeBlinkRight", eyeBlinkRight);
SetBlendShapeWeight("browInnerUp", browInnerUp);
SetBlendShapeWeight("cheekPuff", cheekPuff);
SetBlendShapeWeight("jawOpen", jawOpen);
}
public void SetBlendShapeWeight(string blendShapeName, float weight)
{
if (headRenderer == null || blendShapeIndexMap == null) return;
if (blendShapeIndexMap.TryGetValue(blendShapeName, out int index))
{
headRenderer.SetBlendShapeWeight(index, Mathf.Clamp(weight, 0f, 1f));
}
else if (showDebugInfo)
{
Debug.LogWarning($"RPMFacialAnimator: Blend shape '{blendShapeName}' not found.");
}
}
public float GetBlendShapeWeight(string blendShapeName)
{
if (headRenderer == null || blendShapeIndexMap == null) return 0f;
if (blendShapeIndexMap.TryGetValue(blendShapeName, out int index))
{
return headRenderer.GetBlendShapeWeight(index);
}
return 0f;
}
public void PlayExpression(string expressionName)
{
FacialExpression expression = Array.Find(facialExpressions, expr => expr.name == expressionName);
if (expression != null)
{
StartCoroutine(PlayExpressionCoroutine(expression));
}
else
{
Debug.LogWarning($"RPMFacialAnimator: Expression '{expressionName}' not found.");
}
}
public void PlayExpression(int expressionIndex)
{
if (expressionIndex >= 0 && expressionIndex < facialExpressions.Length)
{
StartCoroutine(PlayExpressionCoroutine(facialExpressions[expressionIndex]));
}
else
{
Debug.LogWarning($"RPMFacialAnimator: Expression index {expressionIndex} is out of range.");
}
}
IEnumerator PlayExpressionCoroutine(FacialExpression expression)
{
isAnimating = true;
// Store starting weights
Dictionary<string, float> startWeights = new Dictionary<string, float>();
foreach (var blendWeight in expression.blendShapeWeights)
{
startWeights[blendWeight.blendShapeName] = GetBlendShapeWeight(blendWeight.blendShapeName);
}
// Animate to target weights
float elapsedTime = 0f;
while (elapsedTime < expression.duration)
{
float progress = elapsedTime / expression.duration;
float curveValue = transitionCurve.Evaluate(progress);
foreach (var blendWeight in expression.blendShapeWeights)
{
float startWeight = startWeights.ContainsKey(blendWeight.blendShapeName) ?
startWeights[blendWeight.blendShapeName] : 0f;
float targetWeight = blendWeight.weight;
float currentWeight = Mathf.Lerp(startWeight, targetWeight, curveValue);
SetBlendShapeWeight(blendWeight.blendShapeName, currentWeight);
}
elapsedTime += Time.deltaTime;
yield return null;
}
// Hold the expression
if (expression.holdTime > 0f)
{
yield return new WaitForSeconds(expression.holdTime);
}
// Return to neutral
elapsedTime = 0f;
while (elapsedTime < expression.duration)
{
float progress = elapsedTime / expression.duration;
float curveValue = transitionCurve.Evaluate(progress);
foreach (var blendWeight in expression.blendShapeWeights)
{
float currentWeight = Mathf.Lerp(blendWeight.weight, 0f, curveValue);
SetBlendShapeWeight(blendWeight.blendShapeName, currentWeight);
}
elapsedTime += Time.deltaTime;
yield return null;
}
// Ensure all weights are reset to 0
foreach (var blendWeight in expression.blendShapeWeights)
{
SetBlendShapeWeight(blendWeight.blendShapeName, 0f);
}
isAnimating = false;
}
public void StartExpressionAnimation()
{
if (expressionCoroutine != null)
{
StopCoroutine(expressionCoroutine);
}
expressionCoroutine = StartCoroutine(ExpressionAnimationLoop());
}
public void StopExpressionAnimation()
{
if (expressionCoroutine != null)
{
StopCoroutine(expressionCoroutine);
expressionCoroutine = null;
}
}
IEnumerator ExpressionAnimationLoop()
{
while (loopAnimations && !enableManualControls)
{
if (facialExpressions.Length > 0 && !isAnimating)
{
int randomIndex = UnityEngine.Random.Range(0, facialExpressions.Length);
yield return StartCoroutine(PlayExpressionCoroutine(facialExpressions[randomIndex]));
}
yield return new WaitForSeconds(timeBetweenExpressions);
}
}
public void StartAutoBlinking()
{
if (blinkCoroutine != null)
{
StopCoroutine(blinkCoroutine);
}
blinkCoroutine = StartCoroutine(AutoBlinkLoop());
}
public void StopAutoBlinking()
{
if (blinkCoroutine != null)
{
StopCoroutine(blinkCoroutine);
blinkCoroutine = null;
}
}
IEnumerator AutoBlinkLoop()
{
while (enableAutoBlink)
{
// Wait for random interval
float waitTime = blinkInterval + UnityEngine.Random.Range(-blinkRandomness, blinkRandomness);
yield return new WaitForSeconds(Mathf.Max(0.5f, waitTime));
// Blink
yield return StartCoroutine(BlinkCoroutine());
}
}
IEnumerator BlinkCoroutine()
{
// Close eyes
float elapsedTime = 0f;
float halfDuration = blinkDuration * 0.5f;
while (elapsedTime < halfDuration)
{
float progress = elapsedTime / halfDuration;
float blinkWeight = Mathf.Lerp(0f, 1f, progress);
SetBlendShapeWeight("eyeBlinkLeft", blinkWeight);
SetBlendShapeWeight("eyeBlinkRight", blinkWeight);
elapsedTime += Time.deltaTime;
yield return null;
}
// Open eyes
elapsedTime = 0f;
while (elapsedTime < halfDuration)
{
float progress = elapsedTime / halfDuration;
float blinkWeight = Mathf.Lerp(1f, 0f, progress);
SetBlendShapeWeight("eyeBlinkLeft", blinkWeight);
SetBlendShapeWeight("eyeBlinkRight", blinkWeight);
elapsedTime += Time.deltaTime;
yield return null;
}
// Ensure eyes are fully open
SetBlendShapeWeight("eyeBlinkLeft", 0f);
SetBlendShapeWeight("eyeBlinkRight", 0f);
}
public void ResetAllBlendShapes()
{
if (headRenderer == null || blendShapeIndexMap == null) return;
foreach (var kvp in blendShapeIndexMap)
{
headRenderer.SetBlendShapeWeight(kvp.Value, 0f);
}
}
// Public API Methods
public void Smile() => PlayExpression("Happy");
public void Surprise() => PlayExpression("Surprised");
public void Frown() => PlayExpression("Sad");
public void Angry() => PlayExpression("Angry");
public void Think() => PlayExpression("Thinking");
public void SetAvatarRoot(Transform newRoot)
{
avatarRoot = newRoot;
InitializeAnimator();
}
public void SetManualControlMode(bool enabled)
{
enableManualControls = enabled;
if (enabled)
{
// Stop auto-expressions
StopExpressionAnimation();
ResetAllBlendShapes();
}
else if (autoPlay)
{
// Restart auto-expressions
StartExpressionAnimation();
}
}
void OnValidate()
{
// Update manual controls in real-time during edit mode
if (Application.isPlaying && enableManualControls)
{
// Stop auto-expressions when manual controls are enabled
if (expressionCoroutine != null)
{
StopCoroutine(expressionCoroutine);
expressionCoroutine = null;
}
// Reset any ongoing animations
isAnimating = false;
ApplyManualControls();
}
else if (Application.isPlaying && autoPlay && !enableManualControls)
{
// Restart auto-expressions if manual controls are disabled
if (expressionCoroutine == null)
{
StartExpressionAnimation();
}
}
}
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using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Net.Sockets;
using UnityEngine;
public class UDPAvatarBroadcaster : MonoBehaviour
{
[Header("Network Configuration")]
[SerializeField] private int broadcastPort = 8080;
[SerializeField] private string broadcastAddress = "10.138.6.255"; // Local network broadcast
[SerializeField] private bool enableBroadcast = true;
[Header("Avatar Configuration")]
[SerializeField] private Transform avatarRoot;
[SerializeField] private byte playerID = 1; // Unique ID for this player (1-255)
[SerializeField] private float updateRate = 30f; // Updates per second
[Header("Data Selection Mode")]
[SerializeField] private bool fullDataMode = false; // Send ALL bones and blend shapes
[SerializeField] private bool showFullModeWarning = true;
[Header("Optimized Mode - Core Bones")]
[SerializeField] private string[] priorityBones = {
"Hips", "Spine", "Spine1", "Spine2", "Neck", "Head",
"LeftShoulder", "LeftArm", "LeftForeArm", "LeftHand",
"RightShoulder", "RightArm", "RightForeArm", "RightHand",
"LeftUpLeg", "LeftLeg", "LeftFoot",
"RightUpLeg", "RightLeg", "RightFoot"
};
[Header("Facial Animation")]
[SerializeField] private bool includeFacialData = true;
[SerializeField] private int maxBlendShapes = 10; // Most important blend shapes only (optimized mode)
[Header("Debug")]
[SerializeField] private bool showDebugInfo = false;
[SerializeField] private bool logPacketSize = false;
private UdpClient udpClient;
private IPEndPoint broadcastEndPoint;
private Dictionary<string, Transform> boneCache;
private List<Transform> allBones; // For full data mode
private List<SkinnedMeshRenderer> allMeshes; // For full blend shapes
private SkinnedMeshRenderer headMesh;
private float lastUpdateTime;
private uint sequenceNumber = 0;
private int currentBoneCount;
private int currentBlendShapeCount;
// Avatar data structure - supports both optimized and full data modes
private struct CompactAvatarData
{
public byte playerID; // 1 byte
public uint sequenceNumber; // 4 bytes
public uint timestamp; // 4 bytes (Unity time as uint milliseconds)
public bool isFullDataMode; // 1 byte - indicates if this is full or optimized data
// Root transform (40 bytes)
public Vector3 rootPosition; // 12 bytes
public Quaternion rootRotation; // 16 bytes
public Vector3 rootScale; // 12 bytes
// Variable-length bone data
// Optimized: 20 bones * 28 bytes = 560 bytes
// Full mode: All bones * 28 bytes (can be 80+ bones = 2240+ bytes)
public BoneTransform[] bones;
// Variable-length blend shape data
// Optimized: 10 floats = 40 bytes
// Full mode: All blend shapes = up to 200+ floats = 800+ bytes
public float[] blendShapes;
// Total optimized: ~650 bytes, Full mode: potentially 3000+ bytes
}
private struct BoneTransform
{
public Vector3 position; // 12 bytes
public Quaternion rotation; // 16 bytes
}
void Start()
{
InitializeNetworking();
CacheAvatarComponents();
if (showDebugInfo)
{
Debug.Log($"UDP Avatar Broadcaster initialized - Player {playerID}");
Debug.Log($"Broadcasting to {broadcastAddress}:{broadcastPort}");
Debug.Log($"Priority bones: {priorityBones.Length}");
}
}
void InitializeNetworking()
{
try
{
udpClient = new UdpClient();
udpClient.EnableBroadcast = true;
broadcastEndPoint = new IPEndPoint(IPAddress.Parse(broadcastAddress), broadcastPort);
if (showDebugInfo)
Debug.Log("UDP client initialized successfully");
}
catch (Exception e)
{
Debug.LogError($"Failed to initialize UDP client: {e.Message}");
enableBroadcast = false;
}
}
void CacheAvatarComponents()
{
if (avatarRoot == null)
avatarRoot = transform;
boneCache = new Dictionary<string, Transform>();
allBones = new List<Transform>();
allMeshes = new List<SkinnedMeshRenderer>();
Transform[] allChildren = avatarRoot.GetComponentsInChildren<Transform>();
if (fullDataMode)
{
// Full data mode: Cache ALL bones with SkinnedMeshRenderer references
SkinnedMeshRenderer[] meshRenderers = avatarRoot.GetComponentsInChildren<SkinnedMeshRenderer>();
HashSet<Transform> uniqueBones = new HashSet<Transform>();
foreach (SkinnedMeshRenderer smr in meshRenderers)
{
if (smr.bones != null)
{
foreach (Transform bone in smr.bones)
{
if (bone != null)
{
uniqueBones.Add(bone);
}
}
}
}
allBones.AddRange(uniqueBones);
currentBoneCount = allBones.Count;
if (showDebugInfo)
Debug.Log($"Full data mode: Cached {currentBoneCount} bones");
// Show warning about packet size
if (showFullModeWarning)
{
int estimatedSize = CalculateFullModePacketSize();
if (estimatedSize > 1400) // Close to UDP limit
{
Debug.LogWarning($"Full data mode packet size: ~{estimatedSize} bytes. Consider optimized mode for better network performance.");
}
}
}
else
{
// Optimized mode: Cache priority bones only
foreach (Transform child in allChildren)
{
foreach (string boneName in priorityBones)
{
if (child.name.Equals(boneName, StringComparison.OrdinalIgnoreCase))
{
if (!boneCache.ContainsKey(boneName))
{
boneCache[boneName] = child;
if (showDebugInfo)
Debug.Log($"Cached priority bone: {boneName}");
}
break;
}
}
}
currentBoneCount = priorityBones.Length;
}
// Cache facial animation data
if (includeFacialData)
{
SkinnedMeshRenderer[] meshes = avatarRoot.GetComponentsInChildren<SkinnedMeshRenderer>();
if (fullDataMode)
{
// Full mode: collect all meshes with blend shapes
foreach (var mesh in meshes)
{
if (mesh.sharedMesh != null && mesh.sharedMesh.blendShapeCount > 0)
{
allMeshes.Add(mesh);
}
}
// Calculate total blend shape count
currentBlendShapeCount = 0;
foreach (var mesh in allMeshes)
{
currentBlendShapeCount += mesh.sharedMesh.blendShapeCount;
}
if (showDebugInfo)
Debug.Log($"Full data mode: Found {allMeshes.Count} meshes with {currentBlendShapeCount} total blend shapes");
}
else
{
// Optimized mode: find head mesh only
foreach (var mesh in meshes)
{
if (mesh.name.ToLower().Contains("head") || mesh.name.ToLower().Contains("face"))
{
headMesh = mesh;
if (showDebugInfo)
Debug.Log($"Found head mesh: {mesh.name} with {mesh.sharedMesh.blendShapeCount} blend shapes");
break;
}
}
currentBlendShapeCount = maxBlendShapes;
}
}
string modeStr = fullDataMode ? "FULL" : "OPTIMIZED";
Debug.Log($"{modeStr} mode: {currentBoneCount} bones, {currentBlendShapeCount} blend shapes");
}
int CalculateFullModePacketSize()
{
int headerSize = 1 + 4 + 4 + 1; // playerID + sequence + timestamp + isFullDataMode
int rootTransformSize = (3 + 4 + 3) * 4; // position + rotation + scale
int bonesSize = 4 + (currentBoneCount * 7 * 4); // bone count + bones * (pos + rot) * float size
int blendShapesSize = 4 + (currentBlendShapeCount * 4); // blend shape count + weights * float size
return headerSize + rootTransformSize + bonesSize + blendShapesSize;
}
void Update()
{
if (!enableBroadcast || udpClient == null)
return;
// Rate-limited updates
if (Time.time - lastUpdateTime >= 1f / updateRate)
{
BroadcastAvatarData();
lastUpdateTime = Time.time;
}
}
void BroadcastAvatarData()
{
try
{
CompactAvatarData data = new CompactAvatarData
{
playerID = playerID,
sequenceNumber = sequenceNumber++,
timestamp = (uint)(Time.time * 1000), // Convert to milliseconds
isFullDataMode = fullDataMode,
rootPosition = avatarRoot.position,
rootRotation = avatarRoot.rotation,
rootScale = avatarRoot.localScale,
bones = new BoneTransform[currentBoneCount],
blendShapes = new float[currentBlendShapeCount]
};
// Pack bone data based on mode
if (fullDataMode)
{
// Full mode: pack all cached bones
for (int i = 0; i < allBones.Count; i++)
{
Transform bone = allBones[i];
data.bones[i] = new BoneTransform
{
position = bone.localPosition,
rotation = bone.localRotation
};
}
}
else
{
// Optimized mode: pack priority bones
for (int i = 0; i < priorityBones.Length; i++)
{
if (boneCache.TryGetValue(priorityBones[i], out Transform bone))
{
data.bones[i] = new BoneTransform
{
position = bone.localPosition,
rotation = bone.localRotation
};
}
else
{
// Default values for missing bones
data.bones[i] = new BoneTransform
{
position = Vector3.zero,
rotation = Quaternion.identity
};
}
}
}
// Pack facial blend shape data based on mode
if (includeFacialData)
{
if (fullDataMode)
{
// Full mode: collect all blend shapes from all meshes
int blendShapeIndex = 0;
foreach (var mesh in allMeshes)
{
if (mesh != null && mesh.sharedMesh != null)
{
for (int i = 0; i < mesh.sharedMesh.blendShapeCount; i++)
{
if (blendShapeIndex < data.blendShapes.Length)
{
data.blendShapes[blendShapeIndex] = mesh.GetBlendShapeWeight(i) / 100f; // Normalize to 0-1
blendShapeIndex++;
}
}
}
}
}
else
{
// Optimized mode: use head mesh only
if (headMesh != null && headMesh.sharedMesh != null)
{
int blendShapeCount = Mathf.Min(maxBlendShapes, headMesh.sharedMesh.blendShapeCount);
for (int i = 0; i < blendShapeCount; i++)
{
data.blendShapes[i] = headMesh.GetBlendShapeWeight(i) / 100f; // Normalize to 0-1
}
}
}
}
// Serialize to bytes
byte[] packetData = SerializeCompactData(data);
// Send UDP packet
udpClient.Send(packetData, packetData.Length, broadcastEndPoint);
if (logPacketSize && sequenceNumber % 30 == 0) // Log every 30 packets (about once per second)
{
string modeStr = fullDataMode ? "FULL" : "OPT";
Debug.Log($"Sent {modeStr} packet #{sequenceNumber}, size: {packetData.Length} bytes, bones: {currentBoneCount}, blend shapes: {currentBlendShapeCount}");
}
}
catch (Exception e)
{
Debug.LogError($"Failed to broadcast avatar data: {e.Message}");
}
}
byte[] SerializeCompactData(CompactAvatarData data)
{
using (MemoryStream stream = new MemoryStream())
using (BinaryWriter writer = new BinaryWriter(stream))
{
// Header
writer.Write(data.playerID);
writer.Write(data.sequenceNumber);
writer.Write(data.timestamp);
writer.Write(data.isFullDataMode);
// Root transform
WriteVector3(writer, data.rootPosition);
WriteQuaternion(writer, data.rootRotation);
WriteVector3(writer, data.rootScale);
// Variable-length bones
writer.Write(data.bones.Length); // Write bone count first
for (int i = 0; i < data.bones.Length; i++)
{
WriteVector3(writer, data.bones[i].position);
WriteQuaternion(writer, data.bones[i].rotation);
}
// Variable-length blend shapes
writer.Write(data.blendShapes.Length); // Write blend shape count first
for (int i = 0; i < data.blendShapes.Length; i++)
{
writer.Write(data.blendShapes[i]);
}
return stream.ToArray();
}
}
void WriteVector3(BinaryWriter writer, Vector3 vector)
{
writer.Write(vector.x);
writer.Write(vector.y);
writer.Write(vector.z);
}
void WriteQuaternion(BinaryWriter writer, Quaternion quaternion)
{
writer.Write(quaternion.x);
writer.Write(quaternion.y);
writer.Write(quaternion.z);
writer.Write(quaternion.w);
}
public void SetPlayerID(byte newPlayerID)
{
playerID = newPlayerID;
}
public void SetUpdateRate(float newRate)
{
updateRate = Mathf.Clamp(newRate, 1f, 120f);
}
void OnDestroy()
{
if (udpClient != null)
{
udpClient.Close();
udpClient.Dispose();
}
}
void OnApplicationPause(bool pauseStatus)
{
enableBroadcast = !pauseStatus;
}
void OnGUI()
{
if (!showDebugInfo) return;
GUILayout.BeginArea(new Rect(10, 10, 300, 240));
GUILayout.Label($"UDP Broadcaster - Player {playerID}");
GUILayout.Label($"Mode: {(fullDataMode ? "FULL DATA" : "OPTIMIZED")}");
GUILayout.Label($"Status: {(enableBroadcast ? "Broadcasting" : "Stopped")}");
GUILayout.Label($"Sequence: {sequenceNumber}");
GUILayout.Label($"Update Rate: {updateRate:F1} Hz");
GUILayout.Label($"Bones: {currentBoneCount}");
GUILayout.Label($"Blend Shapes: {currentBlendShapeCount}");
if (fullDataMode)
{
int estimatedSize = CalculateFullModePacketSize();
GUILayout.Label($"Est. Packet Size: {estimatedSize} bytes");
if (estimatedSize > 1400)
{
GUI.color = Color.yellow;
GUILayout.Label("⚠️ Large packet size!");
GUI.color = Color.white;
}
}
if (GUILayout.Button(enableBroadcast ? "Stop Broadcasting" : "Start Broadcasting"))
{
enableBroadcast = !enableBroadcast;
}
GUILayout.EndArea();
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
public class UDPAvatarReceiver : MonoBehaviour
{
[Header("Network Configuration")]
[SerializeField] private int listenPort = 8080;
[SerializeField] private bool enableReceiver = true;
[SerializeField] private byte targetPlayerID = 2; // Which player to receive data from (0 = any)
[SerializeField] private bool allowPortSharing = true; // For local testing with multiple components
[Header("Avatar Configuration")]
[SerializeField] private Transform targetAvatarRoot;
[SerializeField] private bool smoothTransitions = true;
[SerializeField] private float transitionSpeed = 10f;
[Header("Data Selection - Core Bones (Optimized Mode)")]
[SerializeField] private string[] priorityBones = {
"Hips", "Spine", "Spine1", "Spine2", "Neck", "Head",
"LeftShoulder", "LeftArm", "LeftForeArm", "LeftHand",
"RightShoulder", "RightArm", "RightForeArm", "RightHand",
"LeftUpLeg", "LeftLeg", "LeftFoot",
"RightUpLeg", "RightLeg", "RightFoot"
};
[Header("Synchronization Options")]
[SerializeField] private bool syncRootPosition = true;
[SerializeField] private bool syncRootRotation = true;
[SerializeField] private bool syncRootScale = false;
[SerializeField] private bool syncFacialData = true;
[Header("Debug")]
[SerializeField] private bool showDebugInfo = false;
[SerializeField] private bool logReceivedPackets = false;
private UdpClient udpClient;
private Thread udpListenerThread;
private bool threadRunning = false;
private Dictionary<string, Transform> boneCache;
private List<Transform> allBones; // For full data mode
private List<SkinnedMeshRenderer> allMeshes; // For full blend shapes
private SkinnedMeshRenderer headMesh;
// Latest received data
private CompactAvatarData lastReceivedData;
private bool hasNewData = false;
private object dataLock = new object();
// Stats
private uint lastSequenceNumber = 0;
private int packetsReceived = 0;
private int packetsDropped = 0;
private float lastPacketTime = 0f;
// Avatar data structure - supports both optimized and full data modes (matches broadcaster)
private struct CompactAvatarData
{
public byte playerID;
public uint sequenceNumber;
public uint timestamp;
public bool isFullDataMode; // indicates if this is full or optimized data
public Vector3 rootPosition;
public Quaternion rootRotation;
public Vector3 rootScale;
public BoneTransform[] bones; // Variable-length
public float[] blendShapes; // Variable-length
}
private struct BoneTransform
{
public Vector3 position;
public Quaternion rotation;
}
void Start()
{
if (targetAvatarRoot == null)
targetAvatarRoot = transform;
CacheAvatarComponents();
if (enableReceiver)
{
StartUDPListener();
}
if (showDebugInfo)
{
Debug.Log($"UDP Avatar Receiver initialized");
Debug.Log($"Listening on port {listenPort}");
Debug.Log($"Target Player ID: {(targetPlayerID == 0 ? "Any" : targetPlayerID.ToString())}");
}
}
void CacheAvatarComponents()
{
boneCache = new Dictionary<string, Transform>();
allBones = new List<Transform>();
allMeshes = new List<SkinnedMeshRenderer>();
Transform[] allChildren = targetAvatarRoot.GetComponentsInChildren<Transform>();
// Cache priority bones for optimized mode
foreach (Transform child in allChildren)
{
foreach (string boneName in priorityBones)
{
if (child.name.Equals(boneName, StringComparison.OrdinalIgnoreCase))
{
if (!boneCache.ContainsKey(boneName))
{
boneCache[boneName] = child;
if (showDebugInfo)
Debug.Log($"Cached priority bone: {boneName}");
}
break;
}
}
}
// Cache ALL bones for full data mode
SkinnedMeshRenderer[] meshRenderers = targetAvatarRoot.GetComponentsInChildren<SkinnedMeshRenderer>();
HashSet<Transform> uniqueBones = new HashSet<Transform>();
foreach (SkinnedMeshRenderer smr in meshRenderers)
{
if (smr.bones != null)
{
foreach (Transform bone in smr.bones)
{
if (bone != null)
{
uniqueBones.Add(bone);
}
}
}
}
allBones.AddRange(uniqueBones);
if (showDebugInfo)
Debug.Log($"Cached {allBones.Count} total bones for full data mode");
// Cache facial animation data
if (syncFacialData)
{
SkinnedMeshRenderer[] meshes = targetAvatarRoot.GetComponentsInChildren<SkinnedMeshRenderer>();
// Find head mesh for optimized mode
foreach (var mesh in meshes)
{
if (mesh.name.ToLower().Contains("head") || mesh.name.ToLower().Contains("face"))
{
headMesh = mesh;
if (showDebugInfo)
Debug.Log($"Found head mesh: {mesh.name} with {mesh.sharedMesh.blendShapeCount} blend shapes");
break;
}
}
// Cache all meshes with blend shapes for full data mode
foreach (var mesh in meshes)
{
if (mesh.sharedMesh != null && mesh.sharedMesh.blendShapeCount > 0)
{
allMeshes.Add(mesh);
}
}
if (showDebugInfo)
{
int totalBlendShapes = 0;
foreach (var mesh in allMeshes)
totalBlendShapes += mesh.sharedMesh.blendShapeCount;
Debug.Log($"Found {allMeshes.Count} meshes with {totalBlendShapes} total blend shapes for full data mode");
}
}
Debug.Log($"Receiver ready: {boneCache.Count}/{priorityBones.Length} priority bones, {allBones.Count} total bones");
}
void StartUDPListener()
{
try
{
if (allowPortSharing)
{
// Create UDP client with port reuse for local testing
udpClient = new UdpClient();
udpClient.Client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
udpClient.Client.Bind(new IPEndPoint(IPAddress.Any, listenPort));
}
else
{
// Standard UDP client binding
udpClient = new UdpClient(listenPort);
}
threadRunning = true;
udpListenerThread = new Thread(new ThreadStart(UDPListenerThread));
udpListenerThread.IsBackground = true;
udpListenerThread.Start();
if (showDebugInfo)
Debug.Log($"UDP Avatar Receiver started on port {listenPort} (filtering binary avatar data only, Port sharing: {allowPortSharing})");
}
catch (Exception e)
{
if (allowPortSharing)
{
Debug.LogWarning($"Failed to start UDP listener with port sharing: {e.Message}");
Debug.LogWarning("Trying with different port...");
TryAlternativePort();
}
else
{
Debug.LogError($"Failed to start UDP listener: {e.Message}");
enableReceiver = false;
}
}
}
void TryAlternativePort()
{
// Try a few alternative ports for local testing
int[] alternativePorts = { 8081, 8082, 8083, 8084, 8085 };
foreach (int port in alternativePorts)
{
try
{
udpClient = new UdpClient(port);
threadRunning = true;
udpListenerThread = new Thread(new ThreadStart(UDPListenerThread));
udpListenerThread.IsBackground = true;
udpListenerThread.Start();
Debug.Log($"UDP listener started on alternative port {port}");
return;
}
catch (Exception)
{
// Try next port
continue;
}
}
Debug.LogError("Failed to start UDP listener on any available port");
enableReceiver = false;
}
void UDPListenerThread()
{
IPEndPoint remoteEndPoint = new IPEndPoint(IPAddress.Any, 0);
while (threadRunning)
{
try
{
byte[] data = udpClient.Receive(ref remoteEndPoint);
if (data.Length > 0 && IsAvatarData(data))
{
CompactAvatarData avatarData = DeserializeCompactData(data);
// Check if this is from the target player (0 means accept from any player)
if (targetPlayerID == 0 || avatarData.playerID == targetPlayerID)
{
// Check for packet loss
if (avatarData.sequenceNumber > lastSequenceNumber + 1)
{
packetsDropped += (int)(avatarData.sequenceNumber - lastSequenceNumber - 1);
}
lastSequenceNumber = avatarData.sequenceNumber;
packetsReceived++;
// Store the new data (thread-safe)
lock (dataLock)
{
lastReceivedData = avatarData;
hasNewData = true;
}
if (logReceivedPackets && packetsReceived % 30 == 0)
{
string modeStr = avatarData.isFullDataMode ? "FULL" : "OPT";
Debug.Log($"Received {modeStr} packet #{avatarData.sequenceNumber} from player {avatarData.playerID}, size: {data.Length} bytes, bones: {avatarData.bones?.Length ?? 0}, blend shapes: {avatarData.blendShapes?.Length ?? 0}");
}
}
}
}
catch (Exception e)
{
if (threadRunning) // Only log errors if we're supposed to be running
{
Debug.LogError($"UDP receive error: {e.Message}");
}
}
}
}
bool IsAvatarData(byte[] data)
{
try
{
// Avatar data should be binary and typically larger than JSON experiment messages
if (data.Length < 20) // Avatar data should have at least header info
return false;
// Check if it looks like text/JSON (experiment control message)
// JSON messages will be valid UTF-8 text starting with '{'
try
{
string text = Encoding.UTF8.GetString(data);
if (text.TrimStart().StartsWith("{") && text.Contains("\"command\""))
{
// This is likely an experiment control message, not avatar data
return false;
}
}
catch
{
// If it fails to decode as UTF-8, it's likely binary avatar data
}
// Additional check: avatar data should start with a reasonable playerID (0-255)
// and have a structure that makes sense
using (MemoryStream stream = new MemoryStream(data))
using (BinaryReader reader = new BinaryReader(stream))
{
// Basic structure check - should be able to read at least the header
if (data.Length >= 17) // byte + uint32 + uint32 + bool + 12 bytes for Vector3
{
byte playerID = reader.ReadByte();
uint sequenceNumber = reader.ReadUInt32();
uint timestamp = reader.ReadUInt32();
bool isFullDataMode = reader.ReadBoolean();
// Basic sanity checks
if (playerID <= 10 && sequenceNumber < uint.MaxValue / 2) // Reasonable values
{
return true;
}
}
}
return false;
}
catch
{
// If any parsing fails, assume it's not valid avatar data
return false;
}
}
CompactAvatarData DeserializeCompactData(byte[] data)
{
using (MemoryStream stream = new MemoryStream(data))
using (BinaryReader reader = new BinaryReader(stream))
{
CompactAvatarData result = new CompactAvatarData
{
// Header
playerID = reader.ReadByte(),
sequenceNumber = reader.ReadUInt32(),
timestamp = reader.ReadUInt32(),
isFullDataMode = reader.ReadBoolean(),
// Root transform
rootPosition = ReadVector3(reader),
rootRotation = ReadQuaternion(reader),
rootScale = ReadVector3(reader)
};
// Variable-length bones
int boneCount = reader.ReadInt32();
result.bones = new BoneTransform[boneCount];
for (int i = 0; i < boneCount; i++)
{
result.bones[i] = new BoneTransform
{
position = ReadVector3(reader),
rotation = ReadQuaternion(reader)
};
}
// Variable-length blend shapes
int blendShapeCount = reader.ReadInt32();
result.blendShapes = new float[blendShapeCount];
for (int i = 0; i < blendShapeCount; i++)
{
result.blendShapes[i] = reader.ReadSingle();
}
return result;
}
}
Vector3 ReadVector3(BinaryReader reader)
{
return new Vector3(
reader.ReadSingle(),
reader.ReadSingle(),
reader.ReadSingle()
);
}
Quaternion ReadQuaternion(BinaryReader reader)
{
return new Quaternion(
reader.ReadSingle(),
reader.ReadSingle(),
reader.ReadSingle(),
reader.ReadSingle()
);
}
void Update()
{
if (!enableReceiver)
return;
// Apply new data if available
lock (dataLock)
{
if (hasNewData)
{
ApplyAvatarData(lastReceivedData);
hasNewData = false;
lastPacketTime = Time.time;
}
}
}
void ApplyAvatarData(CompactAvatarData data)
{
// Apply root transform
if (syncRootPosition)
{
if (smoothTransitions)
{
targetAvatarRoot.position = Vector3.Lerp(
targetAvatarRoot.position,
data.rootPosition,
Time.deltaTime * transitionSpeed
);
}
else
{
targetAvatarRoot.position = data.rootPosition;
}
}
if (syncRootRotation)
{
if (smoothTransitions)
{
targetAvatarRoot.rotation = Quaternion.Lerp(
targetAvatarRoot.rotation,
data.rootRotation,
Time.deltaTime * transitionSpeed
);
}
else
{
targetAvatarRoot.rotation = data.rootRotation;
}
}
if (syncRootScale)
{
if (smoothTransitions)
{
targetAvatarRoot.localScale = Vector3.Lerp(
targetAvatarRoot.localScale,
data.rootScale,
Time.deltaTime * transitionSpeed
);
}
else
{
targetAvatarRoot.localScale = data.rootScale;
}
}
// Apply bone transforms based on data mode
if (data.isFullDataMode)
{
// Full data mode: apply to all bones based on order
for (int i = 0; i < Mathf.Min(data.bones.Length, allBones.Count); i++)
{
Transform bone = allBones[i];
if (bone != null)
{
if (smoothTransitions)
{
bone.localPosition = Vector3.Lerp(
bone.localPosition,
data.bones[i].position,
Time.deltaTime * transitionSpeed
);
bone.localRotation = Quaternion.Lerp(
bone.localRotation,
data.bones[i].rotation,
Time.deltaTime * transitionSpeed
);
}
else
{
bone.localPosition = data.bones[i].position;
bone.localRotation = data.bones[i].rotation;
}
}
}
}
else
{
// Optimized mode: apply to priority bones
for (int i = 0; i < Mathf.Min(data.bones.Length, priorityBones.Length); i++)
{
if (boneCache.TryGetValue(priorityBones[i], out Transform bone))
{
if (smoothTransitions)
{
bone.localPosition = Vector3.Lerp(
bone.localPosition,
data.bones[i].position,
Time.deltaTime * transitionSpeed
);
bone.localRotation = Quaternion.Lerp(
bone.localRotation,
data.bones[i].rotation,
Time.deltaTime * transitionSpeed
);
}
else
{
bone.localPosition = data.bones[i].position;
bone.localRotation = data.bones[i].rotation;
}
}
}
}
// Apply facial blend shapes based on data mode
if (syncFacialData)
{
if (data.isFullDataMode)
{
// Full data mode: apply all blend shapes to all meshes
int blendShapeIndex = 0;
foreach (var mesh in allMeshes)
{
if (mesh != null && mesh.sharedMesh != null)
{
for (int i = 0; i < mesh.sharedMesh.blendShapeCount; i++)
{
if (blendShapeIndex < data.blendShapes.Length)
{
float targetWeight = data.blendShapes[blendShapeIndex] * 100f; // Convert back to 0-100 range
if (smoothTransitions)
{
float currentWeight = mesh.GetBlendShapeWeight(i);
float newWeight = Mathf.Lerp(currentWeight, targetWeight, Time.deltaTime * transitionSpeed);
mesh.SetBlendShapeWeight(i, newWeight);
}
else
{
mesh.SetBlendShapeWeight(i, targetWeight);
}
blendShapeIndex++;
}
}
}
}
}
else
{
// Optimized mode: apply to head mesh only
if (headMesh != null && headMesh.sharedMesh != null)
{
int blendShapeCount = Mathf.Min(data.blendShapes.Length, headMesh.sharedMesh.blendShapeCount);
for (int i = 0; i < blendShapeCount; i++)
{
float targetWeight = data.blendShapes[i] * 100f; // Convert back to 0-100 range
if (smoothTransitions)
{
float currentWeight = headMesh.GetBlendShapeWeight(i);
float newWeight = Mathf.Lerp(currentWeight, targetWeight, Time.deltaTime * transitionSpeed);
headMesh.SetBlendShapeWeight(i, newWeight);
}
else
{
headMesh.SetBlendShapeWeight(i, targetWeight);
}
}
}
}
}
}
public void SetTargetPlayerID(byte playerID)
{
targetPlayerID = playerID;
}
public bool IsReceivingData()
{
return Time.time - lastPacketTime < 1f; // Consider "receiving" if we got data in the last second
}
public float GetPacketLossRate()
{
int totalExpected = packetsReceived + packetsDropped;
return totalExpected > 0 ? (float)packetsDropped / totalExpected : 0f;
}
void StopUDPListener()
{
threadRunning = false;
if (udpClient != null)
{
udpClient.Close();
udpClient.Dispose();
udpClient = null;
}
if (udpListenerThread != null)
{
udpListenerThread.Join(1000); // Wait up to 1 second for thread to finish
udpListenerThread = null;
}
}
void OnDestroy()
{
StopUDPListener();
}
void OnApplicationPause(bool pauseStatus)
{
if (pauseStatus)
{
StopUDPListener();
}
else if (enableReceiver)
{
StartUDPListener();
}
}
void OnGUI()
{
if (!showDebugInfo) return;
GUILayout.BeginArea(new Rect(320, 10, 300, 260));
GUILayout.Label($"UDP Avatar Receiver (Binary Only)");
GUILayout.Label($"Status: {(IsReceivingData() ? "Receiving" : "No Data")}");
// Show last received data mode
if (hasNewData)
{
string modeStr = lastReceivedData.isFullDataMode ? "FULL DATA" : "OPTIMIZED";
GUILayout.Label($"Last Data Mode: {modeStr}");
GUILayout.Label($"Bones Received: {lastReceivedData.bones?.Length ?? 0}");
GUILayout.Label($"Blend Shapes: {lastReceivedData.blendShapes?.Length ?? 0}");
}
GUILayout.Label($"Listen Port: {GetActualListenPort()} (shared)");
GUILayout.Label($"Target Player: {(targetPlayerID == 0 ? "Any" : targetPlayerID.ToString())}");
GUILayout.Label($"Packets: {packetsReceived} received, {packetsDropped} dropped");
GUILayout.Label($"Packet Loss: {GetPacketLossRate():P1}");
GUILayout.Label($"Last Sequence: {lastSequenceNumber}");
GUILayout.Label($"Cached: {boneCache.Count} priority, {allBones.Count} total bones");
GUILayout.Label($"Port Sharing: {allowPortSharing}");
if (GUILayout.Button(enableReceiver ? "Stop Receiver" : "Start Receiver"))
{
enableReceiver = !enableReceiver;
if (enableReceiver)
StartUDPListener();
else
StopUDPListener();
}
GUILayout.EndArea();
}
int GetActualListenPort()
{
if (udpClient?.Client?.LocalEndPoint != null)
{
return ((IPEndPoint)udpClient.Client.LocalEndPoint).Port;
}
return listenPort;
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
using Newtonsoft.Json;
/// <summary>
/// VR Experiment Controller
/// Listens for UDP messages from the supervisor and manages avatars and objects
/// based on the current experimental condition.
/// </summary>
public class VRExperimentController : MonoBehaviour
{
[Header("Network Settings")]
[SerializeField] private int udpPort = 1221;
[SerializeField] private bool allowPortSharing = true; // For local testing with multiple components
[Header("Avatar Assignments")]
[SerializeField] private GameObject helpfulAvatar;
[SerializeField] private GameObject demotivatingAvatar;
[SerializeField] private GameObject nonInteractiveAvatar;
[SerializeField] private GameObject practiceAvatar;
[Header("Object Assignments")]
[SerializeField] private GameObject brickObject;
[SerializeField] private GameObject paperclipObject;
[SerializeField] private GameObject ropeObject;
[SerializeField] private GameObject bookObject;
[Header("Debug Settings")]
[SerializeField] private bool enableDebugLogging = true;
// Network components
private UdpClient udpClient;
private Thread udpListenerThread;
private bool isListening = false;
// Current experiment state
private string currentConditionType = "";
private string currentObjectType = "";
private int currentConditionIndex = -1;
private bool practiceRoundActive = false;
// Message queue for thread-safe communication
private Queue<string> messageQueue = new Queue<string>();
private readonly object queueLock = new object();
// Object mapping for easy access
private Dictionary<string, GameObject> objectMap;
private Dictionary<string, GameObject> avatarMap;
void Start()
{
InitializeObjectMaps();
StartUDPListener();
// Initially deactivate all objects and avatars
DeactivateAllObjects();
DeactivateAllAvatars();
LogMessage("VR Experiment Controller started. Listening on port 1221 (shared with avatar sync). Waiting for supervisor commands...");
}
void Update()
{
// Process messages from the UDP thread in the main thread
ProcessMessageQueue();
}
void OnDestroy()
{
StopUDPListener();
}
void OnApplicationPause(bool pauseStatus)
{
if (pauseStatus)
{
LogMessage("Application paused - stopping UDP listener");
StopUDPListener();
}
else
{
LogMessage("Application unpaused - restarting UDP listener");
StartUDPListener();
}
}
void OnApplicationFocus(bool hasFocus)
{
// Don't stop UDP listener when losing focus - supervisor GUI needs to communicate
// Only restart if we had stopped for some reason
if (hasFocus && !isListening)
{
LogMessage("Application regained focus - restarting UDP listener");
StartUDPListener();
}
}
/// <summary>
/// Initialize object and avatar mappings for easy access
/// </summary>
private void InitializeObjectMaps()
{
// Initialize object map
objectMap = new Dictionary<string, GameObject>
{
{ "Brick", brickObject },
{ "Paperclip", paperclipObject },
{ "Rope", ropeObject },
{ "Book", bookObject }
};
// Initialize avatar map
avatarMap = new Dictionary<string, GameObject>
{
{ "Helpful", helpfulAvatar },
{ "Demotivating", demotivatingAvatar },
{ "Non-Interactive", nonInteractiveAvatar }
};
// Validate assignments
ValidateAssignments();
}
/// <summary>
/// Validate that all required objects and avatars are assigned
/// </summary>
private void ValidateAssignments()
{
bool hasErrors = false;
// Check objects
foreach (var kvp in objectMap)
{
if (kvp.Value == null)
{
LogError($"Object not assigned: {kvp.Key}");
hasErrors = true;
}
}
// Check avatars
foreach (var kvp in avatarMap)
{
if (kvp.Value == null)
{
LogError($"Avatar not assigned: {kvp.Key}");
hasErrors = true;
}
}
// Check practice avatar
if (practiceAvatar == null)
{
LogError("Practice avatar not assigned!");
hasErrors = true;
}
// Check non-interactive avatar
if (nonInteractiveAvatar == null)
{
LogError("Non-interactive avatar not assigned!");
hasErrors = true;
}
if (hasErrors)
{
LogError("Please assign all required objects and avatars in the inspector!");
}
else
{
LogMessage("All objects and avatars properly assigned.");
}
}
/// <summary>
/// Start listening for UDP messages
/// </summary>
private void StartUDPListener()
{
try
{
if (allowPortSharing)
{
// Create UDP client with port reuse for local testing
udpClient = new UdpClient();
udpClient.Client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
udpClient.Client.Bind(new IPEndPoint(IPAddress.Any, udpPort));
}
else
{
// Standard UDP client binding
udpClient = new UdpClient(udpPort);
}
udpListenerThread = new Thread(new ThreadStart(UDPListenerLoop));
udpListenerThread.IsBackground = true;
isListening = true;
udpListenerThread.Start();
LogMessage($"UDP Experiment Control Listener started on port {udpPort} (filtering JSON messages only, Port sharing: {allowPortSharing})");
}
catch (Exception e)
{
if (allowPortSharing)
{
LogError($"Failed to start UDP listener with port sharing: {e.Message}");
LogMessage("Trying with different port...");
TryAlternativePort();
}
else
{
LogError($"Failed to start UDP listener: {e.Message}");
}
}
}
/// <summary>
/// Try alternative ports for local testing
/// </summary>
private void TryAlternativePort()
{
// Try a few alternative ports for local testing
int[] alternativePorts = { 1222, 1223, 1224, 1225, 1226 };
foreach (int port in alternativePorts)
{
try
{
udpClient = new UdpClient(port);
udpListenerThread = new Thread(new ThreadStart(UDPListenerLoop));
udpListenerThread.IsBackground = true;
isListening = true;
udpListenerThread.Start();
LogMessage($"UDP Experiment Control Listener started on alternative port {port}");
return;
}
catch (Exception)
{
// Try next port
continue;
}
}
LogError("Failed to start UDP listener on any available port");
}
/// <summary>
/// Stop listening for UDP messages
/// </summary>
private void StopUDPListener()
{
isListening = false;
if (udpClient != null)
{
udpClient.Close();
udpClient = null;
}
if (udpListenerThread != null && udpListenerThread.IsAlive)
{
udpListenerThread.Join(1000); // Wait up to 1 second
if (udpListenerThread.IsAlive)
{
udpListenerThread.Abort();
}
udpListenerThread = null;
}
LogMessage("UDP Listener stopped");
}
/// <summary>
/// UDP listener loop (runs in separate thread)
/// </summary>
private void UDPListenerLoop()
{
while (isListening)
{
try
{
IPEndPoint remoteEndPoint = new IPEndPoint(IPAddress.Any, udpPort);
byte[] data = udpClient.Receive(ref remoteEndPoint);
// Check if this looks like a JSON experiment control message
if (IsExperimentControlMessage(data))
{
string message = Encoding.UTF8.GetString(data);
// Add message to queue for main thread processing
lock (queueLock)
{
messageQueue.Enqueue(message);
}
}
// If it's not an experiment control message (likely avatar data), ignore it
}
catch (Exception e)
{
if (isListening) // Only log if we're still supposed to be listening
{
LogError($"UDP Listener error: {e.Message}");
}
}
}
}
/// <summary>
/// Check if the received data is an experiment control message (JSON) vs avatar data (binary)
/// </summary>
private bool IsExperimentControlMessage(byte[] data)
{
try
{
// Experiment control messages are JSON and should be reasonably small
if (data.Length > 1024) // Avatar data is typically much larger
return false;
// Try to decode as UTF-8 text
string text = Encoding.UTF8.GetString(data);
// Check if it looks like JSON (starts with '{' and contains "command")
if (text.TrimStart().StartsWith("{") && text.Contains("\"command\""))
{
return true;
}
return false;
}
catch
{
// If we can't decode as UTF-8 or any other error, it's probably binary avatar data
return false;
}
}
/// <summary>
/// Process messages from the queue in the main thread
/// </summary>
private void ProcessMessageQueue()
{
lock (queueLock)
{
while (messageQueue.Count > 0)
{
string message = messageQueue.Dequeue();
ProcessUDPMessage(message);
}
}
}
/// <summary>
/// Process incoming UDP message
/// </summary>
private void ProcessUDPMessage(string message)
{
try
{
LogMessage($"Received UDP message: {message}");
// Parse JSON message
var messageData = JsonConvert.DeserializeObject<Dictionary<string, object>>(message);
if (messageData.ContainsKey("command"))
{
string command = messageData["command"].ToString();
switch (command)
{
case "start_condition":
case "next_condition":
HandleConditionChange(messageData);
break;
case "start_practice_round":
HandlePracticeRoundStart(messageData);
break;
case "end_practice_round":
HandlePracticeRoundEnd(messageData);
break;
case "disable_all":
HandleDisableAll(messageData);
break;
default:
LogMessage($"Unknown command received: {command}");
break;
}
}
}
catch (Exception e)
{
LogError($"Failed to process UDP message: {e.Message}");
}
}
/// <summary>
/// Handle practice round start command
/// </summary>
private void HandlePracticeRoundStart(Dictionary<string, object> messageData)
{
try
{
int duration = messageData.ContainsKey("duration") ? Convert.ToInt32(messageData["duration"]) : 300;
LogMessage($"Practice round started. Duration: {duration} seconds");
practiceRoundActive = true;
// Deactivate all objects and regular avatars
DeactivateAllObjects();
DeactivateAllAvatars();
// Activate only the practice avatar
if (practiceAvatar != null)
{
practiceAvatar.SetActive(true);
LogMessage("Practice avatar activated");
}
else
{
LogError("Practice avatar not assigned!");
}
// Clear current condition state
currentConditionType = "";
currentObjectType = "";
currentConditionIndex = -1;
LogMessage("Practice round active - only practice avatar is present");
}
catch (Exception e)
{
LogError($"Failed to handle practice round start: {e.Message}");
}
}
/// <summary>
/// Handle practice round end command
/// </summary>
private void HandlePracticeRoundEnd(Dictionary<string, object> messageData)
{
try
{
string reason = messageData.ContainsKey("reason") ? messageData["reason"].ToString() : "unknown";
LogMessage($"Practice round ended. Reason: {reason}");
practiceRoundActive = false;
// Deactivate practice avatar
if (practiceAvatar != null)
{
practiceAvatar.SetActive(false);
LogMessage("Practice avatar deactivated");
}
// Ensure all objects and avatars are deactivated
DeactivateAllObjects();
DeactivateAllAvatars();
LogMessage("Practice round completed - all avatars and objects disabled");
}
catch (Exception e)
{
LogError($"Failed to handle practice round end: {e.Message}");
}
}
/// <summary>
/// Handle disable all command (when timer expires)
/// </summary>
private void HandleDisableAll(Dictionary<string, object> messageData)
{
try
{
string reason = messageData.ContainsKey("reason") ? messageData["reason"].ToString() : "unknown";
LogMessage($"Disable all command received. Reason: {reason}");
// Deactivate all objects and avatars
DeactivateAllObjects();
DeactivateAllAvatars();
// Deactivate practice avatar if active
if (practiceAvatar != null)
{
practiceAvatar.SetActive(false);
}
// Clear current condition state
currentConditionType = "";
currentObjectType = "";
practiceRoundActive = false;
LogMessage("All objects and avatars disabled - block finished");
// Trigger condition changed event
OnConditionChanged();
}
catch (Exception e)
{
LogError($"Failed to handle disable all command: {e.Message}");
}
}
/// <summary>
/// Handle condition change messages
/// </summary>
private void HandleConditionChange(Dictionary<string, object> messageData)
{
try
{
// Extract condition data
currentConditionType = messageData["condition_type"].ToString();
currentObjectType = messageData["object_type"].ToString();
currentConditionIndex = Convert.ToInt32(messageData["condition_index"]);
LogMessage($"Condition changed to: {currentConditionType} with {currentObjectType} (Index: {currentConditionIndex})");
// End practice round if it was active
if (practiceRoundActive)
{
practiceRoundActive = false;
if (practiceAvatar != null)
{
practiceAvatar.SetActive(false);
}
}
// Update the scene based on the new condition
UpdateSceneForCondition();
}
catch (Exception e)
{
LogError($"Failed to handle condition change: {e.Message}");
}
}
/// <summary>
/// Update the scene based on the current condition
/// </summary>
private void UpdateSceneForCondition()
{
// First, deactivate everything
DeactivateAllObjects();
DeactivateAllAvatars();
// Deactivate practice avatar
if (practiceAvatar != null)
{
practiceAvatar.SetActive(false);
}
// Activate the required object
if (objectMap.ContainsKey(currentObjectType) && objectMap[currentObjectType] != null)
{
objectMap[currentObjectType].SetActive(true);
LogMessage($"Activated object: {currentObjectType}");
}
else
{
LogError($"Object not found or not assigned: {currentObjectType}");
}
// Activate the required avatar (only for non-control conditions)
if (currentConditionType != "Control")
{
if (avatarMap.ContainsKey(currentConditionType) && avatarMap[currentConditionType] != null)
{
avatarMap[currentConditionType].SetActive(true);
LogMessage($"Activated avatar: {currentConditionType}");
// Handle non-interactive avatar behavior
if (currentConditionType == "Non-Interactive")
{
HandleNonInteractiveAvatar();
}
}
else
{
LogError($"Avatar not found or not assigned: {currentConditionType}");
}
}
else
{
LogMessage("Control condition - no avatar activated");
}
// Trigger any additional condition-specific behavior
OnConditionChanged();
}
/// <summary>
/// Handle non-interactive avatar behavior
/// </summary>
private void HandleNonInteractiveAvatar()
{
// The non-interactive avatar is a dedicated avatar that should not respond to interactions
// You can add specific behavior here, such as:
// - Disabling interaction scripts
// - Setting the avatar to a passive state
// - Disabling speech or gesture systems
LogMessage("Non-interactive avatar activated - avatar will not respond to interactions");
// Example: Disable interaction components if they exist
var interactionComponents = avatarMap["Non-Interactive"].GetComponents<MonoBehaviour>();
foreach (var component in interactionComponents)
{
// Disable specific interaction scripts (adjust based on your actual component names)
if (component.GetType().Name.Contains("Interaction") ||
component.GetType().Name.Contains("Speech") ||
component.GetType().Name.Contains("Gesture"))
{
component.enabled = false;
LogMessage($"Disabled interaction component: {component.GetType().Name}");
}
}
}
/// <summary>
/// Deactivate all objects
/// </summary>
private void DeactivateAllObjects()
{
foreach (var kvp in objectMap)
{
if (kvp.Value != null)
{
kvp.Value.SetActive(false);
}
}
}
/// <summary>
/// Deactivate all avatars
/// </summary>
private void DeactivateAllAvatars()
{
foreach (var kvp in avatarMap)
{
if (kvp.Value != null)
{
kvp.Value.SetActive(false);
}
}
}
/// <summary>
/// Called when condition changes - override this for custom behavior
/// </summary>
protected virtual void OnConditionChanged()
{
// Send Unity event or trigger custom behavior here
// This can be overridden by derived classes for specific experiment needs
if (practiceRoundActive)
{
LogMessage("Practice round active - only practice avatar is present");
}
else
{
LogMessage($"Condition change complete. Current state: {currentConditionType} - {currentObjectType}");
}
}
/// <summary>
/// Get the actual UDP port being used
/// </summary>
private int GetActualListenPort()
{
if (udpClient?.Client?.LocalEndPoint != null)
{
return ((IPEndPoint)udpClient.Client.LocalEndPoint).Port;
}
return udpPort;
}
/// <summary>
/// Get current condition information
/// </summary>
public string GetCurrentCondition()
{
if (practiceRoundActive)
{
return "Practice Round Active";
}
return $"{currentConditionType} - {currentObjectType} (Index: {currentConditionIndex})";
}
/// <summary>
/// Check if a specific object is currently active
/// </summary>
public bool IsObjectActive(string objectType)
{
if (objectMap.ContainsKey(objectType) && objectMap[objectType] != null)
{
return objectMap[objectType].activeInHierarchy;
}
return false;
}
/// <summary>
/// Check if a specific avatar is currently active
/// </summary>
public bool IsAvatarActive(string avatarType)
{
if (avatarMap.ContainsKey(avatarType) && avatarMap[avatarType] != null)
{
return avatarMap[avatarType].activeInHierarchy;
}
return false;
}
/// <summary>
/// Check if practice round is active
/// </summary>
public bool IsPracticeRoundActive()
{
return practiceRoundActive;
}
/// <summary>
/// Log message with timestamp
/// </summary>
private void LogMessage(string message)
{
if (enableDebugLogging)
{
Debug.Log($"[VRExperimentController] {DateTime.Now:HH:mm:ss} - {message}");
}
}
/// <summary>
/// Log error message
/// </summary>
private void LogError(string message)
{
Debug.LogError($"[VRExperimentController] {DateTime.Now:HH:mm:ss} - ERROR: {message}");
}
/// <summary>
/// Manual test methods for debugging (can be called from inspector)
/// </summary>
[ContextMenu("Test Helpful Condition")]
public void TestHelpfulCondition()
{
var testMessage = new Dictionary<string, object>
{
{"command", "start_condition"},
{"condition_type", "Helpful"},
{"object_type", "Brick"},
{"condition_index", 0}
};
HandleConditionChange(testMessage);
}
[ContextMenu("Test Demotivating Condition")]
public void TestDemotivatingCondition()
{
var testMessage = new Dictionary<string, object>
{
{"command", "start_condition"},
{"condition_type", "Demotivating"},
{"object_type", "Paperclip"},
{"condition_index", 1}
};
HandleConditionChange(testMessage);
}
[ContextMenu("Test Control Condition")]
public void TestControlCondition()
{
var testMessage = new Dictionary<string, object>
{
{"command", "start_condition"},
{"condition_type", "Control"},
{"object_type", "Rope"},
{"condition_index", 2}
};
HandleConditionChange(testMessage);
}
[ContextMenu("Test Non-Interactive Condition")]
public void TestNonInteractiveCondition()
{
var testMessage = new Dictionary<string, object>
{
{"command", "start_condition"},
{"condition_type", "Non-Interactive"},
{"object_type", "Book"},
{"condition_index", 3}
};
HandleConditionChange(testMessage);
}
[ContextMenu("Test Practice Round")]
public void TestPracticeRound()
{
var testMessage = new Dictionary<string, object>
{
{"command", "start_practice_round"},
{"duration", 300}
};
HandlePracticeRoundStart(testMessage);
}
/// <summary>
/// Optional debug GUI for monitoring experiment controller status
/// </summary>
void OnGUI()
{
if (!enableDebugLogging) return;
GUILayout.BeginArea(new Rect(10, 10, 350, 250));
GUILayout.Label($"VR Experiment Controller (JSON Only)");
GUILayout.Label($"Status: {(isListening ? "Listening" : "Stopped")}");
GUILayout.Label($"Listen Port: {GetActualListenPort()}{(GetActualListenPort() != udpPort ? " (alt)" : "")}");
GUILayout.Label($"Port Sharing: {allowPortSharing}");
GUILayout.Label($"Practice Round: {(practiceRoundActive ? "Active" : "Inactive")}");
GUILayout.Label($"Current Condition: {currentConditionType}");
GUILayout.Label($"Current Object: {currentObjectType}");
GUILayout.Label($"Condition Index: {currentConditionIndex}");
GUILayout.Label($"Has Condition: {!string.IsNullOrEmpty(currentConditionType)}");
if (GUILayout.Button(isListening ? "Stop Listener" : "Start Listener"))
{
if (isListening)
StopUDPListener();
else
StartUDPListener();
}
GUILayout.EndArea();
}
}

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