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Fiedler
2025-09-24 13:27:39 +02:00
commit c721469c3b
2676 changed files with 787530 additions and 0 deletions

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using ReadyPlayerMe.Core;
using UnityEngine;
namespace ReadyPlayerMe.Samples.QuickStart
{
public class CameraFollow : MonoBehaviour
{
private const string TARGET_NOT_SET = "Target not set, disabling component";
private readonly string TAG = typeof(CameraFollow).ToString();
[SerializeField][Tooltip("The camera that will follow the target")]
private Camera playerCamera;
[SerializeField][Tooltip("The target Transform (GameObject) to follow")]
private Transform target;
[SerializeField][Tooltip("Defines the camera distance from the player along Z (forward) axis. Value should be negative to position behind the player")]
private float cameraDistance = -2.4f;
[SerializeField] private bool followOnStart = true;
private bool isFollowing;
private void Start()
{
if (target == null)
{
SDKLogger.LogWarning(TAG, TARGET_NOT_SET);
enabled = false;
return;
}
if (followOnStart)
{
StartFollow();
}
}
private void LateUpdate()
{
if (isFollowing)
{
playerCamera.transform.localPosition = Vector3.forward * cameraDistance;
playerCamera.transform.localRotation = Quaternion.Euler(Vector3.zero);
transform.position = target.position;
}
}
public void StopFollow()
{
isFollowing = false;
}
public void StartFollow()
{
isFollowing = true;
}
}
}

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using UnityEngine;
namespace ReadyPlayerMe.Samples.QuickStart
{
public class CameraOrbit : MonoBehaviour
{
private const float SMOOTH_TIME = 0.1f;
[SerializeField][Tooltip("PlayerInput component is required to listen for input")]
private PlayerInput playerInput;
[SerializeField][Tooltip("Used to set lower limit of camera rotation clamping")]
private float minRotationX = -60f;
[SerializeField][Tooltip("Used to set upper limit of camera rotation clamping")]
private float maxRotationX = 50f;
[SerializeField][Tooltip("Useful to apply smoothing to mouse input")]
private bool smoothDamp = false;
private Vector3 rotation;
private Vector3 currentVelocity;
private float pitch;
private float yaw;
private void Start()
{
rotation = transform.transform.eulerAngles;
}
private void LateUpdate()
{
if (playerInput == null) return;
yaw += playerInput.MouseAxisX ;
pitch -= playerInput.MouseAxisY ;
if (smoothDamp)
{
rotation = Vector3.SmoothDamp(rotation, new Vector3(pitch, yaw), ref currentVelocity, SMOOTH_TIME);
}
else
{
rotation = new Vector3(pitch,yaw, rotation.z);
}
rotation.x = ClampAngle(rotation.x, minRotationX, maxRotationX);
transform.transform.rotation = Quaternion.Euler(rotation);
}
private float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
{
angle += 360F;
}
if (angle > 360F)
{
angle -= 360F;
}
return Mathf.Clamp(angle, min, max);
}
}
}

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using UnityEngine;
namespace ReadyPlayerMe.Samples.QuickStart
{
public class GroundCheck : MonoBehaviour
{
[SerializeField] [Tooltip("Useful for rough ground")]
private float groundedOffset = -0.22f;
[SerializeField] [Tooltip("The radius of the grounded check")]
private float groundRadius = 0.28f;
[SerializeField] [Tooltip("Defines which layers to check for collisions (Should be different from player layer)")]
private LayerMask groundMask;
public bool IsGrounded()
{
var position = transform.position;
Vector3 spherePosition = new Vector3(position.x, position.y + groundedOffset,
position.z);
return Physics.CheckSphere(spherePosition, groundRadius, groundMask);
}
}
}

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using System;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
using ReadyPlayerMe;
namespace ReadyPlayerMe.Samples.QuickStart
{
public class LoadingAnimation : MonoBehaviour
{
[SerializeField] private Transform[] circles;
[SerializeField] private float minScaleFactor = 0.1f;
private CancellationTokenSource ctx;
private async void OnEnable()
{
ctx = new CancellationTokenSource();
foreach (var circle in circles)
{
circle.localScale = Vector3.one * minScaleFactor;
}
while (!ctx.IsCancellationRequested)
{
foreach (var circle in circles)
{
await circle.LerpScale(Vector3.one * 1f, 0.1f, ctx.Token);
try
{
await Task.Delay(TimeSpan.FromSeconds(0.1), ctx.Token);
}
catch
{
// ignored
}
_ = circle.LerpScale(Vector3.one * minScaleFactor, 0.2f, ctx.Token);
}
}
}
private void OnDisable()
{
ctx.Cancel();
}
}
}

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using UnityEngine;
namespace ReadyPlayerMe.Samples.QuickStart
{
public class LookAtCamera : MonoBehaviour
{
[SerializeField] private GameObject cam;
private void Update()
{
transform.LookAt(cam.transform);
}
}
}

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using UnityEngine;
namespace ReadyPlayerMe.Samples.QuickStart
{
public class MouseCursorLock : MonoBehaviour
{
[SerializeField] [Tooltip("Defines the Cursor Lock Mode to apply")]
private CursorLockMode cursorLockMode;
[SerializeField] [Tooltip("If true will hide mouse cursor")]
private bool hideCursor = true;
[SerializeField] [Tooltip("If true it apply cursor settings on start")]
private bool applyOnStart = true;
// Start is called before the first frame update
void Start()
{
if (applyOnStart)
{
Apply();
}
}
public void Apply()
{
Cursor.visible = hideCursor;
Cursor.lockState = cursorLockMode;
}
}
}

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using System;
using ReadyPlayerMe.Core;
using ReadyPlayerMe.Core.Analytics;
using UnityEngine;
using UnityEngine.UI;
namespace ReadyPlayerMe.Samples.QuickStart
{
public class PersonalAvatarLoader : MonoBehaviour
{
[Header("UI")]
[SerializeField] private Text openPersonalAvatarPanelButtonText;
[SerializeField] private Text linkText;
[SerializeField] private InputField avatarUrlField;
[SerializeField] private Button openPersonalAvatarPanelButton;
[SerializeField] private Button closeButton;
[SerializeField] private Button linkButton;
[SerializeField] private Button loadAvatarButton;
[SerializeField] private GameObject avatarLoading;
[SerializeField] private GameObject personalAvatarPanel;
[Header("Character Managers")]
[SerializeField] private ThirdPersonLoader thirdPersonLoader;
[SerializeField] private CameraOrbit cameraOrbit;
[SerializeField] private ThirdPersonController thirdPersonController;
private string defaultButtonText;
private void Start()
{
AnalyticsRuntimeLogger.EventLogger.LogRunQuickStartScene();
}
private void OnEnable()
{
openPersonalAvatarPanelButton.onClick.AddListener(OnOpenPersonalAvatarPanel);
closeButton.onClick.AddListener(OnCloseButton);
linkButton.onClick.AddListener(OnLinkButton);
loadAvatarButton.onClick.AddListener(OnLoadAvatarButton);
avatarUrlField.onValueChanged.AddListener(OnAvatarUrlFieldValueChanged);
}
private void OnDisable()
{
openPersonalAvatarPanelButton.onClick.RemoveListener(OnOpenPersonalAvatarPanel);
closeButton.onClick.RemoveListener(OnCloseButton);
linkButton.onClick.RemoveListener(OnLinkButton);
loadAvatarButton.onClick.RemoveListener(OnLoadAvatarButton);
avatarUrlField.onValueChanged.RemoveListener(OnAvatarUrlFieldValueChanged);
}
private void OnOpenPersonalAvatarPanel()
{
linkText.text = $"https://{CoreSettingsHandler.CoreSettings.Subdomain}.readyplayer.me";
personalAvatarPanel.SetActive(true);
SetActiveThirdPersonalControls(false);
AnalyticsRuntimeLogger.EventLogger.LogLoadPersonalAvatarButton();
}
private void OnCloseButton()
{
SetActiveThirdPersonalControls(true);
personalAvatarPanel.SetActive(false);
}
private void OnLinkButton()
{
Application.OpenURL(linkText.text);
}
private void OnLoadAvatarButton()
{
thirdPersonLoader.OnLoadComplete += OnLoadComplete;
defaultButtonText = openPersonalAvatarPanelButtonText.text;
SetActiveLoading(true, "Loading...");
thirdPersonLoader.LoadAvatar(avatarUrlField.text);
personalAvatarPanel.SetActive(false);
SetActiveThirdPersonalControls(true);
AnalyticsRuntimeLogger.EventLogger.LogPersonalAvatarLoading(avatarUrlField.text);
}
private void OnAvatarUrlFieldValueChanged(string url)
{
if (!string.IsNullOrEmpty(url) && Uri.TryCreate(url, UriKind.Absolute, out Uri _))
{
loadAvatarButton.interactable = true;
}
else
{
loadAvatarButton.interactable = false;
}
}
private void OnLoadComplete()
{
thirdPersonLoader.OnLoadComplete -= OnLoadComplete;
SetActiveLoading(false, defaultButtonText);
}
private void SetActiveLoading(bool enable, string text)
{
openPersonalAvatarPanelButtonText.text = text;
openPersonalAvatarPanelButton.interactable = !enable;
avatarLoading.SetActive(enable);
}
private void SetActiveThirdPersonalControls(bool enable)
{
cameraOrbit.enabled = enable;
thirdPersonController.enabled = enable;
}
}
}

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using System;
using UnityEngine;
namespace ReadyPlayerMe.Samples.QuickStart
{
public class PlayerInput : MonoBehaviour
{
private const string HORIZONTAL_AXIS = "Horizontal";
private const string VERTICAL_AXIS = "Vertical";
private const string MOUSE_AXIS_X = "Mouse X";
private const string MOUSE_AXIS_Y = "Mouse Y";
private const string JUMP_BUTTON = "Jump";
public Action OnJumpPress;
public float AxisHorizontal { get; private set; }
public float AxisVertical { get; private set; }
public float MouseAxisX { get; private set; }
public float MouseAxisY { get; private set; }
[SerializeField][Tooltip("Defines the mouse sensitivity on the X axis (left and right)")]
private float mouseSensitivityX = 1;
[SerializeField][Tooltip("Defines the mouse sensitivity on the Y axis (up and down)")]
private float mouseSensitivityY = 2;
public bool IsHoldingLeftShift => Input.GetKey(KeyCode.LeftShift);
public void CheckInput()
{
AxisHorizontal = Input.GetAxis(HORIZONTAL_AXIS);
AxisVertical = Input.GetAxis(VERTICAL_AXIS);
MouseAxisX = Input.GetAxis(MOUSE_AXIS_X) * mouseSensitivityX;
MouseAxisY = Input.GetAxis(MOUSE_AXIS_Y) * mouseSensitivityY;
if (Input.GetButtonDown(JUMP_BUTTON))
{
OnJumpPress?.Invoke();
}
}
}
}

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using UnityEngine;
namespace ReadyPlayerMe.Samples.QuickStart
{
[RequireComponent(typeof(ThirdPersonMovement),typeof(PlayerInput))]
public class ThirdPersonController : MonoBehaviour
{
private const float FALL_TIMEOUT = 0.15f;
private static readonly int MoveSpeedHash = Animator.StringToHash("MoveSpeed");
private static readonly int JumpHash = Animator.StringToHash("JumpTrigger");
private static readonly int FreeFallHash = Animator.StringToHash("FreeFall");
private static readonly int IsGroundedHash = Animator.StringToHash("IsGrounded");
private Transform playerCamera;
private Animator animator;
private Vector2 inputVector;
private Vector3 moveVector;
private GameObject avatar;
private ThirdPersonMovement thirdPersonMovement;
private PlayerInput playerInput;
private float fallTimeoutDelta;
[SerializeField][Tooltip("Useful to toggle input detection in editor")]
private bool inputEnabled = true;
private bool isInitialized;
private void Init()
{
thirdPersonMovement = GetComponent<ThirdPersonMovement>();
playerInput = GetComponent<PlayerInput>();
playerInput.OnJumpPress += OnJump;
isInitialized = true;
}
public void Setup(GameObject target, RuntimeAnimatorController runtimeAnimatorController)
{
if (!isInitialized)
{
Init();
}
avatar = target;
thirdPersonMovement.Setup(avatar);
animator = avatar.GetComponent<Animator>();
animator.runtimeAnimatorController = runtimeAnimatorController;
animator.applyRootMotion = false;
}
private void Update()
{
if (avatar == null)
{
return;
}
if (inputEnabled)
{
playerInput.CheckInput();
var xAxisInput = playerInput.AxisHorizontal;
var yAxisInput = playerInput.AxisVertical;
thirdPersonMovement.Move(xAxisInput, yAxisInput);
thirdPersonMovement.SetIsRunning(playerInput.IsHoldingLeftShift);
}
UpdateAnimator();
}
private void UpdateAnimator()
{
var isGrounded = thirdPersonMovement.IsGrounded();
animator.SetFloat(MoveSpeedHash, thirdPersonMovement.CurrentMoveSpeed);
animator.SetBool(IsGroundedHash, isGrounded);
if (isGrounded)
{
fallTimeoutDelta = FALL_TIMEOUT;
animator.SetBool(FreeFallHash, false);
}
else
{
if (fallTimeoutDelta >= 0.0f)
{
fallTimeoutDelta -= Time.deltaTime;
}
else
{
animator.SetBool(FreeFallHash, true);
}
}
}
private void OnJump()
{
if (thirdPersonMovement.TryJump())
{
animator.SetTrigger(JumpHash);
}
}
}
}

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using System;
using ReadyPlayerMe.Core;
using UnityEngine;
namespace ReadyPlayerMe.Samples.QuickStart
{
public class ThirdPersonLoader : MonoBehaviour
{
private readonly Vector3 avatarPositionOffset = new Vector3(0, -0.08f, 0);
[SerializeField][Tooltip("RPM avatar URL or shortcode to load")]
private string avatarUrl;
private GameObject avatar;
private AvatarObjectLoader avatarObjectLoader;
[SerializeField][Tooltip("Animator to use on loaded avatar")]
private RuntimeAnimatorController animatorController;
[SerializeField][Tooltip("If true it will try to load avatar from avatarUrl on start")]
private bool loadOnStart = true;
[SerializeField][Tooltip("Preview avatar to display until avatar loads. Will be destroyed after new avatar is loaded")]
private GameObject previewAvatar;
public event Action OnLoadComplete;
private void Start()
{
avatarObjectLoader = new AvatarObjectLoader();
avatarObjectLoader.OnCompleted += OnLoadCompleted;
avatarObjectLoader.OnFailed += OnLoadFailed;
if (previewAvatar != null)
{
SetupAvatar(previewAvatar);
}
if (loadOnStart)
{
LoadAvatar(avatarUrl);
}
}
private void OnLoadFailed(object sender, FailureEventArgs args)
{
OnLoadComplete?.Invoke();
}
private void OnLoadCompleted(object sender, CompletionEventArgs args)
{
if (previewAvatar != null)
{
Destroy(previewAvatar);
previewAvatar = null;
}
SetupAvatar(args.Avatar);
OnLoadComplete?.Invoke();
}
private void SetupAvatar(GameObject targetAvatar)
{
if (avatar != null)
{
Destroy(avatar);
}
avatar = targetAvatar;
// Re-parent and reset transforms
avatar.transform.parent = transform;
avatar.transform.localPosition = avatarPositionOffset;
avatar.transform.localRotation = Quaternion.Euler(0, 0, 0);
var controller = GetComponent<ThirdPersonController>();
if (controller != null)
{
controller.Setup(avatar, animatorController);
}
}
public void LoadAvatar(string url)
{
//remove any leading or trailing spaces
avatarUrl = url.Trim(' ');
avatarObjectLoader.LoadAvatar(avatarUrl);
}
}
}

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using UnityEngine;
namespace ReadyPlayerMe.Samples.QuickStart
{
[RequireComponent(typeof(CharacterController), typeof(GroundCheck))]
public class ThirdPersonMovement : MonoBehaviour
{
private const float TURN_SMOOTH_TIME = 0.05f;
[SerializeField][Tooltip("Used to determine movement direction based on input and camera forward axis")]
private Transform playerCamera;
[SerializeField][Tooltip("Move speed of the character in")]
private float walkSpeed = 3f;
[SerializeField][Tooltip("Run speed of the character")]
private float runSpeed = 8f;
[SerializeField][Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
private float gravity = -18f;
[SerializeField][Tooltip("The height the player can jump ")]
private float jumpHeight = 3f;
private CharacterController controller;
private GameObject avatar;
private float verticalVelocity;
private float turnSmoothVelocity;
private bool jumpTrigger;
public float CurrentMoveSpeed { get; private set; }
private bool isRunning;
private GroundCheck groundCheck;
private void Awake()
{
controller = GetComponent<CharacterController>();
groundCheck = GetComponent<GroundCheck>();
}
public void Setup(GameObject target)
{
avatar = target;
if (playerCamera == null)
{
playerCamera = Camera.main.transform;
}
}
public void Move(float inputX, float inputY)
{
var moveDirection = playerCamera.right * inputX + playerCamera.forward * inputY;
var moveSpeed = isRunning ? runSpeed: walkSpeed;
JumpAndGravity();
controller.Move(moveDirection.normalized * (moveSpeed * Time.deltaTime) + new Vector3(0.0f, verticalVelocity * Time.deltaTime, 0.0f));
var moveMagnitude = moveDirection.magnitude;
CurrentMoveSpeed = isRunning ? runSpeed * moveMagnitude : walkSpeed * moveMagnitude;
if (moveMagnitude > 0)
{
RotateAvatarTowardsMoveDirection(moveDirection);
}
}
private void RotateAvatarTowardsMoveDirection(Vector3 moveDirection)
{
float targetAngle = Mathf.Atan2(moveDirection.x, moveDirection.z) * Mathf.Rad2Deg + transform.rotation.y;
float angle = Mathf.SmoothDampAngle(avatar.transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, TURN_SMOOTH_TIME);
avatar.transform.rotation = Quaternion.Euler(0, angle, 0);
}
private void JumpAndGravity()
{
if (controller.isGrounded && verticalVelocity< 0)
{
verticalVelocity = -2f;
}
if (jumpTrigger && controller.isGrounded)
{
verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * gravity);
jumpTrigger = false;
}
verticalVelocity += gravity * Time.deltaTime;
}
public void SetIsRunning(bool running)
{
isRunning = running;
}
public bool TryJump()
{
jumpTrigger = false;
if (controller.isGrounded)
{
jumpTrigger = true;
}
return jumpTrigger;
}
public bool IsGrounded()
{
if (verticalVelocity > 0)
{
return false;
}
return groundCheck.IsGrounded();
}
}
}

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