feat: adds first person controller
This commit is contained in:
+14
@@ -10,6 +10,19 @@
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<e p="Selectable.cs" t="Include" />
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<e p="SelectionManager.cs" t="Include" />
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</e>
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<e p="First person controller" t="Include">
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<e p="Scripts" t="Include">
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<e p="Components" t="Include">
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<e p="Crouch.cs" t="Include" />
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<e p="FirstPersonAudio.cs" t="Include" />
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<e p="GroundCheck.cs" t="Include" />
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<e p="Jump.cs" t="Include" />
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<e p="Zoom.cs" t="Include" />
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</e>
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<e p="FirstPersonLook.cs" t="Include" />
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<e p="FirstPersonMovement.cs" t="Include" />
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</e>
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</e>
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<e p="Speckle Connector" t="Include">
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<e p="ConverterUnity.BuiltElements.cs" t="Include" />
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<e p="ConverterUnity.cs" t="Include" />
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@@ -23,6 +36,7 @@
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<e p="Utils.cs" t="Include" />
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</e>
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<e p="SpeckleExamples.cs" t="Include" />
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<e p="SpeckleTutorial.cs" t="Include" />
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@@ -0,0 +1,95 @@
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using UnityEngine;
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public class Crouch : MonoBehaviour
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{
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public float crouchSpeed = 2;
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public float crouchYLocalPosition = 1;
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[Tooltip("Head to lower when we crouch")]
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public Transform head;
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[HideInInspector]
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public float defaultHeadYLocalPosition;
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[Tooltip("Capsule collider to lower when we crouch.\nCan be empty.")]
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public CapsuleCollider capsuleCollider;
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[HideInInspector]
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public GroundCheck groundCheck;
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public FirstPersonMovement character;
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public KeyCode key = KeyCode.LeftControl;
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public bool IsCrouched { get; private set; }
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public event System.Action CrouchStart, CrouchEnd;
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void Reset()
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{
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head = GetComponentInChildren<Camera>().transform;
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capsuleCollider = GetComponentInChildren<CapsuleCollider>();
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character = GetComponentInParent<FirstPersonMovement>();
|
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// Get or create the groundCheck object.
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groundCheck = GetComponentInChildren<GroundCheck>();
|
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if (!groundCheck)
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groundCheck = GroundCheck.Create(transform);
|
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}
|
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void Start()
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{
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defaultHeadYLocalPosition = head.localPosition.y;
|
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if (capsuleCollider)
|
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defaultCapsuleColliderHeight = capsuleCollider.height;
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}
|
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void LateUpdate()
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{
|
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if (Input.GetKey(key))
|
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{
|
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// Enforce crouched y local position of the head.
|
||||
head.localPosition = new Vector3(head.localPosition.x, crouchYLocalPosition, head.localPosition.z);
|
||||
|
||||
// Lower the capsule collider.
|
||||
if (capsuleCollider)
|
||||
{
|
||||
capsuleCollider.height = defaultCapsuleColliderHeight - (defaultHeadYLocalPosition - crouchYLocalPosition);
|
||||
capsuleCollider.center = Vector3.up * capsuleCollider.height * .5f;
|
||||
}
|
||||
|
||||
// Set state.
|
||||
if (!IsCrouched)
|
||||
{
|
||||
IsCrouched = true;
|
||||
SetSpeedOverrideActive(true);
|
||||
CrouchStart?.Invoke();
|
||||
}
|
||||
}
|
||||
else if (IsCrouched)
|
||||
{
|
||||
// Reset the head to its default y local position.
|
||||
head.localPosition = new Vector3(head.localPosition.x, defaultHeadYLocalPosition, head.localPosition.z);
|
||||
|
||||
// Reset the capsule collider's position.
|
||||
if (capsuleCollider)
|
||||
{
|
||||
capsuleCollider.height = defaultCapsuleColliderHeight;
|
||||
capsuleCollider.center = Vector3.up * capsuleCollider.height * .5f;
|
||||
}
|
||||
|
||||
// Reset state.
|
||||
IsCrouched = false;
|
||||
SetSpeedOverrideActive(false);
|
||||
CrouchEnd?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void SetSpeedOverrideActive(bool state)
|
||||
{
|
||||
if (state && !character.speedOverrides.Contains(SpeedOverride))
|
||||
character.speedOverrides.Add(SpeedOverride);
|
||||
if (!state && character.speedOverrides.Contains(SpeedOverride))
|
||||
character.speedOverrides.Remove(SpeedOverride);
|
||||
}
|
||||
|
||||
float SpeedOverride() => crouchSpeed;
|
||||
}
|
||||
@@ -0,0 +1,148 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class FirstPersonAudio : MonoBehaviour
|
||||
{
|
||||
public FirstPersonMovement character;
|
||||
public GroundCheck groundCheck;
|
||||
|
||||
[Header("Step")]
|
||||
public AudioSource stepAudio;
|
||||
public AudioSource runningAudio;
|
||||
[Tooltip("Minimum velocity for the step audio to play")]
|
||||
public float velocityThreshold = .01f;
|
||||
Vector2 lastCharacterPosition;
|
||||
Vector2 CurrentCharacterPosition => new Vector2(character.transform.position.x, character.transform.position.z);
|
||||
|
||||
[Header("Landing")]
|
||||
public AudioSource landingAudio;
|
||||
public AudioClip[] landingSFX;
|
||||
|
||||
[Header("Jump")]
|
||||
public Jump jump;
|
||||
public AudioSource jumpAudio;
|
||||
public AudioClip[] jumpSFX;
|
||||
|
||||
[Header("Crouch")]
|
||||
public Crouch crouch;
|
||||
public AudioSource crouchStartAudio, crouchedAudio, crouchEndAudio;
|
||||
public AudioClip[] crouchStartSFX, crouchEndSFX;
|
||||
|
||||
|
||||
void Reset()
|
||||
{
|
||||
// Setup stuff.
|
||||
character = GetComponentInParent<FirstPersonMovement>();
|
||||
groundCheck = (transform.parent ?? transform).GetComponentInChildren<GroundCheck>();
|
||||
stepAudio = GetOrCreateAudioSource("Step audio");
|
||||
runningAudio = GetOrCreateAudioSource("Running audio");
|
||||
landingAudio = GetOrCreateAudioSource("Landing audio");
|
||||
|
||||
// Jump audio.
|
||||
jump = GetComponentInParent<Jump>();
|
||||
if (jump)
|
||||
jumpAudio = GetOrCreateAudioSource("Jump audio");
|
||||
|
||||
// Crouch audio.
|
||||
crouch = GetComponentInParent<Crouch>();
|
||||
if (crouch)
|
||||
{
|
||||
crouchStartAudio = GetOrCreateAudioSource("Crouch start audio");
|
||||
crouchStartAudio = GetOrCreateAudioSource("Crouched audio");
|
||||
crouchStartAudio = GetOrCreateAudioSource("Crouch end audio");
|
||||
}
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
// Subscribe to events.
|
||||
groundCheck.Grounded += PlayLandingAudio;
|
||||
if (jump)
|
||||
jump.Jumped += PlayJumpAudio;
|
||||
if (crouch)
|
||||
{
|
||||
crouch.CrouchStart += PlayCrouchStartAudio;
|
||||
crouch.CrouchEnd += PlayCrouchEndAudio;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
// Unsubscribe to events.
|
||||
groundCheck.Grounded -= PlayLandingAudio;
|
||||
if (jump)
|
||||
jump.Jumped -= PlayJumpAudio;
|
||||
if (crouch)
|
||||
{
|
||||
crouch.CrouchStart -= PlayCrouchStartAudio;
|
||||
crouch.CrouchEnd -= PlayCrouchEndAudio;
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
// Play moving audio if the character is moving and on the ground.
|
||||
float velocity = Vector3.Distance(CurrentCharacterPosition, lastCharacterPosition);
|
||||
if (velocity >= velocityThreshold && groundCheck.isGrounded)
|
||||
{
|
||||
if (crouch && crouch.IsCrouched)
|
||||
UpdateMovingAudios(crouchedAudio, runningAudio, stepAudio);
|
||||
else if (character.IsRunning)
|
||||
UpdateMovingAudios(runningAudio, stepAudio, crouchedAudio);
|
||||
else
|
||||
UpdateMovingAudios(stepAudio, crouchedAudio, runningAudio);
|
||||
}
|
||||
else
|
||||
UpdateMovingAudios(null, stepAudio, crouchedAudio, runningAudio);
|
||||
lastCharacterPosition = CurrentCharacterPosition;
|
||||
}
|
||||
|
||||
|
||||
static void UpdateMovingAudios(AudioSource audioToPlay, params AudioSource[] audiosToPause)
|
||||
{
|
||||
// Play audio to play and pause the others.
|
||||
if (audioToPlay && !audioToPlay.isPlaying)
|
||||
audioToPlay.Play();
|
||||
foreach (var audio in audiosToPause)
|
||||
if (audio)
|
||||
audio.Pause();
|
||||
}
|
||||
|
||||
void PlayLandingAudio() => PlayRandomClip(landingAudio, landingSFX);
|
||||
void PlayJumpAudio() => PlayRandomClip(jumpAudio, jumpSFX);
|
||||
void PlayCrouchStartAudio() => PlayRandomClip(crouchStartAudio, crouchStartSFX);
|
||||
void PlayCrouchEndAudio() => PlayRandomClip(crouchEndAudio, crouchEndSFX);
|
||||
|
||||
|
||||
#region Utility.
|
||||
AudioSource GetOrCreateAudioSource(string name)
|
||||
{
|
||||
// Try to get the audiosource.
|
||||
AudioSource result = System.Array.Find(GetComponentsInChildren<AudioSource>(), a => a.name == name);
|
||||
if (result)
|
||||
return result;
|
||||
|
||||
// Audiosource does not exist, create it.
|
||||
result = new GameObject(name).AddComponent<AudioSource>();
|
||||
result.spatialBlend = 1;
|
||||
result.playOnAwake = false;
|
||||
result.transform.SetParent(transform, false);
|
||||
return result;
|
||||
}
|
||||
|
||||
void PlayRandomClip(AudioSource audio, AudioClip[] clips)
|
||||
{
|
||||
if (!audio || clips.Length <= 0)
|
||||
return;
|
||||
|
||||
// Get a random clip. If possible, make sure that it's not the same as the clip that is already on the audiosource.
|
||||
AudioClip clip = clips[Random.Range(0, clips.Length)];
|
||||
if (clips.Length > 1)
|
||||
while (clip == audio.clip)
|
||||
clip = clips[Random.Range(0, clips.Length)];
|
||||
|
||||
// Play the clip.
|
||||
audio.clip = clip;
|
||||
audio.Play();
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class GroundCheck : MonoBehaviour
|
||||
{
|
||||
public float maxGroundDistance = .3f;
|
||||
public bool isGrounded = true;
|
||||
public event System.Action Grounded;
|
||||
|
||||
|
||||
void Reset() => transform.localPosition = Vector3.up * .01f;
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
bool isGroundedNow = Physics.Raycast(transform.position, Vector3.down, maxGroundDistance);
|
||||
if (isGroundedNow && !isGrounded)
|
||||
Grounded?.Invoke();
|
||||
isGrounded = isGroundedNow;
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(transform.position, Vector3.down, out hit, maxGroundDistance))
|
||||
Debug.DrawLine(transform.position, hit.point, Color.white);
|
||||
else
|
||||
Debug.DrawLine(transform.position, transform.position + Vector3.down * maxGroundDistance, Color.red);
|
||||
}
|
||||
|
||||
|
||||
public static GroundCheck Create(Transform parent)
|
||||
{
|
||||
GameObject newGroundCheck = new GameObject("Ground check");
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.Undo.RegisterCreatedObjectUndo(newGroundCheck, "Created ground check");
|
||||
#endif
|
||||
newGroundCheck.transform.parent = parent;
|
||||
newGroundCheck.transform.localPosition = Vector3.up * .01f;
|
||||
return newGroundCheck.AddComponent<GroundCheck>();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class Jump : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
GroundCheck groundCheck;
|
||||
Rigidbody rigidbody;
|
||||
public float jumpStrength = 2;
|
||||
public event System.Action Jumped;
|
||||
|
||||
|
||||
void Reset()
|
||||
{
|
||||
groundCheck = GetComponentInChildren<GroundCheck>();
|
||||
if (!groundCheck)
|
||||
groundCheck = GroundCheck.Create(transform);
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
rigidbody = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (Input.GetButtonDown("Jump") && groundCheck.isGrounded)
|
||||
{
|
||||
rigidbody.AddForce(Vector3.up * 100 * jumpStrength);
|
||||
Jumped?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class Zoom : MonoBehaviour
|
||||
{
|
||||
public float sensitivity = 1;
|
||||
Camera camera;
|
||||
[HideInInspector]
|
||||
public float defaultFOV;
|
||||
[Tooltip("Effectively the min FOV that we can reach while zooming with this camera.")]
|
||||
public float maxZoom = 15;
|
||||
[HideInInspector]
|
||||
public float zoomAmount;
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
camera = GetComponent<Camera>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
defaultFOV = camera.fieldOfView;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
zoomAmount += Input.mouseScrollDelta.y * sensitivity * .05f;
|
||||
zoomAmount = Mathf.Clamp01(zoomAmount);
|
||||
camera.fieldOfView = Mathf.Lerp(defaultFOV, maxZoom, zoomAmount);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class FirstPersonLook : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
Transform character;
|
||||
Vector2 currentMouseLook;
|
||||
Vector2 appliedMouseDelta;
|
||||
public float sensitivity = 1;
|
||||
public float smoothing = 2;
|
||||
|
||||
|
||||
void Reset()
|
||||
{
|
||||
character = GetComponentInParent<FirstPersonMovement>().transform;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Get smooth mouse look.
|
||||
Vector2 smoothMouseDelta = Vector2.Scale(new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")), Vector2.one * sensitivity * smoothing);
|
||||
appliedMouseDelta = Vector2.Lerp(appliedMouseDelta, smoothMouseDelta, 1 / smoothing);
|
||||
currentMouseLook += appliedMouseDelta;
|
||||
currentMouseLook.y = Mathf.Clamp(currentMouseLook.y, -90, 90);
|
||||
|
||||
// Rotate camera and controller.
|
||||
transform.localRotation = Quaternion.AngleAxis(-currentMouseLook.y, Vector3.right);
|
||||
character.localRotation = Quaternion.AngleAxis(currentMouseLook.x, Vector3.up);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class FirstPersonMovement : MonoBehaviour
|
||||
{
|
||||
public float speed = 5;
|
||||
Vector2 velocity;
|
||||
|
||||
[Header("Running")]
|
||||
public bool canRun = true;
|
||||
public bool IsRunning { get; private set; }
|
||||
public float runSpeed = 9;
|
||||
public KeyCode runningKey = KeyCode.LeftShift;
|
||||
/// <summary> Functions to override movement speed. Will use the last added override. </summary>
|
||||
public List<System.Func<float>> speedOverrides = new List<System.Func<float>>();
|
||||
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
// Move.
|
||||
IsRunning = canRun && Input.GetKey(runningKey);
|
||||
float movingSpeed = IsRunning ? runSpeed : speed;
|
||||
if (speedOverrides.Count > 0)
|
||||
movingSpeed = speedOverrides[speedOverrides.Count - 1]();
|
||||
velocity.y = Input.GetAxis("Vertical") * movingSpeed * Time.deltaTime;
|
||||
velocity.x = Input.GetAxis("Horizontal") * movingSpeed * Time.deltaTime;
|
||||
transform.Translate(velocity.x, 0, velocity.y);
|
||||
}
|
||||
}
|
||||
@@ -2544,6 +2544,63 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1296704661}
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m_CullTransparentMesh: 1
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--- !u!1001 &1327209104
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PrefabInstance:
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serializedVersion: 2
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objectReference: {fileID: 0}
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m_SourcePrefab: {fileID: 100100000, guid: 11aaea5348574644a9eb4f4504fcce3f, type: 3}
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--- !u!1001 &1334005124
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PrefabInstance:
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m_ObjectHideFlags: 0
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@@ -2577,7 +2634,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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--- !u!81 &2068176108
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AudioListener:
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m_ObjectHideFlags: 0
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||||
@@ -0,0 +1,25 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Speckle.ConnectorUnity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Speckle.ConnectorUnity
|
||||
{
|
||||
public class SpeckleTutorial : MonoBehaviour
|
||||
{
|
||||
void Start()
|
||||
{
|
||||
// instantiate a re receiver
|
||||
var go = new GameObject();
|
||||
var receiver = go.AddComponent<Receiver>();
|
||||
|
||||
receiver.Init();
|
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}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
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{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user