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diff --git a/Assets/First person controller/Scripts/Components/Crouch.cs b/Assets/First person controller/Scripts/Components/Crouch.cs
new file mode 100644
index 0000000..3cd718f
--- /dev/null
+++ b/Assets/First person controller/Scripts/Components/Crouch.cs
@@ -0,0 +1,95 @@
+using UnityEngine;
+
+public class Crouch : MonoBehaviour
+{
+ public float crouchSpeed = 2;
+ public float crouchYLocalPosition = 1;
+ [Tooltip("Head to lower when we crouch")]
+ public Transform head;
+ [HideInInspector]
+ public float defaultHeadYLocalPosition;
+
+ [Tooltip("Capsule collider to lower when we crouch.\nCan be empty.")]
+ public CapsuleCollider capsuleCollider;
+ [HideInInspector]
+ public float defaultCapsuleColliderHeight;
+
+ public GroundCheck groundCheck;
+ public FirstPersonMovement character;
+
+ public KeyCode key = KeyCode.LeftControl;
+ public bool IsCrouched { get; private set; }
+ public event System.Action CrouchStart, CrouchEnd;
+
+
+ void Reset()
+ {
+ head = GetComponentInChildren().transform;
+ capsuleCollider = GetComponentInChildren();
+ character = GetComponentInParent();
+
+ // Get or create the groundCheck object.
+ groundCheck = GetComponentInChildren();
+ if (!groundCheck)
+ groundCheck = GroundCheck.Create(transform);
+ }
+
+ void Start()
+ {
+ defaultHeadYLocalPosition = head.localPosition.y;
+ if (capsuleCollider)
+ defaultCapsuleColliderHeight = capsuleCollider.height;
+ }
+
+ void LateUpdate()
+ {
+ if (Input.GetKey(key))
+ {
+ // 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;
+}
diff --git a/Assets/First person controller/Scripts/Components/FirstPersonAudio.cs b/Assets/First person controller/Scripts/Components/FirstPersonAudio.cs
new file mode 100644
index 0000000..f263673
--- /dev/null
+++ b/Assets/First person controller/Scripts/Components/FirstPersonAudio.cs
@@ -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();
+ groundCheck = (transform.parent ?? transform).GetComponentInChildren();
+ stepAudio = GetOrCreateAudioSource("Step audio");
+ runningAudio = GetOrCreateAudioSource("Running audio");
+ landingAudio = GetOrCreateAudioSource("Landing audio");
+
+ // Jump audio.
+ jump = GetComponentInParent();
+ if (jump)
+ jumpAudio = GetOrCreateAudioSource("Jump audio");
+
+ // Crouch audio.
+ crouch = GetComponentInParent();
+ 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(), a => a.name == name);
+ if (result)
+ return result;
+
+ // Audiosource does not exist, create it.
+ result = new GameObject(name).AddComponent();
+ 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
+}
diff --git a/Assets/First person controller/Scripts/Components/GroundCheck.cs b/Assets/First person controller/Scripts/Components/GroundCheck.cs
new file mode 100644
index 0000000..a2ab939
--- /dev/null
+++ b/Assets/First person controller/Scripts/Components/GroundCheck.cs
@@ -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();
+ }
+}
diff --git a/Assets/First person controller/Scripts/Components/Jump.cs b/Assets/First person controller/Scripts/Components/Jump.cs
new file mode 100644
index 0000000..96456dd
--- /dev/null
+++ b/Assets/First person controller/Scripts/Components/Jump.cs
@@ -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();
+ if (!groundCheck)
+ groundCheck = GroundCheck.Create(transform);
+ }
+
+ void Awake()
+ {
+ rigidbody = GetComponent();
+ }
+
+ void LateUpdate()
+ {
+ if (Input.GetButtonDown("Jump") && groundCheck.isGrounded)
+ {
+ rigidbody.AddForce(Vector3.up * 100 * jumpStrength);
+ Jumped?.Invoke();
+ }
+ }
+}
diff --git a/Assets/First person controller/Scripts/Components/Zoom.cs b/Assets/First person controller/Scripts/Components/Zoom.cs
new file mode 100644
index 0000000..85f53f1
--- /dev/null
+++ b/Assets/First person controller/Scripts/Components/Zoom.cs
@@ -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();
+ }
+
+ void Start()
+ {
+ defaultFOV = camera.fieldOfView;
+ }
+
+ void Update()
+ {
+ zoomAmount += Input.mouseScrollDelta.y * sensitivity * .05f;
+ zoomAmount = Mathf.Clamp01(zoomAmount);
+ camera.fieldOfView = Mathf.Lerp(defaultFOV, maxZoom, zoomAmount);
+ }
+}
diff --git a/Assets/First person controller/Scripts/FirstPersonLook.cs b/Assets/First person controller/Scripts/FirstPersonLook.cs
new file mode 100644
index 0000000..da600c9
--- /dev/null
+++ b/Assets/First person controller/Scripts/FirstPersonLook.cs
@@ -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().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);
+ }
+}
diff --git a/Assets/First person controller/Scripts/FirstPersonMovement.cs b/Assets/First person controller/Scripts/FirstPersonMovement.cs
new file mode 100644
index 0000000..e4011fb
--- /dev/null
+++ b/Assets/First person controller/Scripts/FirstPersonMovement.cs
@@ -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;
+ /// Functions to override movement speed. Will use the last added override.
+ public List> speedOverrides = new List>();
+
+
+ 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);
+ }
+}
\ No newline at end of file
diff --git a/Assets/SpecklePlayground.unity b/Assets/SpecklePlayground.unity
index 09c87b7..2a380aa 100644
--- a/Assets/SpecklePlayground.unity
+++ b/Assets/SpecklePlayground.unity
@@ -2544,6 +2544,63 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1296704661}
m_CullTransparentMesh: 1
+--- !u!1001 &1327209104
+PrefabInstance:
+ m_ObjectHideFlags: 0
+ serializedVersion: 2
+ m_Modification:
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+ m_Modifications:
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+ value: First person controller full
+ objectReference: {fileID: 0}
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+ value: 0
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+ value: 0
+ objectReference: {fileID: 0}
+ - target: {fileID: 4207293392497186, guid: 11aaea5348574644a9eb4f4504fcce3f, type: 3}
+ propertyPath: m_LocalEulerAnglesHint.x
+ value: 0
+ objectReference: {fileID: 0}
+ - target: {fileID: 4207293392497186, guid: 11aaea5348574644a9eb4f4504fcce3f, type: 3}
+ propertyPath: m_LocalEulerAnglesHint.y
+ value: 0
+ objectReference: {fileID: 0}
+ - target: {fileID: 4207293392497186, guid: 11aaea5348574644a9eb4f4504fcce3f, type: 3}
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+ value: 0
+ objectReference: {fileID: 0}
+ m_RemovedComponents: []
+ m_SourcePrefab: {fileID: 100100000, guid: 11aaea5348574644a9eb4f4504fcce3f, type: 3}
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PrefabInstance:
m_ObjectHideFlags: 0
@@ -2577,7 +2634,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 8054170547951900402, guid: ba8a96037bfbc3742b1200b9b223a396, type: 3}
propertyPath: m_RootOrder
- value: 2
+ value: 0
objectReference: {fileID: 0}
- target: {fileID: 8054170547951900402, guid: ba8a96037bfbc3742b1200b9b223a396, type: 3}
propertyPath: m_AnchorMax.x
@@ -3944,7 +4001,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 1
+ m_IsActive: 0
--- !u!81 &2068176108
AudioListener:
m_ObjectHideFlags: 0
diff --git a/Assets/SpeckleTutorial.cs b/Assets/SpeckleTutorial.cs
new file mode 100644
index 0000000..c53b00c
--- /dev/null
+++ b/Assets/SpeckleTutorial.cs
@@ -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.Init();
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+ }
+}
\ No newline at end of file