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using UnityEngine.XR.Interaction.Toolkit.Locomotion.Climbing;
using UnityEngine.XR.Interaction.Toolkit.Locomotion.Teleportation;
using UnityEngine.XR.Interaction.Toolkit.Utilities;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// Affordance component used in conjunction with a <see cref="ClimbTeleportInteractor"/> to display an object
/// pointing at the target teleport destination while climbing.
/// </summary>
public class ClimbTeleportDestinationIndicator : MonoBehaviour
{
[SerializeField]
[Tooltip("The interactor that drives the display and placement of the pointer object.")]
ClimbTeleportInteractor m_ClimbTeleportInteractor;
/// <summary>
/// The interactor that drives the display and placement of the pointer object.
/// </summary>
public ClimbTeleportInteractor climbTeleportInteractor
{
get => m_ClimbTeleportInteractor;
set => m_ClimbTeleportInteractor = value;
}
[SerializeField]
[Tooltip("The prefab to spawn when a teleport destination is chosen. The instance will spawn next to the " +
"destination and point its forward vector at the destination and its up vector at the camera.")]
GameObject m_PointerPrefab;
/// <summary>
/// The prefab to spawn when a teleport destination is chosen. The instance will spawn next to the destination
/// and point its forward vector at the destination and its up vector at the camera.
/// </summary>
public GameObject pointerPrefab
{
get => m_PointerPrefab;
set => m_PointerPrefab = value;
}
[SerializeField]
[Tooltip("The distance from the destination at which the pointer object spawns.")]
float m_PointerDistance = 0.3f;
/// <summary>
/// The distance from the destination at which the pointer object spawns.
/// </summary>
public float pointerDistance
{
get => m_PointerDistance;
set => m_PointerDistance = value;
}
TeleportationMultiAnchorVolume m_ActiveTeleportVolume;
Transform m_PointerInstance;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnEnable()
{
if (m_ClimbTeleportInteractor == null)
{
if (!ComponentLocatorUtility<ClimbTeleportInteractor>.TryFindComponent(out m_ClimbTeleportInteractor))
{
Debug.LogError($"Could not find {nameof(ClimbTeleportInteractor)} in scene.");
enabled = false;
return;
}
}
m_ClimbTeleportInteractor.hoverEntered.AddListener(OnInteractorHoverEntered);
m_ClimbTeleportInteractor.hoverExited.AddListener(OnInteractorHoverExited);
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnDisable()
{
HideIndicator();
if (m_ActiveTeleportVolume != null)
{
m_ActiveTeleportVolume.destinationAnchorChanged -= OnClimbTeleportDestinationAnchorChanged;
m_ActiveTeleportVolume = null;
}
if (m_ClimbTeleportInteractor != null)
{
m_ClimbTeleportInteractor.hoverEntered.RemoveListener(OnInteractorHoverEntered);
m_ClimbTeleportInteractor.hoverExited.RemoveListener(OnInteractorHoverExited);
}
}
void OnInteractorHoverEntered(HoverEnterEventArgs args)
{
if (m_ActiveTeleportVolume != null || !(args.interactableObject is TeleportationMultiAnchorVolume teleportVolume))
return;
m_ActiveTeleportVolume = teleportVolume;
if (m_ActiveTeleportVolume.destinationAnchor != null)
OnClimbTeleportDestinationAnchorChanged(m_ActiveTeleportVolume);
m_ActiveTeleportVolume.destinationAnchorChanged += OnClimbTeleportDestinationAnchorChanged;
}
void OnInteractorHoverExited(HoverExitEventArgs args)
{
if (!(args.interactableObject is TeleportationMultiAnchorVolume teleportVolume) || teleportVolume != m_ActiveTeleportVolume)
return;
HideIndicator();
m_ActiveTeleportVolume.destinationAnchorChanged -= OnClimbTeleportDestinationAnchorChanged;
m_ActiveTeleportVolume = null;
}
void OnClimbTeleportDestinationAnchorChanged(TeleportationMultiAnchorVolume teleportVolume)
{
HideIndicator();
var destinationAnchor = teleportVolume.destinationAnchor;
if (destinationAnchor == null)
return;
m_PointerInstance = Instantiate(m_PointerPrefab).transform;
var cameraTrans = teleportVolume.teleportationProvider.mediator.xrOrigin.Camera.transform;
var cameraPosition = cameraTrans.position;
var destinationPosition = destinationAnchor.position;
var destinationDirectionInScreenSpace = cameraTrans.InverseTransformDirection(destinationPosition - cameraPosition);
destinationDirectionInScreenSpace.z = 0f;
var pointerDirection = cameraTrans.TransformDirection(destinationDirectionInScreenSpace).normalized;
m_PointerInstance.position = destinationPosition - pointerDirection * m_PointerDistance;
m_PointerInstance.rotation = Quaternion.LookRotation(pointerDirection, -cameraTrans.forward);
}
void HideIndicator()
{
if (m_PointerInstance != null)
Destroy(m_PointerInstance.gameObject);
}
}
}

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using UnityEngine.XR.Interaction.Toolkit.Inputs.Readers;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// Component which reads input values and drives the thumbstick, trigger, and grip transforms
/// to animate a controller model.
/// </summary>
public class ControllerAnimator : MonoBehaviour
{
[Header("Thumbstick")]
[SerializeField]
Transform m_ThumbstickTransform;
[SerializeField]
Vector2 m_StickRotationRange = new Vector2(30f, 30f);
[SerializeField]
XRInputValueReader<Vector2> m_StickInput = new XRInputValueReader<Vector2>("Thumbstick");
[Header("Trigger")]
[SerializeField]
Transform m_TriggerTransform;
[SerializeField]
Vector2 m_TriggerXAxisRotationRange = new Vector2(0f, -15f);
[SerializeField]
XRInputValueReader<float> m_TriggerInput = new XRInputValueReader<float>("Trigger");
[Header("Grip")]
[SerializeField]
Transform m_GripTransform;
[SerializeField]
Vector2 m_GripRightRange = new Vector2(-0.0125f, -0.011f);
[SerializeField]
XRInputValueReader<float> m_GripInput = new XRInputValueReader<float>("Grip");
void OnEnable()
{
if (m_ThumbstickTransform == null || m_GripTransform == null || m_TriggerTransform == null)
{
enabled = false;
Debug.LogWarning($"Controller Animator component missing references on {gameObject.name}", this);
return;
}
m_StickInput?.EnableDirectActionIfModeUsed();
m_TriggerInput?.EnableDirectActionIfModeUsed();
m_GripInput?.EnableDirectActionIfModeUsed();
}
void OnDisable()
{
m_StickInput?.DisableDirectActionIfModeUsed();
m_TriggerInput?.DisableDirectActionIfModeUsed();
m_GripInput?.DisableDirectActionIfModeUsed();
}
void Update()
{
if (m_StickInput != null)
{
var stickVal = m_StickInput.ReadValue();
m_ThumbstickTransform.localRotation = Quaternion.Euler(-stickVal.y * m_StickRotationRange.x, 0f, -stickVal.x * m_StickRotationRange.y);
}
if (m_TriggerInput != null)
{
var triggerVal = m_TriggerInput.ReadValue();
m_TriggerTransform.localRotation = Quaternion.Euler(Mathf.Lerp(m_TriggerXAxisRotationRange.x, m_TriggerXAxisRotationRange.y, triggerVal), 0f, 0f);
}
if (m_GripInput != null)
{
var gripVal = m_GripInput.ReadValue();
var currentPos = m_GripTransform.localPosition;
m_GripTransform.localPosition = new Vector3(Mathf.Lerp(m_GripRightRange.x, m_GripRightRange.y, gripVal), currentPos.y, currentPos.z);
}
}
}
}

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using System.Collections.Generic;
using Unity.XR.CoreUtils.Bindings;
using UnityEngine.Events;
using UnityEngine.InputSystem;
using UnityEngine.Serialization;
using UnityEngine.XR.Interaction.Toolkit.Attachment;
using UnityEngine.XR.Interaction.Toolkit.Inputs.Readers;
using UnityEngine.XR.Interaction.Toolkit.Interactors;
using UnityEngine.XR.Interaction.Toolkit.UI;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// Use this class to mediate the interactors for a controller under different interaction states
/// and the input actions used by them.
/// </summary>
/// <remarks>
/// If the teleport ray input is engaged, the Ray Interactor used for distant manipulation is disabled
/// and the Ray Interactor used for teleportation is enabled. If the Ray Interactor is selecting and it
/// is configured to allow for attach transform manipulation, all locomotion input actions are disabled
/// (teleport ray, move, and turn controls) to prevent input collision with the manipulation inputs used
/// by the ray interactor.
/// <br />
/// A typical hierarchy also includes an XR Interaction Group component to mediate between interactors.
/// The interaction group ensures that the Direct and Ray Interactors cannot interact at the same time,
/// with the Direct Interactor taking priority over the Ray Interactor.
/// </remarks>
[AddComponentMenu("XR/Controller Input Action Manager")]
public class ControllerInputActionManager : MonoBehaviour
{
[Space]
[Header("Interactors")]
[SerializeField]
[Tooltip("The interactor used for distant/ray manipulation. Use this or Near-Far Interactor, not both.")]
XRRayInteractor m_RayInteractor;
[SerializeField]
[Tooltip("Near-Far Interactor used for distant/ray manipulation. Use this or Ray Interactor, not both.")]
NearFarInteractor m_NearFarInteractor;
[SerializeField]
[Tooltip("The interactor used for teleportation.")]
XRRayInteractor m_TeleportInteractor;
[Space]
[Header("Controller Actions")]
[SerializeField]
[Tooltip("The reference to the action to start the teleport aiming mode for this controller.")]
[FormerlySerializedAs("m_TeleportModeActivate")]
InputActionReference m_TeleportMode;
[SerializeField]
[Tooltip("The reference to the action to cancel the teleport aiming mode for this controller.")]
InputActionReference m_TeleportModeCancel;
[SerializeField]
[Tooltip("The reference to the action of continuous turning the XR Origin with this controller.")]
InputActionReference m_Turn;
[SerializeField]
[Tooltip("The reference to the action of snap turning the XR Origin with this controller.")]
InputActionReference m_SnapTurn;
[SerializeField]
[Tooltip("The reference to the action of moving the XR Origin with this controller.")]
InputActionReference m_Move;
[SerializeField]
[Tooltip("The reference to the action of scrolling UI with this controller.")]
InputActionReference m_UIScroll;
[Space]
[Header("Locomotion Settings")]
[SerializeField]
[Tooltip("If true, continuous movement will be enabled. If false, teleport will be enabled.")]
bool m_SmoothMotionEnabled;
[SerializeField]
[Tooltip("If true, continuous turn will be enabled. If false, snap turn will be enabled. Note: If smooth motion is enabled and enable strafe is enabled on the continuous move provider, turn will be overriden in favor of strafe.")]
bool m_SmoothTurnEnabled;
[SerializeField]
[Tooltip("With the Near-Far Interactor, if true, teleport will be enabled during near interaction. If false, teleport will be disabled during near interaction.")]
bool m_NearFarEnableTeleportDuringNearInteraction = true;
[Space]
[Header("UI Settings")]
[SerializeField]
[Tooltip("If true, UI scrolling will be enabled. Locomotion will be disabled when pointing at UI to allow it to be scrolled.")]
bool m_UIScrollingEnabled = true;
[Space]
[Header("Mediation Events")]
[SerializeField]
[Tooltip("Event fired when the active ray interactor changes between interaction and teleport.")]
UnityEvent<IXRRayProvider> m_RayInteractorChanged;
public bool smoothMotionEnabled
{
get => m_SmoothMotionEnabled;
set
{
m_SmoothMotionEnabled = value;
UpdateLocomotionActions();
}
}
public bool smoothTurnEnabled
{
get => m_SmoothTurnEnabled;
set
{
m_SmoothTurnEnabled = value;
UpdateLocomotionActions();
}
}
public bool uiScrollingEnabled
{
get => m_UIScrollingEnabled;
set
{
m_UIScrollingEnabled = value;
UpdateUIActions();
}
}
bool m_StartCalled;
bool m_PostponedDeactivateTeleport;
bool m_PostponedNearRegionLocomotion;
bool m_HoveringScrollableUI;
readonly HashSet<InputAction> m_LocomotionUsers = new HashSet<InputAction>();
readonly BindingsGroup m_BindingsGroup = new BindingsGroup();
void SetupInteractorEvents()
{
if (m_NearFarInteractor != null)
{
m_NearFarInteractor.uiHoverEntered.AddListener(OnUIHoverEntered);
m_NearFarInteractor.uiHoverExited.AddListener(OnUIHoverExited);
m_BindingsGroup.AddBinding(m_NearFarInteractor.selectionRegion.Subscribe(OnNearFarSelectionRegionChanged));
}
if (m_RayInteractor != null)
{
m_RayInteractor.selectEntered.AddListener(OnRaySelectEntered);
m_RayInteractor.selectExited.AddListener(OnRaySelectExited);
m_RayInteractor.uiHoverEntered.AddListener(OnUIHoverEntered);
m_RayInteractor.uiHoverExited.AddListener(OnUIHoverExited);
}
var teleportModeAction = GetInputAction(m_TeleportMode);
if (teleportModeAction != null)
{
teleportModeAction.performed += OnStartTeleport;
teleportModeAction.performed += OnStartLocomotion;
teleportModeAction.canceled += OnCancelTeleport;
teleportModeAction.canceled += OnStopLocomotion;
}
var teleportModeCancelAction = GetInputAction(m_TeleportModeCancel);
if (teleportModeCancelAction != null)
{
teleportModeCancelAction.performed += OnCancelTeleport;
}
var moveAction = GetInputAction(m_Move);
if (moveAction != null)
{
moveAction.started += OnStartLocomotion;
moveAction.canceled += OnStopLocomotion;
}
var turnAction = GetInputAction(m_Turn);
if (turnAction != null)
{
turnAction.started += OnStartLocomotion;
turnAction.canceled += OnStopLocomotion;
}
var snapTurnAction = GetInputAction(m_SnapTurn);
if (snapTurnAction != null)
{
snapTurnAction.started += OnStartLocomotion;
snapTurnAction.canceled += OnStopLocomotion;
}
}
void TeardownInteractorEvents()
{
m_BindingsGroup.Clear();
if (m_NearFarInteractor != null)
{
m_NearFarInteractor.uiHoverEntered.RemoveListener(OnUIHoverEntered);
m_NearFarInteractor.uiHoverExited.RemoveListener(OnUIHoverExited);
}
if (m_RayInteractor != null)
{
m_RayInteractor.selectEntered.RemoveListener(OnRaySelectEntered);
m_RayInteractor.selectExited.RemoveListener(OnRaySelectExited);
m_RayInteractor.uiHoverEntered.RemoveListener(OnUIHoverEntered);
m_RayInteractor.uiHoverExited.RemoveListener(OnUIHoverExited);
}
var teleportModeAction = GetInputAction(m_TeleportMode);
if (teleportModeAction != null)
{
teleportModeAction.performed -= OnStartTeleport;
teleportModeAction.performed -= OnStartLocomotion;
teleportModeAction.canceled -= OnCancelTeleport;
teleportModeAction.canceled -= OnStopLocomotion;
}
var teleportModeCancelAction = GetInputAction(m_TeleportModeCancel);
if (teleportModeCancelAction != null)
{
teleportModeCancelAction.performed -= OnCancelTeleport;
}
var moveAction = GetInputAction(m_Move);
if (moveAction != null)
{
moveAction.started -= OnStartLocomotion;
moveAction.canceled -= OnStopLocomotion;
}
var turnAction = GetInputAction(m_Turn);
if (turnAction != null)
{
turnAction.started -= OnStartLocomotion;
turnAction.canceled -= OnStopLocomotion;
}
var snapTurnAction = GetInputAction(m_SnapTurn);
if (snapTurnAction != null)
{
snapTurnAction.started -= OnStartLocomotion;
snapTurnAction.canceled -= OnStopLocomotion;
}
}
void OnStartTeleport(InputAction.CallbackContext context)
{
m_PostponedDeactivateTeleport = false;
if (m_TeleportInteractor != null)
m_TeleportInteractor.gameObject.SetActive(true);
if (m_RayInteractor != null)
m_RayInteractor.gameObject.SetActive(false);
if (m_NearFarInteractor != null && m_NearFarInteractor.selectionRegion.Value != NearFarInteractor.Region.Near)
m_NearFarInteractor.gameObject.SetActive(false);
m_RayInteractorChanged?.Invoke(m_TeleportInteractor);
}
void OnCancelTeleport(InputAction.CallbackContext context)
{
// Do not deactivate the teleport interactor in this callback.
// We delay turning off the teleport interactor in this callback so that
// the teleport interactor has a chance to complete the teleport if needed.
// OnAfterInteractionEvents will handle deactivating its GameObject.
m_PostponedDeactivateTeleport = true;
if (m_RayInteractor != null)
m_RayInteractor.gameObject.SetActive(true);
if (m_NearFarInteractor != null)
m_NearFarInteractor.gameObject.SetActive(true);
m_RayInteractorChanged?.Invoke(m_RayInteractor);
}
void OnStartLocomotion(InputAction.CallbackContext context)
{
m_LocomotionUsers.Add(context.action);
}
void OnStopLocomotion(InputAction.CallbackContext context)
{
m_LocomotionUsers.Remove(context.action);
if (m_LocomotionUsers.Count == 0 && m_HoveringScrollableUI)
{
DisableAllLocomotionActions();
UpdateUIActions();
}
}
void OnNearFarSelectionRegionChanged(NearFarInteractor.Region selectionRegion)
{
m_PostponedNearRegionLocomotion = false;
if (selectionRegion == NearFarInteractor.Region.None)
{
UpdateLocomotionActions();
return;
}
var manipulateAttachTransform = false;
var attachController = m_NearFarInteractor.interactionAttachController as InteractionAttachController;
if (attachController != null)
{
manipulateAttachTransform = attachController.useManipulationInput &&
(attachController.manipulationInput.inputSourceMode == XRInputValueReader.InputSourceMode.InputActionReference && attachController.manipulationInput.inputActionReference != null) ||
(attachController.manipulationInput.inputSourceMode != XRInputValueReader.InputSourceMode.InputActionReference && attachController.manipulationInput.inputSourceMode != XRInputValueReader.InputSourceMode.Unused);
}
if (selectionRegion == NearFarInteractor.Region.Far)
{
if (manipulateAttachTransform)
DisableAllLocomotionActions();
else
DisableTeleportActions();
}
else if (selectionRegion == NearFarInteractor.Region.Near)
{
// Determine if the user entered the near region due to pulling back on the thumbstick.
// If so, postpone enabling locomotion until the user releases the thumbstick
// in order to avoid an immediate snap turn around from triggering on region change.
var hasStickInput = manipulateAttachTransform && HasStickInput(attachController);
if (hasStickInput)
{
m_PostponedNearRegionLocomotion = true;
DisableAllLocomotionActions();
}
else
{
UpdateLocomotionActions();
if (!m_NearFarEnableTeleportDuringNearInteraction)
DisableTeleportActions();
}
}
}
void OnRaySelectEntered(SelectEnterEventArgs args)
{
if (m_RayInteractor.manipulateAttachTransform)
{
// Disable locomotion and turn actions
DisableAllLocomotionActions();
}
}
void OnRaySelectExited(SelectExitEventArgs args)
{
if (m_RayInteractor.manipulateAttachTransform)
{
// Re-enable the locomotion and turn actions
UpdateLocomotionActions();
}
}
void OnUIHoverEntered(UIHoverEventArgs args)
{
m_HoveringScrollableUI = m_UIScrollingEnabled && args.deviceModel.isScrollable;
UpdateUIActions();
// If locomotion is occurring, wait
if (m_HoveringScrollableUI && m_LocomotionUsers.Count == 0)
{
// Disable locomotion and turn actions
DisableAllLocomotionActions();
}
}
void OnUIHoverExited(UIHoverEventArgs args)
{
m_HoveringScrollableUI = false;
UpdateUIActions();
// Re-enable the locomotion and turn actions
UpdateLocomotionActions();
}
protected void OnEnable()
{
if (m_RayInteractor != null && m_NearFarInteractor != null)
{
Debug.LogWarning("Both Ray Interactor and Near-Far Interactor are assigned. Only one should be assigned, not both. Clearing Ray Interactor.", this);
m_RayInteractor = null;
}
if (m_TeleportInteractor != null)
m_TeleportInteractor.gameObject.SetActive(false);
// Allow the actions to be refreshed when this component is re-enabled.
// See comments in Start for why we wait until Start to enable/disable actions.
if (m_StartCalled)
{
UpdateLocomotionActions();
UpdateUIActions();
}
SetupInteractorEvents();
}
protected void OnDisable()
{
TeardownInteractorEvents();
}
protected void Start()
{
m_StartCalled = true;
// Ensure the enabled state of locomotion and turn actions are properly set up.
// Called in Start so it is done after the InputActionManager enables all input actions earlier in OnEnable.
UpdateLocomotionActions();
UpdateUIActions();
}
protected void Update()
{
// Since this behavior has the default execution order, it runs after the XRInteractionManager,
// so selection events have been finished by now this frame. This means that the teleport interactor
// has had a chance to process its select interaction event and teleport if needed.
if (m_PostponedDeactivateTeleport)
{
if (m_TeleportInteractor != null)
m_TeleportInteractor.gameObject.SetActive(false);
m_PostponedDeactivateTeleport = false;
}
// If stick input caused the near region to be entered,
// wait until the stick is released before enabling locomotion.
if (m_PostponedNearRegionLocomotion)
{
var hasStickInput = false;
if (m_NearFarInteractor != null &&
m_NearFarInteractor.interactionAttachController is InteractionAttachController attachController
&& attachController != null)
{
hasStickInput = HasStickInput(attachController);
}
if (!hasStickInput)
{
m_PostponedNearRegionLocomotion = false;
UpdateLocomotionActions();
if (!m_NearFarEnableTeleportDuringNearInteraction)
DisableTeleportActions();
}
}
}
void UpdateLocomotionActions()
{
// Disable/enable Teleport and Turn when Move is enabled/disabled.
SetEnabled(m_Move, m_SmoothMotionEnabled);
SetEnabled(m_TeleportMode, !m_SmoothMotionEnabled);
SetEnabled(m_TeleportModeCancel, !m_SmoothMotionEnabled);
// Disable ability to turn when using continuous movement
SetEnabled(m_Turn, !m_SmoothMotionEnabled && m_SmoothTurnEnabled);
SetEnabled(m_SnapTurn, !m_SmoothMotionEnabled && !m_SmoothTurnEnabled);
}
void DisableTeleportActions()
{
DisableAction(m_TeleportMode);
DisableAction(m_TeleportModeCancel);
}
void DisableMoveAndTurnActions()
{
DisableAction(m_Move);
DisableAction(m_Turn);
DisableAction(m_SnapTurn);
}
void DisableAllLocomotionActions()
{
DisableTeleportActions();
DisableMoveAndTurnActions();
}
void UpdateUIActions()
{
SetEnabled(m_UIScroll, m_UIScrollingEnabled && m_HoveringScrollableUI && m_LocomotionUsers.Count == 0);
}
static bool HasStickInput(InteractionAttachController attachController)
{
// 75% of default 0.5 press threshold
const float sqrStickReleaseThreshold = 0.375f * 0.375f;
return attachController.manipulationInput.TryReadValue(out var stickInput) &&
stickInput.sqrMagnitude > sqrStickReleaseThreshold;
}
static void SetEnabled(InputActionReference actionReference, bool enabled)
{
if (enabled)
EnableAction(actionReference);
else
DisableAction(actionReference);
}
static void EnableAction(InputActionReference actionReference)
{
var action = GetInputAction(actionReference);
action?.Enable();
}
static void DisableAction(InputActionReference actionReference)
{
var action = GetInputAction(actionReference);
action?.Disable();
}
static InputAction GetInputAction(InputActionReference actionReference)
{
#pragma warning disable IDE0031 // Use null propagation -- Do not use for UnityEngine.Object types
return actionReference != null ? actionReference.action : null;
#pragma warning restore IDE0031
}
}
}

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namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// Destroys the GameObject it is attached to after a specified amount of time.
/// </summary>
public class DestroySelf : MonoBehaviour
{
[SerializeField]
[Tooltip("The amount of time, in seconds, to wait after Start before destroying the GameObject.")]
float m_Lifetime = 0.25f;
/// <summary>
/// The amount of time, in seconds, to wait after Start before destroying the GameObject.
/// </summary>
public float lifetime
{
get => m_Lifetime;
set => m_Lifetime = value;
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void Start()
{
Destroy(gameObject, m_Lifetime);
}
}
}

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using Unity.XR.CoreUtils;
using UnityEngine.Assertions;
using UnityEngine.XR.Interaction.Toolkit.Locomotion.Movement;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// A version of continuous movement that automatically controls the frame of reference that
/// determines the forward direction of movement based on user preference for each hand.
/// For example, can configure to use head relative movement for the left hand and controller relative movement for the right hand.
/// </summary>
public class DynamicMoveProvider : ContinuousMoveProvider
{
/// <summary>
/// Defines which transform the XR Origin's movement direction is relative to.
/// </summary>
/// <seealso cref="leftHandMovementDirection"/>
/// <seealso cref="rightHandMovementDirection"/>
public enum MovementDirection
{
/// <summary>
/// Use the forward direction of the head (camera) as the forward direction of the XR Origin's movement.
/// </summary>
HeadRelative,
/// <summary>
/// Use the forward direction of the hand (controller) as the forward direction of the XR Origin's movement.
/// </summary>
HandRelative,
}
[Space, Header("Movement Direction")]
[SerializeField]
[Tooltip("Directs the XR Origin's movement when using the head-relative mode. If not set, will automatically find and use the XR Origin Camera.")]
Transform m_HeadTransform;
/// <summary>
/// Directs the XR Origin's movement when using the head-relative mode. If not set, will automatically find and use the XR Origin Camera.
/// </summary>
public Transform headTransform
{
get => m_HeadTransform;
set => m_HeadTransform = value;
}
[SerializeField]
[Tooltip("Directs the XR Origin's movement when using the hand-relative mode with the left hand.")]
Transform m_LeftControllerTransform;
/// <summary>
/// Directs the XR Origin's movement when using the hand-relative mode with the left hand.
/// </summary>
public Transform leftControllerTransform
{
get => m_LeftControllerTransform;
set => m_LeftControllerTransform = value;
}
[SerializeField]
[Tooltip("Directs the XR Origin's movement when using the hand-relative mode with the right hand.")]
Transform m_RightControllerTransform;
public Transform rightControllerTransform
{
get => m_RightControllerTransform;
set => m_RightControllerTransform = value;
}
[SerializeField]
[Tooltip("Whether to use the specified head transform or left controller transform to direct the XR Origin's movement for the left hand.")]
MovementDirection m_LeftHandMovementDirection;
/// <summary>
/// Whether to use the specified head transform or controller transform to direct the XR Origin's movement for the left hand.
/// </summary>
/// <seealso cref="MovementDirection"/>
public MovementDirection leftHandMovementDirection
{
get => m_LeftHandMovementDirection;
set => m_LeftHandMovementDirection = value;
}
[SerializeField]
[Tooltip("Whether to use the specified head transform or right controller transform to direct the XR Origin's movement for the right hand.")]
MovementDirection m_RightHandMovementDirection;
/// <summary>
/// Whether to use the specified head transform or controller transform to direct the XR Origin's movement for the right hand.
/// </summary>
/// <seealso cref="MovementDirection"/>
public MovementDirection rightHandMovementDirection
{
get => m_RightHandMovementDirection;
set => m_RightHandMovementDirection = value;
}
Transform m_CombinedTransform;
Pose m_LeftMovementPose = Pose.identity;
Pose m_RightMovementPose = Pose.identity;
/// <inheritdoc />
protected override void Awake()
{
base.Awake();
m_CombinedTransform = new GameObject("[Dynamic Move Provider] Combined Forward Source").transform;
m_CombinedTransform.SetParent(transform, false);
m_CombinedTransform.localPosition = Vector3.zero;
m_CombinedTransform.localRotation = Quaternion.identity;
forwardSource = m_CombinedTransform;
}
/// <inheritdoc />
protected override Vector3 ComputeDesiredMove(Vector2 input)
{
// Don't need to do anything if the total input is zero.
// This is the same check as the base method.
if (input == Vector2.zero)
return base.ComputeDesiredMove(input);
// Initialize the Head Transform if necessary, getting the Camera from XR Origin
if (m_HeadTransform == null)
{
var xrOrigin = mediator.xrOrigin;
if (xrOrigin != null)
{
var xrCamera = xrOrigin.Camera;
if (xrCamera != null)
m_HeadTransform = xrCamera.transform;
}
}
// Get the forward source for the left hand input
switch (m_LeftHandMovementDirection)
{
case MovementDirection.HeadRelative:
if (m_HeadTransform != null)
m_LeftMovementPose = m_HeadTransform.GetWorldPose();
break;
case MovementDirection.HandRelative:
if (m_LeftControllerTransform != null)
m_LeftMovementPose = m_LeftControllerTransform.GetWorldPose();
break;
default:
Assert.IsTrue(false, $"Unhandled {nameof(MovementDirection)}={m_LeftHandMovementDirection}");
break;
}
// Get the forward source for the right hand input
switch (m_RightHandMovementDirection)
{
case MovementDirection.HeadRelative:
if (m_HeadTransform != null)
m_RightMovementPose = m_HeadTransform.GetWorldPose();
break;
case MovementDirection.HandRelative:
if (m_RightControllerTransform != null)
m_RightMovementPose = m_RightControllerTransform.GetWorldPose();
break;
default:
Assert.IsTrue(false, $"Unhandled {nameof(MovementDirection)}={m_RightHandMovementDirection}");
break;
}
// Combine the two poses into the forward source based on the magnitude of input
var leftHandValue = leftHandMoveInput.ReadValue();
var rightHandValue = rightHandMoveInput.ReadValue();
var totalSqrMagnitude = leftHandValue.sqrMagnitude + rightHandValue.sqrMagnitude;
var leftHandBlend = 0.5f;
if (totalSqrMagnitude > Mathf.Epsilon)
leftHandBlend = leftHandValue.sqrMagnitude / totalSqrMagnitude;
var combinedPosition = Vector3.Lerp(m_RightMovementPose.position, m_LeftMovementPose.position, leftHandBlend);
var combinedRotation = Quaternion.Slerp(m_RightMovementPose.rotation, m_LeftMovementPose.rotation, leftHandBlend);
m_CombinedTransform.SetPositionAndRotation(combinedPosition, combinedRotation);
return base.ComputeDesiredMove(input);
}
}
}

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using System.Collections.Generic;
using UnityEngine.InputSystem;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// Manages input fallback for <see cref="XRGazeInteractor"/> when eye tracking is not available.
/// </summary>
public class GazeInputManager : MonoBehaviour
{
// This is the name of the layout that is registered by EyeGazeInteraction in the OpenXR Plugin package
const string k_EyeGazeLayoutName = "EyeGaze";
[SerializeField]
[Tooltip("Enable fallback to head tracking if eye tracking is unavailable.")]
bool m_FallbackIfEyeTrackingUnavailable = true;
/// <summary>
/// Enable fallback to head tracking if eye tracking is unavailable.
/// </summary>
public bool fallbackIfEyeTrackingUnavailable
{
get => m_FallbackIfEyeTrackingUnavailable;
set => m_FallbackIfEyeTrackingUnavailable = value;
}
bool m_EyeTrackingDeviceFound;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void Awake()
{
// Check if we have eye tracking support
var inputDeviceList = new List<InputDevice>();
InputDevices.GetDevicesWithCharacteristics(InputDeviceCharacteristics.EyeTracking, inputDeviceList);
if (inputDeviceList.Count > 0)
{
Debug.Log("Eye tracking device found!", this);
m_EyeTrackingDeviceFound = true;
return;
}
foreach (var device in InputSystem.InputSystem.devices)
{
if (device.layout == k_EyeGazeLayoutName)
{
Debug.Log("Eye gaze device found!", this);
m_EyeTrackingDeviceFound = true;
return;
}
}
Debug.LogWarning($"Could not find a device that supports eye tracking on Awake. {this} has subscribed to device connected events and will activate the GameObject when an eye tracking device is connected.", this);
InputDevices.deviceConnected += OnDeviceConnected;
InputSystem.InputSystem.onDeviceChange += OnDeviceChange;
gameObject.SetActive(m_FallbackIfEyeTrackingUnavailable);
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnDestroy()
{
InputDevices.deviceConnected -= OnDeviceConnected;
InputSystem.InputSystem.onDeviceChange -= OnDeviceChange;
}
void OnDeviceConnected(InputDevice inputDevice)
{
if (m_EyeTrackingDeviceFound || !inputDevice.characteristics.HasFlag(InputDeviceCharacteristics.EyeTracking))
return;
Debug.Log("Eye tracking device found!", this);
m_EyeTrackingDeviceFound = true;
gameObject.SetActive(true);
}
void OnDeviceChange(InputSystem.InputDevice device, InputDeviceChange change)
{
if (m_EyeTrackingDeviceFound || change != InputDeviceChange.Added)
return;
if (device.layout == k_EyeGazeLayoutName)
{
Debug.Log("Eye gaze device found!", this);
m_EyeTrackingDeviceFound = true;
gameObject.SetActive(true);
}
}
}
}

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using UnityEngine.Rendering;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
#if UNITY_EDITOR
[InitializeOnLoad]
static class RenderPipelineValidation
{
static RenderPipelineValidation()
{
foreach (var pipelineHandler in GetAllInstances())
pipelineHandler.AutoRefreshPipelineShaders();
}
static List<MaterialPipelineHandler> GetAllInstances()
{
var instances = new List<MaterialPipelineHandler>();
// Find all GUIDs for objects that match the type MaterialPipelineHandler
var guids = AssetDatabase.FindAssets("t:MaterialPipelineHandler");
for (int i = 0; i < guids.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(guids[i]);
var asset = AssetDatabase.LoadAssetAtPath<MaterialPipelineHandler>(path);
if (asset != null)
instances.Add(asset);
}
return instances;
}
}
#endif
/// <summary>
/// Serializable class that contains the shader information for a material.
/// </summary>
[System.Serializable]
public class ShaderContainer
{
public Material material;
public bool useSRPShaderName = true;
public string scriptableRenderPipelineShaderName = "Universal Render Pipeline/Lit";
public Shader scriptableRenderPipelineShader;
public bool useBuiltinShaderName = true;
public string builtInPipelineShaderName = "Standard";
public Shader builtInPipelineShader;
}
/// <summary>
/// Scriptable object that allows for setting the shader on a material based on the current render pipeline.
/// Will run automatically OnEnable in the editor to set the shaders on project bootup. Can be refreshed manually with editor button.
/// This exists because while objects render correctly using shadergraph shaders, others do not and using the standard shader resolves various rendering issues.
/// </summary>
[CreateAssetMenu(fileName = "MaterialPipelineHandler", menuName = "XR/MaterialPipelineHandler", order = 0)]
public class MaterialPipelineHandler : ScriptableObject
{
[SerializeField]
[Tooltip("List of materials and their associated shaders.")]
List<ShaderContainer> m_ShaderContainers;
[SerializeField]
[Tooltip("If true, the shaders will be refreshed automatically when the editor opens and when this scriptable object instance is enabled.")]
bool m_AutoRefreshShaders = true;
#if UNITY_EDITOR
void OnEnable()
{
if (Application.isPlaying)
return;
AutoRefreshPipelineShaders();
}
#endif
public void AutoRefreshPipelineShaders()
{
if (m_AutoRefreshShaders)
SetPipelineShaders();
}
/// <summary>
/// Applies the appropriate shader to the materials based on the current render pipeline.
/// </summary>
public void SetPipelineShaders()
{
if (m_ShaderContainers == null)
return;
bool isBuiltinRenderPipeline = GraphicsSettings.currentRenderPipeline == null;
foreach (var info in m_ShaderContainers)
{
if (info.material == null)
continue;
// Find the appropriate shaders based on the toggle
Shader birpShader = info.useBuiltinShaderName ? Shader.Find(info.builtInPipelineShaderName) : info.builtInPipelineShader;
Shader srpShader = info.useSRPShaderName ? Shader.Find(info.scriptableRenderPipelineShaderName) : info.scriptableRenderPipelineShader;
// Determine current shader for comparison
Shader currentShader = info.material.shader;
// Update shader for the current render pipeline only if necessary
if (isBuiltinRenderPipeline && birpShader != null && currentShader != birpShader)
{
info.material.shader = birpShader;
MarkMaterialModified(info.material);
}
else if (!isBuiltinRenderPipeline && srpShader != null && currentShader != srpShader)
{
info.material.shader = srpShader;
MarkMaterialModified(info.material);
}
}
}
static void MarkMaterialModified(Material material)
{
#if UNITY_EDITOR
EditorUtility.SetDirty(material);
#endif
}
}
#if UNITY_EDITOR
/// <summary>
/// Custom property drawer for the shader container class.
/// </summary>
[CustomPropertyDrawer(typeof(ShaderContainer))]
public class ShaderContainerDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
float singleLineHeight = EditorGUIUtility.singleLineHeight;
float verticalSpacing = EditorGUIUtility.standardVerticalSpacing;
SerializedProperty materialProp = property.FindPropertyRelative("material");
SerializedProperty useSRPShaderNameProp = property.FindPropertyRelative("useSRPShaderName");
SerializedProperty scriptableShaderNameProp = property.FindPropertyRelative("scriptableRenderPipelineShaderName");
SerializedProperty scriptableShaderProp = property.FindPropertyRelative("scriptableRenderPipelineShader");
SerializedProperty useShaderNameProp = property.FindPropertyRelative("useBuiltinShaderName");
SerializedProperty builtInNameProp = property.FindPropertyRelative("builtInPipelineShaderName");
SerializedProperty builtInShaderProp = property.FindPropertyRelative("builtInPipelineShader");
// Draw Material without the header.
position.height = singleLineHeight;
EditorGUI.PropertyField(position, materialProp);
position.y += singleLineHeight + verticalSpacing;
// SRP Shader header and fields.
EditorGUI.LabelField(position, "Scriptable Render Pipeline Shader", EditorStyles.boldLabel);
position.y += EditorGUIUtility.singleLineHeight + verticalSpacing;
EditorGUI.PropertyField(position, useSRPShaderNameProp);
position.y += singleLineHeight + verticalSpacing;
if (useSRPShaderNameProp.boolValue)
{
EditorGUI.PropertyField(position, scriptableShaderNameProp);
position.y += singleLineHeight + verticalSpacing;
}
else
{
EditorGUI.PropertyField(position, scriptableShaderProp);
position.y += singleLineHeight + verticalSpacing;
}
// Built-in Shader header and fields.
EditorGUI.LabelField(position, "Built-In Render Pipeline Shader", EditorStyles.boldLabel);
position.y += singleLineHeight + verticalSpacing;
EditorGUI.PropertyField(position, useShaderNameProp);
position.y += singleLineHeight + verticalSpacing;
if (useShaderNameProp.boolValue)
{
EditorGUI.PropertyField(position, builtInNameProp);
position.y += singleLineHeight + verticalSpacing;
}
else
{
EditorGUI.PropertyField(position, builtInShaderProp);
position.y += singleLineHeight + verticalSpacing;
}
// Draw a separator line at the end.
position.y += verticalSpacing / 2; // Extra space for the line.
position.height = 1;
EditorGUI.DrawRect(new Rect(position.x, position.y, position.width, 1), Color.gray);
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
const int baseFieldCount = 4; // The Material field, the two toggles, and one for an optional field.
int extraLineCount = property.FindPropertyRelative("useBuiltinShaderName").boolValue ? 0 : 1;
extraLineCount += property.FindPropertyRelative("useSRPShaderName").boolValue ? 0 : 1;
float singleLineHeight = EditorGUIUtility.singleLineHeight;
float verticalSpacing = EditorGUIUtility.standardVerticalSpacing;
float headerHeight = EditorGUIUtility.singleLineHeight; // No longer need extra height for headers.
// Calculate height for fields and headers
float fieldsHeight = baseFieldCount * singleLineHeight + (baseFieldCount - 1 + extraLineCount) * verticalSpacing;
// Allow space for header, separator line, and a bit of padding before the line.
float headersHeight = 2 * (headerHeight + verticalSpacing);
float separatorSpace = verticalSpacing / 2 + 1; // Additional vertical spacing and line height.
return fieldsHeight + headersHeight + separatorSpace + singleLineHeight * 1.5f;
}
}
/// <summary>
/// Custom editor MaterialPipelineHandler
/// </summary>
[CustomEditor(typeof(MaterialPipelineHandler)), CanEditMultipleObjects]
public class MaterialPipelineHandlerEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
// Draw the "Refresh Shaders" button
if (GUILayout.Button("Refresh Shaders"))
{
foreach (var t in targets)
{
var handler = (MaterialPipelineHandler)t;
handler.SetPipelineShaders();
}
}
}
}
#endif
}

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using System;
using System.Collections.Generic;
using UnityEngine.XR.Interaction.Toolkit.Utilities;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// Behavior with an API for spawning objects from a given set of prefabs.
/// </summary>
public class ObjectSpawner : MonoBehaviour
{
[SerializeField]
[Tooltip("The camera that objects will face when spawned. If not set, defaults to the main camera.")]
Camera m_CameraToFace;
/// <summary>
/// The camera that objects will face when spawned. If not set, defaults to the <see cref="Camera.main"/> camera.
/// </summary>
public Camera cameraToFace
{
get
{
EnsureFacingCamera();
return m_CameraToFace;
}
set => m_CameraToFace = value;
}
[SerializeField]
[Tooltip("The list of prefabs available to spawn.")]
List<GameObject> m_ObjectPrefabs = new List<GameObject>();
/// <summary>
/// The list of prefabs available to spawn.
/// </summary>
public List<GameObject> objectPrefabs
{
get => m_ObjectPrefabs;
set => m_ObjectPrefabs = value;
}
[SerializeField]
[Tooltip("Optional prefab to spawn for each spawned object. Use a prefab with the Destroy Self component to make " +
"sure the visualization only lives temporarily.")]
GameObject m_SpawnVisualizationPrefab;
/// <summary>
/// Optional prefab to spawn for each spawned object.
/// </summary>
/// <remarks>Use a prefab with <see cref="DestroySelf"/> to make sure the visualization only lives temporarily.</remarks>
public GameObject spawnVisualizationPrefab
{
get => m_SpawnVisualizationPrefab;
set => m_SpawnVisualizationPrefab = value;
}
[SerializeField]
[Tooltip("The index of the prefab to spawn. If outside the range of the list, this behavior will select " +
"a random object each time it spawns.")]
int m_SpawnOptionIndex = -1;
/// <summary>
/// The index of the prefab to spawn. If outside the range of <see cref="objectPrefabs"/>, this behavior will
/// select a random object each time it spawns.
/// </summary>
/// <seealso cref="isSpawnOptionRandomized"/>
public int spawnOptionIndex
{
get => m_SpawnOptionIndex;
set => m_SpawnOptionIndex = value;
}
/// <summary>
/// Whether this behavior will select a random object from <see cref="objectPrefabs"/> each time it spawns.
/// </summary>
/// <seealso cref="spawnOptionIndex"/>
/// <seealso cref="RandomizeSpawnOption"/>
public bool isSpawnOptionRandomized => m_SpawnOptionIndex < 0 || m_SpawnOptionIndex >= m_ObjectPrefabs.Count;
[SerializeField]
[Tooltip("Whether to only spawn an object if the spawn point is within view of the camera.")]
bool m_OnlySpawnInView = true;
/// <summary>
/// Whether to only spawn an object if the spawn point is within view of the <see cref="cameraToFace"/>.
/// </summary>
public bool onlySpawnInView
{
get => m_OnlySpawnInView;
set => m_OnlySpawnInView = value;
}
[SerializeField]
[Tooltip("The size, in viewport units, of the periphery inside the viewport that will not be considered in view.")]
float m_ViewportPeriphery = 0.15f;
/// <summary>
/// The size, in viewport units, of the periphery inside the viewport that will not be considered in view.
/// </summary>
public float viewportPeriphery
{
get => m_ViewportPeriphery;
set => m_ViewportPeriphery = value;
}
[SerializeField]
[Tooltip("When enabled, the object will be rotated about the y-axis when spawned by Spawn Angle Range, " +
"in relation to the direction of the spawn point to the camera.")]
bool m_ApplyRandomAngleAtSpawn = true;
/// <summary>
/// When enabled, the object will be rotated about the y-axis when spawned by <see cref="spawnAngleRange"/>
/// in relation to the direction of the spawn point to the camera.
/// </summary>
public bool applyRandomAngleAtSpawn
{
get => m_ApplyRandomAngleAtSpawn;
set => m_ApplyRandomAngleAtSpawn = value;
}
[SerializeField]
[Tooltip("The range in degrees that the object will randomly be rotated about the y axis when spawned, " +
"in relation to the direction of the spawn point to the camera.")]
float m_SpawnAngleRange = 45f;
/// <summary>
/// The range in degrees that the object will randomly be rotated about the y axis when spawned, in relation
/// to the direction of the spawn point to the camera.
/// </summary>
public float spawnAngleRange
{
get => m_SpawnAngleRange;
set => m_SpawnAngleRange = value;
}
[SerializeField]
[Tooltip("Whether to spawn each object as a child of this object.")]
bool m_SpawnAsChildren;
/// <summary>
/// Whether to spawn each object as a child of this object.
/// </summary>
public bool spawnAsChildren
{
get => m_SpawnAsChildren;
set => m_SpawnAsChildren = value;
}
/// <summary>
/// Event invoked after an object is spawned.
/// </summary>
/// <seealso cref="TrySpawnObject"/>
public event Action<GameObject> objectSpawned;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void Awake()
{
EnsureFacingCamera();
}
void EnsureFacingCamera()
{
if (m_CameraToFace == null)
m_CameraToFace = Camera.main;
}
/// <summary>
/// Sets this behavior to select a random object from <see cref="objectPrefabs"/> each time it spawns.
/// </summary>
/// <seealso cref="spawnOptionIndex"/>
/// <seealso cref="isSpawnOptionRandomized"/>
public void RandomizeSpawnOption()
{
m_SpawnOptionIndex = -1;
}
/// <summary>
/// Sets the <see cref="spawnOptionIndex"/> so that a specific object will spawn. If the index is out
/// of bounds of the list defined in <see cref="objectPrefabs"/>, the index will not be changed.
/// </summary>
/// <param name="index">Index of the object to be spawned.</param>
/// <seealso cref="objectPrefabs"/>
/// <seealso cref="spawnOptionIndex"/>
public void SetSpawnObjectIndex(int index)
{
if (index < m_ObjectPrefabs.Count)
m_SpawnOptionIndex = index;
else
Debug.LogWarning("Object index specified larger than number of Object Prefabs.", this);
}
/// <summary>
/// Attempts to spawn an object from <see cref="objectPrefabs"/> at the given position. The object will have a
/// yaw rotation that faces <see cref="cameraToFace"/>, plus or minus a random angle within <see cref="spawnAngleRange"/>.
/// </summary>
/// <param name="spawnPoint">The world space position at which to spawn the object.</param>
/// <param name="spawnNormal">The world space normal of the spawn surface.</param>
/// <returns>Returns <see langword="true"/> if the spawner successfully spawned an object. Otherwise returns
/// <see langword="false"/>, for instance if the spawn point is out of view of the camera.</returns>
/// <remarks>
/// The object selected to spawn is based on <see cref="spawnOptionIndex"/>. If the index is outside
/// the range of <see cref="objectPrefabs"/>, this method will select a random prefab from the list to spawn.
/// Otherwise, it will spawn the prefab at the index.
/// </remarks>
/// <seealso cref="objectSpawned"/>
public bool TrySpawnObject(Vector3 spawnPoint, Vector3 spawnNormal)
{
if (m_OnlySpawnInView)
{
var inViewMin = m_ViewportPeriphery;
var inViewMax = 1f - m_ViewportPeriphery;
var pointInViewportSpace = cameraToFace.WorldToViewportPoint(spawnPoint);
if (pointInViewportSpace.z < 0f || pointInViewportSpace.x > inViewMax || pointInViewportSpace.x < inViewMin ||
pointInViewportSpace.y > inViewMax || pointInViewportSpace.y < inViewMin)
{
Debug.LogWarning("Object spawn point out of view and OnlySpawnInView is set to true.", this);
return false;
}
}
var objectIndex = isSpawnOptionRandomized ? Random.Range(0, m_ObjectPrefabs.Count) : m_SpawnOptionIndex;
var newObject = Instantiate(m_ObjectPrefabs[objectIndex]);
if (m_SpawnAsChildren)
newObject.transform.parent = transform;
newObject.transform.position = spawnPoint;
EnsureFacingCamera();
var facePosition = m_CameraToFace.transform.position;
var forward = facePosition - spawnPoint;
BurstMathUtility.ProjectOnPlane(forward, spawnNormal, out var projectedForward);
newObject.transform.rotation = Quaternion.LookRotation(projectedForward, spawnNormal);
if (m_ApplyRandomAngleAtSpawn)
{
var randomRotation = Random.Range(-m_SpawnAngleRange, m_SpawnAngleRange);
newObject.transform.Rotate(Vector3.up, randomRotation);
}
if (m_SpawnVisualizationPrefab != null)
{
var visualizationTrans = Instantiate(m_SpawnVisualizationPrefab).transform;
visualizationTrans.position = spawnPoint;
visualizationTrans.rotation = newObject.transform.rotation;
}
objectSpawned?.Invoke(newObject);
return true;
}
/// <summary>
/// Attempts to spawn an object from <see cref="objectPrefabs"/> at the given position. The object will have a
/// yaw rotation that faces <see cref="cameraToFace"/>, plus or minus a random angle within <see cref="spawnAngleRange"/>.
/// </summary>
/// <param name="spawnPoint">The world space position at which to spawn the object.</param>
/// <param name="spawnNormal">The world space normal of the spawn surface.</param>
/// <remarks>
/// The object selected to spawn is based on <see cref="spawnOptionIndex"/>. If the index is outside
/// the range of <see cref="objectPrefabs"/>, this method will select a random prefab from the list to spawn.
/// Otherwise, it will spawn the prefab at the index.
/// </remarks>
/// <seealso cref="objectSpawned"/>
public void SpawnObject(Vector3 spawnPoint, Vector3 spawnNormal)
{
if (!TrySpawnObject(spawnPoint, spawnNormal))
Debug.LogWarning("Could not spawn object.", this);
}
}
}

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using System;
using System.Collections.Generic;
#if UNITY_ANDROID
using UnityEngine.Android;
#endif
using UnityEngine.Events;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// Utility class to help define and manage Android device permissions and specify corresponding permission callbacks via <see cref="UnityEvent"/>.
/// </summary>
/// <remarks>
/// This component is currently designed to work with Android platform permissions only.
/// </remarks>
[DefaultExecutionOrder(-9999)]
public class PermissionsManager : MonoBehaviour
{
const string k_DefaultPermissionId = "com.oculus.permission.USE_SCENE";
[SerializeField, Tooltip("Enables or disables the processing of permissions on Awake. If disabled, permissions will not be processed until the ProcessPermissions method is called.")]
bool m_ProcessPermissionsOnAwake = true;
[SerializeField, Tooltip("The system permissions to request when this component starts.")]
List<PermissionRequestGroup> m_PermissionGroups = new List<PermissionRequestGroup>();
/// <summary>
/// Current platform permission group to process. This is determined during the <see cref="Awake"/> method using based on <see cref="XRPlatformUnderstanding"/>.
/// </summary>
PermissionRequestGroup m_CurrentPlatformPermissionGroup = new PermissionRequestGroup();
/// <summary>
/// A group of permissions to request based on a specific platform.
/// </summary>
[Serializable]
class PermissionRequestGroup
{
[Tooltip("The platform type for which these permissions is intended for.")]
public XRPlatformType platformType;
public List<PermissionRequest> permissions;
}
/// <summary>
/// A permission request to be made to the Android operating system.
/// </summary>
[Serializable]
class PermissionRequest
{
[Tooltip("The Android system permission to request when this component starts.")]
public string permissionId = k_DefaultPermissionId;
[Tooltip("Whether to request permission from the operating system.")]
public bool enabled = true;
[HideInInspector]
public bool requested = false;
[HideInInspector]
public bool responseReceived = false;
[HideInInspector]
public bool granted = false;
public UnityEvent<string> onPermissionGranted;
public UnityEvent<string> onPermissionDenied;
}
void Awake()
{
if (m_ProcessPermissionsOnAwake)
ProcessPermissions();
}
/// <summary>
/// Process the permissions defined in the <see cref="m_PermissionGroups"/> list.
/// </summary>
public void ProcessPermissions()
{
#if UNITY_ANDROID
// Grab the current platform permission group based on the current platform in use.
var currentPlatform = XRPlatformUnderstanding.CurrentPlatform;
m_CurrentPlatformPermissionGroup = m_PermissionGroups.Find(g => g.platformType == currentPlatform);
if (m_CurrentPlatformPermissionGroup == null)
{
// No permission group defined for the current platform.
// No permissions will be requested by this component.
return;
}
var permissionIds = new List<string>();
// Loop through the current platform's permissions and add them to the
// list of permissions to request if they are enabled and not already requested.
for (var i = 0; i < m_CurrentPlatformPermissionGroup.permissions.Count; i++)
{
var permission = m_CurrentPlatformPermissionGroup.permissions[i];
if (!permission.enabled)
continue;
// If permission is not granted and not requested, add it to the list of permissions to request
if (!Permission.HasUserAuthorizedPermission(permission.permissionId) && !permission.requested)
{
permissionIds.Add(permission.permissionId);
permission.requested = true;
}
else
{
Debug.Log($"User has permission for: {permission.permissionId}", this);
}
}
// Process permissions that were not already granted
if (permissionIds.Count > 0)
{
var callbacks = new PermissionCallbacks();
callbacks.PermissionDenied += OnPermissionDenied;
callbacks.PermissionGranted += OnPermissionGranted;
Permission.RequestUserPermissions(permissionIds.ToArray(), callbacks);
}
#endif // UNITY_ANDROID
}
void OnPermissionGranted(string permissionStr)
{
// Find the permission
var permission = m_CurrentPlatformPermissionGroup.permissions.Find(p => p.permissionId == permissionStr);
if (permission == null)
{
Debug.LogWarning($"Permission granted callback received for an unexpected permission request, permission ID {permissionStr}", this);
return;
}
// Enable permission
permission.granted = true;
permission.responseReceived = true;
Debug.Log($"User granted permission for: {permissionStr}", this);
permission.onPermissionGranted.Invoke(permissionStr);
}
void OnPermissionDenied(string permissionStr)
{
// Find the permission
var permission = m_CurrentPlatformPermissionGroup.permissions.Find(p => p.permissionId == permissionStr);
if (permission == null)
{
Debug.LogWarning($"Permission denied callback received for an unexpected permission request, permission ID {permissionStr}", this);
return;
}
// Disable permission
permission.granted = false;
permission.responseReceived = true;
Debug.LogWarning($"User denied permission for: {permissionStr}", this);
permission.onPermissionDenied.Invoke(permissionStr);
}
}
}

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using System;
#if OPENXR_1_6_OR_NEWER
using UnityEngine.XR.OpenXR;
#endif
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// Enumeration of supported XR Platforms for OpenXR.
/// </summary>
public enum XRPlatformType
{
/// <summary>
/// Meta Quest devices supported through OpenXR.
/// </summary>
[InspectorName("OpenXR: Meta")]
OpenXRMeta,
/// <summary>
/// Android XR devices supported through OpenXR.
/// </summary>
[InspectorName("OpenXR: Android XR")]
OpenXRAndroidXR,
/// <summary>
/// Other OpenXR devices.
/// </summary>
[InspectorName("OpenXR: Other")]
OpenXROther,
/// <summary>
/// Other device that does not support OpenXR or not running on an OpenXR runtime.
/// </summary>
Other,
}
/// <summary>
/// Helper class that determines the current XR platform based on the active runtime.
/// Currently, this only supports OpenXR Runtimes from Meta and Google.
/// </summary>
public static class XRPlatformUnderstanding
{
const string k_RuntimeNameMeta = "Oculus";
const string k_RuntimeNameAndroidXR = "Android XR";
/// <summary>
/// The current platform based on the OpenXR Runtime name.
/// </summary>
public static XRPlatformType CurrentPlatform
{
get
{
if (!s_Initialized)
{
s_CurrentPlatform = GetCurrentXRPlatform();
s_Initialized = true;
}
return s_CurrentPlatform;
}
}
static XRPlatformType s_CurrentPlatform = XRPlatformType.Other;
static bool s_Initialized;
/// <summary>
/// Returns the current platform based on the active OpenXR Runtime name.
/// </summary>
/// <returns>The current platform based on the active OpenXR Runtime name.</returns>
static XRPlatformType GetCurrentXRPlatform()
{
// If we have already initialized, just return the current platform
if (s_Initialized)
return s_CurrentPlatform;
#if OPENXR_1_6_OR_NEWER
try
{
var openXRRuntimeName = OpenXRRuntime.name;
if (string.IsNullOrEmpty(openXRRuntimeName))
{
s_CurrentPlatform = XRPlatformType.Other;
}
else
{
switch (openXRRuntimeName)
{
case k_RuntimeNameMeta:
Debug.Log("Meta runtime detected.");
s_CurrentPlatform = XRPlatformType.OpenXRMeta;
break;
case k_RuntimeNameAndroidXR:
Debug.Log("Android XR runtime detected.");
s_CurrentPlatform = XRPlatformType.OpenXRAndroidXR;
break;
default:
Debug.Log($"Unknown OpenXR runtime detected: \"{openXRRuntimeName}\"");
s_CurrentPlatform = XRPlatformType.OpenXROther;
break;
}
}
}
catch (Exception e)
{
Debug.LogWarning($"Failed to get OpenXR runtime: {e.Message}");
s_CurrentPlatform = XRPlatformType.Other;
}
#else
s_CurrentPlatform = XRPlatformType.Other;
#endif
s_Initialized = true;
return s_CurrentPlatform;
}
}
}

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using UnityEngine.XR.Interaction.Toolkit.Interactables;
using UnityEngine.XR.Interaction.Toolkit.Transformers;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// An XR grab transformer that allows for the locking of specific rotation axes. When an object is grabbed and manipulated,
/// this class ensures that rotations are only applied to the specified axes, preserving the initial rotation for the others.
/// </summary>
public class RotationAxisLockGrabTransformer : XRBaseGrabTransformer
{
[SerializeField]
[Tooltip("Defines which rotation axes are allowed when an object is grabbed. Axes not selected will maintain their initial rotation.")]
XRGeneralGrabTransformer.ManipulationAxes m_PermittedRotationAxis = XRGeneralGrabTransformer.ManipulationAxes.All;
/// <inheritdoc />
protected override RegistrationMode registrationMode => RegistrationMode.SingleAndMultiple;
Vector3 m_InitialEulerRotation;
/// <inheritdoc />
public override void OnLink(XRGrabInteractable grabInteractable)
{
base.OnLink(grabInteractable);
m_InitialEulerRotation = grabInteractable.transform.rotation.eulerAngles;
}
/// <inheritdoc />
public override void Process(XRGrabInteractable grabInteractable, XRInteractionUpdateOrder.UpdatePhase updatePhase, ref Pose targetPose, ref Vector3 localScale)
{
Vector3 newRotationEuler = targetPose.rotation.eulerAngles;
if ((m_PermittedRotationAxis & XRGeneralGrabTransformer.ManipulationAxes.X) == 0)
newRotationEuler.x = m_InitialEulerRotation.x;
if ((m_PermittedRotationAxis & XRGeneralGrabTransformer.ManipulationAxes.Y) == 0)
newRotationEuler.y = m_InitialEulerRotation.y;
if ((m_PermittedRotationAxis & XRGeneralGrabTransformer.ManipulationAxes.Z) == 0)
newRotationEuler.z = m_InitialEulerRotation.z;
targetPose.rotation = Quaternion.Euler(newRotationEuler);
}
}
}

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using System;
using UnityEngine.XR.Interaction.Toolkit.AffordanceSystem.State;
using UnityEngine.XR.Interaction.Toolkit.Interactables;
using UnityEngine.XR.Interaction.Toolkit.Locomotion.Teleportation;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// Helper component that binds an <see cref="XRInteractableAffordanceStateProvider"/> to a
/// <see cref="TeleportationMultiAnchorVolume"/> when the teleport volume sets its destination anchor to a child transform
/// of the state provider's originally bound interactable.
/// </summary>
[RequireComponent(typeof(XRInteractableAffordanceStateProvider))]
[Obsolete("The Affordance System namespace and all associated classes have been deprecated. The existing affordance system will be moved, replaced and updated with a new interaction feedback system in a future version of XRI.")]
public class TeleportVolumeAnchorAffordanceStateLink : MonoBehaviour
{
[SerializeField]
[Tooltip("The teleport volume that will drive affordance states when its destination anchor belongs to this interactable.")]
TeleportationMultiAnchorVolume m_ContainingTeleportVolume;
/// <summary>
/// The teleport volume that will drive affordance states when its destination anchor belongs to the
/// state provider's originally bound interactable.
/// </summary>
public TeleportationMultiAnchorVolume containingTeleportVolume
{
get => m_ContainingTeleportVolume;
set => m_ContainingTeleportVolume = value;
}
XRInteractableAffordanceStateProvider m_AffordanceStateProvider;
IXRInteractable m_Interactable;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnEnable()
{
m_AffordanceStateProvider = GetComponent<XRInteractableAffordanceStateProvider>();
if (m_AffordanceStateProvider == null)
{
Debug.LogError($"Missing {nameof(XRInteractableAffordanceStateProvider)} on {gameObject.name}.", this);
enabled = false;
return;
}
if (m_ContainingTeleportVolume == null)
{
Debug.LogError($"Missing {nameof(TeleportationMultiAnchorVolume)} reference on {gameObject.name}.", this);
enabled = false;
return;
}
var interactableSource = m_AffordanceStateProvider.interactableSource;
m_Interactable = interactableSource != null && interactableSource is IXRInteractable interactable
? interactable
: m_AffordanceStateProvider.GetComponentInParent<IXRInteractable>();
if (m_Interactable == null)
{
Debug.LogError($"Interactable source must be an {nameof(IXRInteractable)}.", this);
enabled = false;
return;
}
m_ContainingTeleportVolume.destinationAnchorChanged += OnDestinationAnchorChanged;
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnDisable()
{
if (m_ContainingTeleportVolume != null)
m_ContainingTeleportVolume.destinationAnchorChanged -= OnDestinationAnchorChanged;
if (m_AffordanceStateProvider != null)
m_AffordanceStateProvider.SetBoundInteractionReceiver(m_Interactable);
}
void OnDestinationAnchorChanged(TeleportationMultiAnchorVolume anchorVolume)
{
var anchor = anchorVolume.destinationAnchor;
if (anchor == null)
{
m_AffordanceStateProvider.SetBoundInteractionReceiver(m_Interactable);
return;
}
// Use teleport volume to drive affordance states if its current anchor belongs to this interactable
m_AffordanceStateProvider.SetBoundInteractionReceiver(
anchor.IsChildOf(m_Interactable.transform)
? m_ContainingTeleportVolume
: m_Interactable);
}
}
}

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using UnityEngine.UI;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// Updates the normal color of a toggle based on the state of the toggle.
/// </summary>
[RequireComponent(typeof(Toggle))]
public class ToggleColorToggler : MonoBehaviour
{
[SerializeField]
[Tooltip("Normal color for the toggle in the on state.")]
Color m_OnColor = new Color(32 / 255f, 150 / 255f, 243 / 255f);
/// <summary>
/// Normal color for the toggle in the on state.
/// </summary>
public Color onColor
{
get => m_OnColor;
set => m_OnColor = value;
}
[SerializeField]
[Tooltip("Normal color for the toggle in the off state.")]
Color m_OffColor = new Color(46 / 255f, 46 / 255f, 46 / 255f);
/// <summary>
/// Normal color for the toggle in the off state.
/// </summary>
public Color offColor
{
get => m_OffColor;
set => m_OffColor = value;
}
Toggle m_TargetToggle;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void Awake()
{
m_TargetToggle = GetComponent<Toggle>();
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void OnEnable()
{
m_TargetToggle.onValueChanged.AddListener(OnToggleValueChanged);
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void OnDisable()
{
m_TargetToggle.onValueChanged.RemoveListener(OnToggleValueChanged);
}
void OnToggleValueChanged(bool isOn)
{
var toggleColors = m_TargetToggle.colors;
toggleColors.normalColor = isOn ? m_OnColor : m_OffColor;
m_TargetToggle.colors = toggleColors;
}
}
}

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using System.Collections.Generic;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// This component is designed to easily toggle a specific component and GameObject on or off when an object
/// enters the specified <see cref="triggerVolume"/>.
/// </summary>
[RequireComponent(typeof(Collider))]
public class ToggleComponentZone : MonoBehaviour
{
[SerializeField]
[Tooltip("Collider that will trigger the component to turn on or off when entering the Trigger Volume. Must have a Rigidbody component and be on the same physics layer as the Trigger Volume.")]
Collider m_ActivationObject;
/// <summary>
/// Collider that will trigger the component to turn on or off when entering the Trigger Volume.
/// Must have a Rigidbody component and be on the same physics layer as the Trigger Volume.
/// </summary>
public Collider activationObject
{
get => m_ActivationObject;
set => m_ActivationObject = value;
}
[SerializeField]
[Tooltip("Sets whether to enable or disable the Component To Toggle and GameObject To Toggle upon entry into the Trigger Volume.")]
bool m_EnableOnEntry = true;
/// <summary>
/// Sets whether to enable or disable the Component To Toggle and GameObject To Toggle upon entry into the Trigger Volume.
/// </summary>
public bool enableOnEntry
{
get => m_EnableOnEntry;
set => m_EnableOnEntry = value;
}
[SerializeField]
[Tooltip("Components to set the enabled state for. Will set the value to the Enable On Entry value upon entry and revert to original value on exit.")]
List<Behaviour> m_ComponentsToToggle = new List<Behaviour>();
/// <summary>
/// Component to set the enabled state for. Will set the value to the
/// Enable On Entry value upon entry and revert to original value on exit.
/// </summary>
public List<Behaviour> componentsToToggle
{
get => m_ComponentsToToggle;
set => m_ComponentsToToggle = value;
}
[SerializeField]
[Tooltip("Array of GameObjects to set the enabled state for. Will set the value to the Enable On Entry value upon entry and revert to original value on exit.")]
List<GameObject> m_GameObjectsToToggle = new List<GameObject>();
/// <summary>
/// GameObject to set the enabled state for. Will set the value to the
/// Enable On Entry value upon entry and revert to original value on exit.
/// </summary>
public List<GameObject> gameObjectsToToggle
{
get => m_GameObjectsToToggle;
set => m_GameObjectsToToggle = value;
}
Collider m_TriggerVolume;
Dictionary<Behaviour, bool> m_InitialComponentStateOnEntry;
Dictionary<GameObject, bool> m_InitialGameObjectStateOnEntry;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void Start()
{
if (m_TriggerVolume == null && !TryGetComponent(out m_TriggerVolume))
{
enabled = false;
return;
}
if (!m_TriggerVolume.isTrigger)
{
m_TriggerVolume.isTrigger = true;
Debug.LogWarning($"Trigger Volume \"{m_TriggerVolume}\" was not set as trigger, which the Toggle Component Zone expects. It has been forced to be a trigger.", this);
}
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void OnTriggerEnter(Collider other)
{
if (other == null || other != m_ActivationObject)
return;
// Save the target GameObject(s) active state to restore when leaving the zone
if (m_GameObjectsToToggle != null && m_GameObjectsToToggle.Count > 0)
{
m_InitialGameObjectStateOnEntry ??= new Dictionary<GameObject, bool>(m_GameObjectsToToggle.Count);
m_InitialGameObjectStateOnEntry.Clear();
for (var i = 0; i < m_GameObjectsToToggle.Count; ++i)
{
var target = m_GameObjectsToToggle[i];
m_InitialGameObjectStateOnEntry.Add(target, target.activeSelf);
target.SetActive(m_EnableOnEntry);
}
}
// Save the target component(s) enabled state to restore when leaving the zone
if (m_ComponentsToToggle != null && m_ComponentsToToggle.Count > 0)
{
m_InitialComponentStateOnEntry ??= new Dictionary<Behaviour, bool>(m_ComponentsToToggle.Count);
m_InitialComponentStateOnEntry.Clear();
for (var i = 0; i < m_ComponentsToToggle.Count; ++i)
{
var target = m_ComponentsToToggle[i];
m_InitialComponentStateOnEntry.Add(target, target.enabled);
target.enabled = m_EnableOnEntry;
}
}
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void OnTriggerExit(Collider other)
{
if (other == null || other != m_ActivationObject)
return;
// Restore original target component(s) enabled state
if (m_ComponentsToToggle != null && m_ComponentsToToggle.Count > 0 && m_InitialComponentStateOnEntry != null)
{
if (m_InitialComponentStateOnEntry.Count == m_ComponentsToToggle.Count)
{
for (var i = 0; i < m_ComponentsToToggle.Count; ++i)
{
var component = m_ComponentsToToggle[i];
if (m_InitialComponentStateOnEntry.TryGetValue(component, out var initialState))
component.enabled = initialState;
}
}
else
{
Debug.LogWarning("List of Components to Toggle changed in count between entering and exiting the Trigger Volume," +
" which is not supported by this component. Cannot restore original enabled state.", this);
}
}
// Restore original target GameObject(s) active state
if (m_GameObjectsToToggle != null && m_GameObjectsToToggle.Count > 0 && m_InitialGameObjectStateOnEntry != null)
{
if (m_InitialGameObjectStateOnEntry.Count == m_GameObjectsToToggle.Count)
{
for (var i = 0; i < m_GameObjectsToToggle.Count; ++i)
{
var go = m_GameObjectsToToggle[i];
if (m_InitialGameObjectStateOnEntry.TryGetValue(go, out var initialState))
go.SetActive(initialState);
}
}
else
{
Debug.LogWarning("List of GameObjects to Toggle changed in count between entering and exiting the Trigger Volume," +
" which is not supported by this component. Cannot restore original active state.", this);
}
}
}
}
}

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using System;
using Unity.Mathematics;
using Unity.XR.CoreUtils.Bindings;
using UnityEngine.XR.Interaction.Toolkit.AffordanceSystem.State;
using UnityEngine.XR.Interaction.Toolkit.Filtering;
using UnityEngine.XR.Interaction.Toolkit.Utilities.Tweenables.Primitives;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
{
/// <summary>
/// Follow animation affordance for <see cref="IPokeStateDataProvider"/>, such as <see cref="XRPokeFilter"/>.
/// Used to animate a pressed transform, such as a button to follow the poke position.
/// </summary>
/// <remarks>
/// The Affordance System namespace and all associated classes have been deprecated.
/// The existing affordance system will be moved, replaced and updated with a new interaction
/// feedback system in a future version of XRI, including this sample script.
/// </remarks>
[AddComponentMenu("XR/XR Poke Follow Affordance", 22)]
public class XRPokeFollowAffordance : MonoBehaviour
{
[SerializeField]
[Tooltip("Transform that will move in the poke direction when this or a parent GameObject is poked." +
"\nNote: Should be a direct child GameObject.")]
Transform m_PokeFollowTransform;
/// <summary>
/// Transform that will animate along the axis of interaction when this interactable is poked.
/// Note: Must be a direct child GameObject as it moves in local space relative to the poke target's transform.
/// </summary>
public Transform pokeFollowTransform
{
get => m_PokeFollowTransform;
set => m_PokeFollowTransform = value;
}
[SerializeField]
[Range(0f, 20f)]
[Tooltip("Multiplies transform position interpolation as a factor of Time.deltaTime. If 0, no smoothing will be applied.")]
float m_SmoothingSpeed = 16f;
/// <summary>
/// Multiplies transform position interpolation as a factor of <see cref="Time.deltaTime"/>. If <c>0</c>, no smoothing will be applied.
/// </summary>
public float smoothingSpeed
{
get => m_SmoothingSpeed;
set => m_SmoothingSpeed = value;
}
[SerializeField]
[Tooltip("When this component is no longer the target of the poke, the Poke Follow Transform returns to the original position.")]
bool m_ReturnToInitialPosition = true;
/// <summary>
/// When this component is no longer the target of the poke, the <see cref="pokeFollowTransform"/> returns to the original position.
/// </summary>
public bool returnToInitialPosition
{
get => m_ReturnToInitialPosition;
set => m_ReturnToInitialPosition = value;
}
[SerializeField]
[Tooltip("Whether to apply the follow animation if the target of the poke is a child of this transform. " +
"This is useful for UI objects that may have child graphics.")]
bool m_ApplyIfChildIsTarget = true;
/// <summary>
/// Whether to apply the follow animation if the target of the poke is a child of this transform.
/// This is useful for UI objects that may have child graphics.
/// </summary>
public bool applyIfChildIsTarget
{
get => m_ApplyIfChildIsTarget;
set => m_ApplyIfChildIsTarget = value;
}
[SerializeField]
[Tooltip("Whether to keep the Poke Follow Transform from moving past a maximum distance from the poke target.")]
bool m_ClampToMaxDistance;
/// <summary>
/// Whether to keep the <see cref="pokeFollowTransform"/> from moving past <see cref="maxDistance"/> from the poke target.
/// </summary>
public bool clampToMaxDistance
{
get => m_ClampToMaxDistance;
set => m_ClampToMaxDistance = value;
}
[SerializeField]
[Tooltip("The maximum distance from this transform that the Poke Follow Transform can move.")]
float m_MaxDistance;
/// <summary>
/// The maximum distance from this transform that the <see cref="pokeFollowTransform"/> can move when
/// <see cref="clampToMaxDistance"/> is <see langword="true"/>.
/// </summary>
public float maxDistance
{
get => m_MaxDistance;
set => m_MaxDistance = value;
}
/// <summary>
/// The original position of this interactable before any pushes have been applied.
/// </summary>
public Vector3 initialPosition
{
get => m_InitialPosition;
set => m_InitialPosition = value;
}
IPokeStateDataProvider m_PokeDataProvider;
IMultiPokeStateDataProvider m_MultiPokeStateDataProvider;
#pragma warning disable CS0618 // Type or member is obsolete
readonly Vector3TweenableVariable m_TransformTweenableVariable = new Vector3TweenableVariable();
#pragma warning restore CS0618 // Type or member is obsolete
readonly BindingsGroup m_BindingsGroup = new BindingsGroup();
Vector3 m_InitialPosition;
bool m_IsFirstFrame;
[HideInInspector]
[SerializeField]
XRPokeFilter m_PokeFilter = null;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void Awake()
{
m_MultiPokeStateDataProvider = GetComponentInParent<IMultiPokeStateDataProvider>();
if (m_MultiPokeStateDataProvider == null)
m_PokeDataProvider = GetComponentInParent<IPokeStateDataProvider>();
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void Start()
{
if (m_PokeFollowTransform != null)
{
m_InitialPosition = m_PokeFollowTransform.localPosition;
m_BindingsGroup.AddBinding(m_TransformTweenableVariable.Subscribe(OnTransformTweenableVariableUpdated));
if (m_MultiPokeStateDataProvider != null)
m_BindingsGroup.AddBinding(m_MultiPokeStateDataProvider.GetPokeStateDataForTarget(transform).Subscribe(OnPokeStateDataUpdated));
else if (m_PokeDataProvider != null)
m_BindingsGroup.AddBinding(m_PokeDataProvider.pokeStateData.SubscribeAndUpdate(OnPokeStateDataUpdated));
}
else
{
enabled = false;
Debug.LogWarning($"Missing Poke Follow Transform assignment on {this}. Disabling component.", this);
}
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void OnDestroy()
{
m_BindingsGroup.Clear();
m_TransformTweenableVariable?.Dispose();
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void LateUpdate()
{
if (m_IsFirstFrame)
{
m_TransformTweenableVariable.HandleTween(1f);
m_IsFirstFrame = false;
return;
}
m_TransformTweenableVariable.HandleTween(m_SmoothingSpeed > 0f ? Time.deltaTime * m_SmoothingSpeed : 1f);
}
protected virtual void OnTransformTweenableVariableUpdated(float3 position)
{
// UI Anchors can cause this to not work correctly, so we check if it's a RectTransform and set the localPosition Z only
if (m_PokeFollowTransform is RectTransform)
{
var targetPosition = m_PokeFollowTransform.localPosition;
targetPosition.z = position.z;
m_PokeFollowTransform.localPosition = targetPosition;
}
else
{
m_PokeFollowTransform.localPosition = position;
}
}
void OnPokeStateDataUpdated(PokeStateData data)
{
var pokeTarget = data.target;
var applyFollow = m_ApplyIfChildIsTarget
? pokeTarget != null && pokeTarget.IsChildOf(transform)
: pokeTarget == transform;
if (applyFollow)
{
var targetPosition = pokeTarget.InverseTransformPoint(data.axisAlignedPokeInteractionPoint);
if (m_ClampToMaxDistance && targetPosition.sqrMagnitude > m_MaxDistance * m_MaxDistance)
targetPosition = Vector3.ClampMagnitude(targetPosition, m_MaxDistance);
m_TransformTweenableVariable.target = targetPosition;
}
else if (m_ReturnToInitialPosition)
{
m_TransformTweenableVariable.target = m_InitialPosition;
}
}
public void ResetFollowTransform()
{
if (!m_ClampToMaxDistance || m_PokeFollowTransform == null)
return;
m_PokeFollowTransform.localPosition = m_InitialPosition;
}
void OnDrawGizmos()
{
if (!TryGetTargetEndPoint(out var endPoint))
return;
Gizmos.color = Color.yellow;
Gizmos.DrawLine(transform.position, endPoint);
}
bool TryGetTargetEndPoint(out Vector3 endPoint)
{
if (!m_ClampToMaxDistance || m_PokeFilter == null)
{
endPoint = Vector3.zero;
return false;
}
Vector3 origin = transform.position;
Vector3 direction = ComputeRotatedDepthEvaluationAxis(m_PokeFilter.pokeConfiguration);
endPoint = origin + direction.normalized * m_MaxDistance;
return true;
}
Vector3 ComputeRotatedDepthEvaluationAxis(PokeThresholdData pokeThresholdData)
{
if (pokeThresholdData == null)
return Vector3.zero;
Vector3 rotatedDepthEvaluationAxis = Vector3.zero;
switch (pokeThresholdData.pokeDirection)
{
case PokeAxis.X:
case PokeAxis.NegativeX:
rotatedDepthEvaluationAxis = transform.right;
break;
case PokeAxis.Y:
case PokeAxis.NegativeY:
rotatedDepthEvaluationAxis = transform.up;
break;
case PokeAxis.Z:
case PokeAxis.NegativeZ:
rotatedDepthEvaluationAxis = transform.forward;
break;
}
switch (pokeThresholdData.pokeDirection)
{
case PokeAxis.X:
case PokeAxis.Y:
case PokeAxis.Z:
rotatedDepthEvaluationAxis = -rotatedDepthEvaluationAxis;
break;
}
return rotatedDepthEvaluationAxis;
}
void OnValidate()
{
if (m_PokeFilter == null)
{
m_PokeFilter = GetComponentInParent<XRPokeFilter>();
}
// Visually update the end point to match the target clamped position
if (m_PokeFollowTransform != null && TryGetTargetEndPoint(out var endPoint))
m_PokeFollowTransform.position = endPoint;
}
}
}

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