├── CameraSystem_CC
├── .vs
│ ├── CameraSystem
│ │ └── v16
│ │ │ └── .suo
│ ├── CameraSystem1
│ │ └── v16
│ │ │ └── .suo
│ ├── CameraSystem_CC
│ │ └── v16
│ │ │ └── .suo
│ └── CharacterControllerCamera
│ │ └── v16
│ │ └── .suo
├── .vsconfig
├── Assembly-CSharp-Editor-firstpass.csproj
├── Assembly-CSharp-Editor.csproj
├── Assembly-CSharp-firstpass.csproj
├── Assembly-CSharp.csproj
├── Assets
│ ├── Animations.meta
│ ├── Animations
│ │ ├── Left Turn.fbx
│ │ ├── Left Turn.fbx.meta
│ │ ├── Player.controller
│ │ ├── Player.controller.meta
│ │ ├── Right Turn.fbx
│ │ ├── Right Turn.fbx.meta
│ │ ├── Running Backward.fbx
│ │ ├── Running Backward.fbx.meta
│ │ ├── Walking Backward.fbx
│ │ └── Walking Backward.fbx.meta
│ ├── AssetsPackage.meta
│ ├── AssetsPackage
│ │ ├── CharacterController.meta
│ │ └── CharacterController
│ │ │ ├── StarterAssets.meta
│ │ │ └── StarterAssets
│ │ │ ├── Editor.meta
│ │ │ ├── Editor
│ │ │ ├── FirstPersonStarterAssetsDeployMenu.cs
│ │ │ ├── FirstPersonStarterAssetsDeployMenu.cs.meta
│ │ │ ├── PackageChecker.meta
│ │ │ ├── PackageChecker
│ │ │ │ ├── PackageCheckerSettings.json
│ │ │ │ ├── PackageCheckerSettings.json.meta
│ │ │ │ ├── StarterAssetsPackageChecker.dll
│ │ │ │ └── StarterAssetsPackageChecker.dll.meta
│ │ │ ├── StarterAssetsDeployMenu.cs
│ │ │ ├── StarterAssetsDeployMenu.cs.meta
│ │ │ ├── ThirdPersonStarterAssetsDeployMenu.cs
│ │ │ └── ThirdPersonStarterAssetsDeployMenu.cs.meta
│ │ │ ├── Environment.meta
│ │ │ ├── Environment
│ │ │ ├── Art.meta
│ │ │ ├── Art
│ │ │ │ ├── Materials.meta
│ │ │ │ ├── Materials
│ │ │ │ │ ├── Blue_Mat.mat
│ │ │ │ │ ├── Blue_Mat.mat.meta
│ │ │ │ │ ├── Built-in_RP.meta
│ │ │ │ │ ├── Built-in_RP
│ │ │ │ │ │ ├── BuiltInTriplanar_01_Mat.mat
│ │ │ │ │ │ └── BuiltInTriplanar_01_Mat.mat.meta
│ │ │ │ │ ├── GreyBlue_Mat.mat
│ │ │ │ │ ├── GreyBlue_Mat.mat.meta
│ │ │ │ │ ├── GridBlue_01_Mat.mat
│ │ │ │ │ ├── GridBlue_01_Mat.mat.meta
│ │ │ │ │ ├── GridOrange_01_Mat.mat
│ │ │ │ │ ├── GridOrange_01_Mat.mat.meta
│ │ │ │ │ ├── GridWhite_01_Mat.mat
│ │ │ │ │ ├── GridWhite_01_Mat.mat.meta
│ │ │ │ │ ├── URP_HDRP_ShaderGraph.meta
│ │ │ │ │ └── URP_HDRP_ShaderGraph
│ │ │ │ │ │ ├── ShaderGraphGrid_01_Mat.mat
│ │ │ │ │ │ └── ShaderGraphGrid_01_Mat.mat.meta
│ │ │ │ ├── Models.meta
│ │ │ │ ├── Models
│ │ │ │ │ ├── Box_350x250x200_Mesh.fbx
│ │ │ │ │ ├── Box_350x250x200_Mesh.fbx.meta
│ │ │ │ │ ├── Box_350x250x300_Mesh.fbx
│ │ │ │ │ ├── Box_350x250x300_Mesh.fbx.meta
│ │ │ │ │ ├── Ground_Mesh.fbx
│ │ │ │ │ ├── Ground_Mesh.fbx.meta
│ │ │ │ │ ├── Ramp_100x100x200_Mesh.fbx
│ │ │ │ │ ├── Ramp_100x100x200_Mesh.fbx.meta
│ │ │ │ │ ├── Ramp_Mesh.fbx
│ │ │ │ │ ├── Ramp_Mesh.fbx.meta
│ │ │ │ │ ├── Stairs_200x100x200_Mesh.fbx
│ │ │ │ │ ├── Stairs_200x100x200_Mesh.fbx.meta
│ │ │ │ │ ├── Stairs_650_400_300_Mesh.fbx
│ │ │ │ │ ├── Stairs_650_400_300_Mesh.fbx.meta
│ │ │ │ │ ├── Structure_Mesh.fbx
│ │ │ │ │ ├── Structure_Mesh.fbx.meta
│ │ │ │ │ ├── Tunnel_Mesh.fbx
│ │ │ │ │ ├── Tunnel_Mesh.fbx.meta
│ │ │ │ │ ├── Wall_Mesh.fbx
│ │ │ │ │ └── Wall_Mesh.fbx.meta
│ │ │ │ ├── Skybox.meta
│ │ │ │ ├── Skybox
│ │ │ │ │ ├── SkyboxLite.mat
│ │ │ │ │ ├── SkyboxLite.mat.meta
│ │ │ │ │ ├── SkyboxLiteWarm.mat
│ │ │ │ │ └── SkyboxLiteWarm.mat.meta
│ │ │ │ ├── Textures.meta
│ │ │ │ └── Textures
│ │ │ │ │ ├── Grid_01_BaseMap.png
│ │ │ │ │ ├── Grid_01_BaseMap.png.meta
│ │ │ │ │ ├── Grid_01_Emissive.png
│ │ │ │ │ ├── Grid_01_Emissive.png.meta
│ │ │ │ │ ├── Grid_01_Normal.png
│ │ │ │ │ ├── Grid_01_Normal.png.meta
│ │ │ │ │ ├── Grid_02_BaseMap.png
│ │ │ │ │ └── Grid_02_BaseMap.png.meta
│ │ │ ├── Prefabs.meta
│ │ │ ├── Prefabs
│ │ │ │ ├── Box_100x100x100_Prefab.prefab
│ │ │ │ ├── Box_100x100x100_Prefab.prefab.meta
│ │ │ │ ├── Box_350x250x200_Prefab.prefab
│ │ │ │ ├── Box_350x250x200_Prefab.prefab.meta
│ │ │ │ ├── Box_350x250x300_Prefab.prefab
│ │ │ │ ├── Box_350x250x300_Prefab.prefab.meta
│ │ │ │ ├── Environment_Prefab.prefab
│ │ │ │ ├── Environment_Prefab.prefab.meta
│ │ │ │ ├── Ramp_Prefab.prefab
│ │ │ │ ├── Ramp_Prefab.prefab.meta
│ │ │ │ ├── Stairs_200x100x200_Prefab.prefab
│ │ │ │ ├── Stairs_200x100x200_Prefab.prefab.meta
│ │ │ │ ├── Stairs_650_400_300_Prefab.prefab
│ │ │ │ ├── Stairs_650_400_300_Prefab.prefab.meta
│ │ │ │ ├── Structure_Prefab.prefab
│ │ │ │ ├── Structure_Prefab.prefab.meta
│ │ │ │ ├── Tunnel_Prefab.prefab
│ │ │ │ ├── Tunnel_Prefab.prefab.meta
│ │ │ │ ├── Wall_Prefab.prefab
│ │ │ │ └── Wall_Prefab.prefab.meta
│ │ │ ├── RenderPipelineProfiles.meta
│ │ │ ├── RenderPipelineProfiles
│ │ │ │ ├── StarterAssetsHDRPVolumeProfile.asset
│ │ │ │ └── StarterAssetsHDRPVolumeProfile.asset.meta
│ │ │ ├── Shaders.meta
│ │ │ └── Shaders
│ │ │ │ ├── Built-in_RP.meta
│ │ │ │ ├── Built-in_RP
│ │ │ │ ├── ArmatureShader.shader
│ │ │ │ ├── ArmatureShader.shader.meta
│ │ │ │ ├── Triplanar.shader
│ │ │ │ └── Triplanar.shader.meta
│ │ │ │ ├── URP_HDRP_ShaderGraph.meta
│ │ │ │ └── URP_HDRP_ShaderGraph
│ │ │ │ ├── UrpTriplanar.shadergraph
│ │ │ │ └── UrpTriplanar.shadergraph.meta
│ │ │ ├── FirstPersonController.meta
│ │ │ ├── FirstPersonController
│ │ │ ├── Prefabs.meta
│ │ │ ├── Prefabs
│ │ │ │ ├── MainCamera.prefab
│ │ │ │ ├── MainCamera.prefab.meta
│ │ │ │ ├── NestedParent_Unpack.prefab
│ │ │ │ ├── NestedParent_Unpack.prefab.meta
│ │ │ │ ├── PlayerCapsule.prefab
│ │ │ │ ├── PlayerCapsule.prefab.meta
│ │ │ │ ├── PlayerFollowCamera.prefab
│ │ │ │ └── PlayerFollowCamera.prefab.meta
│ │ │ ├── Scenes.meta
│ │ │ ├── Scenes
│ │ │ │ ├── Playground.meta
│ │ │ │ ├── Playground.unity
│ │ │ │ ├── Playground.unity.meta
│ │ │ │ ├── Playground
│ │ │ │ │ ├── LightingData.asset
│ │ │ │ │ ├── LightingData.asset.meta
│ │ │ │ │ ├── ReflectionProbe-0.exr
│ │ │ │ │ ├── ReflectionProbe-0.exr.meta
│ │ │ │ │ ├── ReflectionProbe-1.exr
│ │ │ │ │ ├── ReflectionProbe-1.exr.meta
│ │ │ │ │ ├── ReflectionProbe-2.exr
│ │ │ │ │ └── ReflectionProbe-2.exr.meta
│ │ │ │ ├── PlaygroundSettings.lighting
│ │ │ │ └── PlaygroundSettings.lighting.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ │ ├── FirstPersonController.cs
│ │ │ │ └── FirstPersonController.cs.meta
│ │ │ ├── InputSystem.meta
│ │ │ ├── InputSystem
│ │ │ ├── StarterAssets.inputactions
│ │ │ ├── StarterAssets.inputactions.meta
│ │ │ ├── StarterAssets.inputsettings.asset
│ │ │ ├── StarterAssets.inputsettings.asset.meta
│ │ │ ├── StarterAssetsInputs.cs
│ │ │ └── StarterAssetsInputs.cs.meta
│ │ │ ├── Mobile.meta
│ │ │ ├── Mobile
│ │ │ ├── Prefabs.meta
│ │ │ ├── Prefabs
│ │ │ │ ├── CanvasInputs.meta
│ │ │ │ ├── CanvasInputs
│ │ │ │ │ ├── UI_Canvas_StarterAssetsInputs_Joysticks.prefab
│ │ │ │ │ ├── UI_Canvas_StarterAssetsInputs_Joysticks.prefab.meta
│ │ │ │ │ ├── UI_Canvas_StarterAssetsInputs_TouchZones.prefab
│ │ │ │ │ └── UI_Canvas_StarterAssetsInputs_TouchZones.prefab.meta
│ │ │ │ ├── EventSystem.meta
│ │ │ │ ├── EventSystem
│ │ │ │ │ ├── UI_EventSystem.prefab
│ │ │ │ │ └── UI_EventSystem.prefab.meta
│ │ │ │ ├── VirtualInputs.meta
│ │ │ │ └── VirtualInputs
│ │ │ │ │ ├── UI_Virtual_Button.prefab
│ │ │ │ │ ├── UI_Virtual_Button.prefab.meta
│ │ │ │ │ ├── UI_Virtual_Joystick.prefab
│ │ │ │ │ ├── UI_Virtual_Joystick.prefab.meta
│ │ │ │ │ ├── UI_Virtual_TouchZone.prefab
│ │ │ │ │ └── UI_Virtual_TouchZone.prefab.meta
│ │ │ ├── Scripts.meta
│ │ │ ├── Scripts
│ │ │ │ ├── CanvasInputs.meta
│ │ │ │ ├── CanvasInputs
│ │ │ │ │ ├── UICanvasControllerInput.cs
│ │ │ │ │ └── UICanvasControllerInput.cs.meta
│ │ │ │ ├── Utilities.meta
│ │ │ │ ├── Utilities
│ │ │ │ │ ├── MobileDisableAutoSwitchControls.cs
│ │ │ │ │ └── MobileDisableAutoSwitchControls.cs.meta
│ │ │ │ ├── VirtualInputs.meta
│ │ │ │ └── VirtualInputs
│ │ │ │ │ ├── UIVirtualButton.cs
│ │ │ │ │ ├── UIVirtualButton.cs.meta
│ │ │ │ │ ├── UIVirtualJoystick.cs
│ │ │ │ │ ├── UIVirtualJoystick.cs.meta
│ │ │ │ │ ├── UIVirtualTouchZone.cs
│ │ │ │ │ └── UIVirtualTouchZone.cs.meta
│ │ │ ├── UI.meta
│ │ │ └── UI
│ │ │ │ ├── UI_Circle_Bevel_Base.png
│ │ │ │ ├── UI_Circle_Bevel_Base.png.meta
│ │ │ │ ├── UI_Circle_Faded.png
│ │ │ │ ├── UI_Circle_Faded.png.meta
│ │ │ │ ├── UI_Icon_Jump.png
│ │ │ │ ├── UI_Icon_Jump.png.meta
│ │ │ │ ├── UI_Icon_Look.png
│ │ │ │ ├── UI_Icon_Look.png.meta
│ │ │ │ ├── UI_Icon_Move.png
│ │ │ │ ├── UI_Icon_Move.png.meta
│ │ │ │ ├── UI_Icon_Sprint.png
│ │ │ │ └── UI_Icon_Sprint.png.meta
│ │ │ ├── Readme.asset
│ │ │ ├── Readme.asset.meta
│ │ │ ├── StarterAssets_Documentation_v1.1.pdf
│ │ │ ├── StarterAssets_Documentation_v1.1.pdf.meta
│ │ │ ├── ThirdPersonController.meta
│ │ │ ├── ThirdPersonController
│ │ │ ├── Character.meta
│ │ │ ├── Character
│ │ │ │ ├── Animations.meta
│ │ │ │ ├── Animations
│ │ │ │ │ ├── Jump--InAir.anim.fbx
│ │ │ │ │ ├── Jump--InAir.anim.fbx.meta
│ │ │ │ │ ├── Jump--Jump.anim.fbx
│ │ │ │ │ ├── Jump--Jump.anim.fbx.meta
│ │ │ │ │ ├── Locomotion--Run_N.anim.fbx
│ │ │ │ │ ├── Locomotion--Run_N.anim.fbx.meta
│ │ │ │ │ ├── Locomotion--Run_N_Land.anim.fbx
│ │ │ │ │ ├── Locomotion--Run_N_Land.anim.fbx.meta
│ │ │ │ │ ├── Locomotion--Run_S.anim.fbx
│ │ │ │ │ ├── Locomotion--Run_S.anim.fbx.meta
│ │ │ │ │ ├── Locomotion--Walk_N.anim.fbx
│ │ │ │ │ ├── Locomotion--Walk_N.anim.fbx.meta
│ │ │ │ │ ├── Locomotion--Walk_N_Land.anim.fbx
│ │ │ │ │ ├── Locomotion--Walk_N_Land.anim.fbx.meta
│ │ │ │ │ ├── Stand--Idle.anim.fbx
│ │ │ │ │ ├── Stand--Idle.anim.fbx.meta
│ │ │ │ │ ├── StarterAssetsThirdPerson.controller
│ │ │ │ │ └── StarterAssetsThirdPerson.controller.meta
│ │ │ │ ├── Materials.meta
│ │ │ │ ├── Materials
│ │ │ │ │ ├── Built-in_RP.meta
│ │ │ │ │ ├── Built-in_RP
│ │ │ │ │ │ ├── M_ArmatureColor_Arms.mat
│ │ │ │ │ │ ├── M_ArmatureColor_Arms.mat.meta
│ │ │ │ │ │ ├── M_ArmatureColor_Body.mat
│ │ │ │ │ │ ├── M_ArmatureColor_Body.mat.meta
│ │ │ │ │ │ ├── M_ArmatureColor_Legs.mat
│ │ │ │ │ │ └── M_ArmatureColor_Legs.mat.meta
│ │ │ │ │ ├── M_Armature_Arms.mat
│ │ │ │ │ ├── M_Armature_Arms.mat.meta
│ │ │ │ │ ├── M_Armature_Body.mat
│ │ │ │ │ ├── M_Armature_Body.mat.meta
│ │ │ │ │ ├── M_Armature_CutOut.mat
│ │ │ │ │ ├── M_Armature_CutOut.mat.meta
│ │ │ │ │ ├── M_Armature_Legs.mat
│ │ │ │ │ └── M_Armature_Legs.mat.meta
│ │ │ │ ├── Models.meta
│ │ │ │ ├── Models
│ │ │ │ │ ├── Armature.fbx
│ │ │ │ │ └── Armature.fbx.meta
│ │ │ │ ├── Sfx.meta
│ │ │ │ ├── Sfx
│ │ │ │ │ ├── Player_Footstep_01.wav
│ │ │ │ │ ├── Player_Footstep_01.wav.meta
│ │ │ │ │ ├── Player_Footstep_02.wav
│ │ │ │ │ ├── Player_Footstep_02.wav.meta
│ │ │ │ │ ├── Player_Footstep_03.wav
│ │ │ │ │ ├── Player_Footstep_03.wav.meta
│ │ │ │ │ ├── Player_Footstep_04.wav
│ │ │ │ │ ├── Player_Footstep_04.wav.meta
│ │ │ │ │ ├── Player_Footstep_05.wav
│ │ │ │ │ ├── Player_Footstep_05.wav.meta
│ │ │ │ │ ├── Player_Footstep_06.wav
│ │ │ │ │ ├── Player_Footstep_06.wav.meta
│ │ │ │ │ ├── Player_Footstep_07.wav
│ │ │ │ │ ├── Player_Footstep_07.wav.meta
│ │ │ │ │ ├── Player_Footstep_08.wav
│ │ │ │ │ ├── Player_Footstep_08.wav.meta
│ │ │ │ │ ├── Player_Footstep_09.wav
│ │ │ │ │ ├── Player_Footstep_09.wav.meta
│ │ │ │ │ ├── Player_Footstep_10.wav
│ │ │ │ │ ├── Player_Footstep_10.wav.meta
│ │ │ │ │ ├── Player_Land.wav
│ │ │ │ │ └── Player_Land.wav.meta
│ │ │ │ ├── Textures.meta
│ │ │ │ └── Textures
│ │ │ │ │ ├── Armature_Arms_AlbedoTransparency.tif
│ │ │ │ │ ├── Armature_Arms_AlbedoTransparency.tif.meta
│ │ │ │ │ ├── Armature_Arms_MetallicSmoothness.tif
│ │ │ │ │ ├── Armature_Arms_MetallicSmoothness.tif.meta
│ │ │ │ │ ├── Armature_Arms_Normal.tif
│ │ │ │ │ ├── Armature_Arms_Normal.tif.meta
│ │ │ │ │ ├── Armature_Arms_RGB.tif
│ │ │ │ │ ├── Armature_Arms_RGB.tif.meta
│ │ │ │ │ ├── Armature_Body_AlbedoTransparency.tif
│ │ │ │ │ ├── Armature_Body_AlbedoTransparency.tif.meta
│ │ │ │ │ ├── Armature_Body_MetallicSmoothness.tif
│ │ │ │ │ ├── Armature_Body_MetallicSmoothness.tif.meta
│ │ │ │ │ ├── Armature_Body_Normal.tif
│ │ │ │ │ ├── Armature_Body_Normal.tif.meta
│ │ │ │ │ ├── Armature_Body_RGB.tif
│ │ │ │ │ ├── Armature_Body_RGB.tif.meta
│ │ │ │ │ ├── Armature_Legs_AlbedoTransparency.tif
│ │ │ │ │ ├── Armature_Legs_AlbedoTransparency.tif.meta
│ │ │ │ │ ├── Armature_Legs_MetallicSmoothness.tif
│ │ │ │ │ ├── Armature_Legs_MetallicSmoothness.tif.meta
│ │ │ │ │ ├── Armature_Legs_Normal.tif
│ │ │ │ │ ├── Armature_Legs_Normal.tif.meta
│ │ │ │ │ ├── Armature_Legs_RGB.tif
│ │ │ │ │ └── Armature_Legs_RGB.tif.meta
│ │ │ ├── Prefabs.meta
│ │ │ ├── Prefabs
│ │ │ │ ├── MainCamera.prefab
│ │ │ │ ├── MainCamera.prefab.meta
│ │ │ │ ├── NestedParentArmature_Unpack.prefab
│ │ │ │ ├── NestedParentArmature_Unpack.prefab.meta
│ │ │ │ ├── NestedParentCapsule_Unpack.prefab
│ │ │ │ ├── NestedParentCapsule_Unpack.prefab.meta
│ │ │ │ ├── PlayerArmature.prefab
│ │ │ │ ├── PlayerArmature.prefab.meta
│ │ │ │ ├── PlayerCapsule.prefab
│ │ │ │ ├── PlayerCapsule.prefab.meta
│ │ │ │ ├── PlayerFollowCamera.prefab
│ │ │ │ └── PlayerFollowCamera.prefab.meta
│ │ │ ├── Scenes.meta
│ │ │ ├── Scenes
│ │ │ │ ├── Playground.meta
│ │ │ │ ├── Playground.unity
│ │ │ │ ├── Playground.unity.meta
│ │ │ │ ├── Playground
│ │ │ │ │ ├── LightingData.asset
│ │ │ │ │ ├── LightingData.asset.meta
│ │ │ │ │ ├── ReflectionProbe-0.exr
│ │ │ │ │ ├── ReflectionProbe-0.exr.meta
│ │ │ │ │ ├── ReflectionProbe-1.exr
│ │ │ │ │ ├── ReflectionProbe-1.exr.meta
│ │ │ │ │ ├── ReflectionProbe-2.exr
│ │ │ │ │ └── ReflectionProbe-2.exr.meta
│ │ │ │ ├── PlaygroundSettings.lighting
│ │ │ │ └── PlaygroundSettings.lighting.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ │ ├── BasicRigidBodyPush.cs
│ │ │ │ ├── BasicRigidBodyPush.cs.meta
│ │ │ │ ├── ThirdPersonController.cs
│ │ │ │ └── ThirdPersonController.cs.meta
│ │ │ ├── TutorialInfo.meta
│ │ │ ├── TutorialInfo
│ │ │ ├── Icons.meta
│ │ │ ├── Icons
│ │ │ │ ├── ReadMeImg.PNG
│ │ │ │ └── ReadMeImg.PNG.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ │ ├── Editor.meta
│ │ │ │ ├── Editor
│ │ │ │ ├── ReadmeEditor.cs
│ │ │ │ └── ReadmeEditor.cs.meta
│ │ │ │ ├── Readme.cs
│ │ │ │ └── Readme.cs.meta
│ │ │ ├── license.txt
│ │ │ └── license.txt.meta
│ ├── Camera Assets.meta
│ ├── Camera Assets
│ │ ├── MainCamera Blends.asset
│ │ └── MainCamera Blends.asset.meta
│ ├── Materials.meta
│ ├── Materials
│ │ ├── Transparent.mat
│ │ └── Transparent.mat.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ │ ├── Camera.meta
│ │ ├── Camera
│ │ │ ├── CMVcamManager.prefab
│ │ │ ├── CMVcamManager.prefab.meta
│ │ │ ├── MainCamera.prefab
│ │ │ └── MainCamera.prefab.meta
│ │ ├── Manager.meta
│ │ ├── Manager
│ │ │ ├── GameManager.prefab
│ │ │ └── GameManager.prefab.meta
│ │ ├── Player.meta
│ │ └── Player
│ │ │ ├── Player_CC.prefab
│ │ │ └── Player_CC.prefab.meta
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── CameraSystem_CC.unity
│ │ └── CameraSystem_CC.unity.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── Camera.meta
│ │ ├── Camera
│ │ ├── CMVcam_1st.cs
│ │ ├── CMVcam_1st.cs.meta
│ │ ├── CMVcam_3rd.cs
│ │ ├── CMVcam_3rd.cs.meta
│ │ ├── CMVcam_Free.cs
│ │ ├── CMVcam_Free.cs.meta
│ │ ├── CMVcam_OverLook.cs
│ │ ├── CMVcam_OverLook.cs.meta
│ │ ├── CMVcam_Quarter.cs
│ │ └── CMVcam_Quarter.cs.meta
│ │ ├── Manager.meta
│ │ ├── Manager
│ │ ├── CMVcamManager.cs
│ │ ├── CMVcamManager.cs.meta
│ │ ├── GameManager.cs
│ │ └── GameManager.cs.meta
│ │ ├── Player.meta
│ │ ├── Player
│ │ ├── CharacterController.meta
│ │ └── CharacterController
│ │ │ ├── PlayerController_CC.cs
│ │ │ ├── PlayerController_CC.cs.meta
│ │ │ ├── PlayerInputController_CC.cs
│ │ │ └── PlayerInputController_CC.cs.meta
│ │ ├── Transparent.meta
│ │ ├── Transparent
│ │ ├── Obstacle2Transparente.cs
│ │ └── Obstacle2Transparente.cs.meta
│ │ ├── Utilities.meta
│ │ └── Utilities
│ │ ├── MonoSingleton.cs
│ │ └── MonoSingleton.cs.meta
├── CameraSystem_CC.sln
├── Packages
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings
│ ├── AudioManager.asset
│ ├── AutoStreamingSettings.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── SceneTemplateSettings.json
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
└── UserSettings
│ └── EditorUserSettings.asset
├── README.md
└── 摄像机系统——月羽衔蝉.docx
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1 | using System.IO;
2 | using System.Linq;
3 | using System.Text;
4 | using UnityEditor;
5 | using UnityEngine;
6 |
7 | namespace StarterAssets
8 | {
9 | public partial class StarterAssetsDeployMenu : ScriptableObject
10 | {
11 | #if STARTER_ASSETS_PACKAGES_CHECKED
12 | ///
13 | /// Check the capsule, main camera, cinemachine virtual camera, camera target and references
14 | ///
15 | [MenuItem(MenuRoot + "/Reset First Person Controller", false)]
16 | static void ResetFirstPersonControllerCapsule()
17 | {
18 | var firstPersonControllers = FindObjectsOfType();
19 | var player = firstPersonControllers.FirstOrDefault(controller => controller.CompareTag(PlayerTag));
20 |
21 | GameObject playerGameObject = null;
22 |
23 | // player
24 | if (player == null)
25 | {
26 | if (TryLocatePrefab(PlayerCapsulePrefabName, null, new []{typeof(FirstPersonController)}, out GameObject prefab, out string _))
27 | {
28 | HandleInstantiatingPrefab(prefab, out playerGameObject);
29 | }
30 | else
31 | {
32 | Debug.LogError("Couldn't find player armature prefab");
33 | }
34 | }
35 | else
36 | {
37 | playerGameObject = player.gameObject;
38 | }
39 |
40 | if (playerGameObject != null)
41 | {
42 | // cameras
43 | CheckCameras(playerGameObject.transform, GetFirstPersonPrefabPath());
44 | }
45 | }
46 |
47 | static string GetFirstPersonPrefabPath()
48 | {
49 | if (TryLocatePrefab(PlayerCapsulePrefabName, null, new[] { typeof(FirstPersonController), typeof(StarterAssetsInputs) }, out GameObject _, out string prefabPath))
50 | {
51 | var pathString = new StringBuilder();
52 | var currentDirectory = new FileInfo(prefabPath).Directory;
53 | while (currentDirectory.Name != "Assets")
54 | {
55 | pathString.Insert(0, $"/{currentDirectory.Name}");
56 | currentDirectory = currentDirectory.Parent;
57 | }
58 |
59 | pathString.Insert(0, currentDirectory.Name);
60 | return pathString.ToString();
61 | }
62 |
63 | return null;
64 | }
65 | #endif
66 | }
67 | }
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4 | "com.unity.cinemachine",
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/CameraSystem_CC/Assets/AssetsPackage/CharacterController/StarterAssets/InputSystem/StarterAssetsInputs.cs:
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1 | using UnityEngine;
2 | #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
3 | using UnityEngine.InputSystem;
4 | #endif
5 |
6 | namespace StarterAssets
7 | {
8 | public class StarterAssetsInputs : MonoBehaviour
9 | {
10 | [Header("Character Input Values")]
11 | public Vector2 move;
12 | public Vector2 look;
13 | public bool jump;
14 | public bool sprint;
15 |
16 | [Header("Movement Settings")]
17 | public bool analogMovement;
18 |
19 | [Header("Mouse Cursor Settings")]
20 | public bool cursorLocked = true;
21 | public bool cursorInputForLook = true;
22 |
23 | #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
24 | public void OnMove(InputValue value)
25 | {
26 | MoveInput(value.Get());
27 | }
28 |
29 | public void OnLook(InputValue value)
30 | {
31 | if(cursorInputForLook)
32 | {
33 | LookInput(value.Get());
34 | }
35 | }
36 |
37 | public void OnJump(InputValue value)
38 | {
39 | JumpInput(value.isPressed);
40 | }
41 |
42 | public void OnSprint(InputValue value)
43 | {
44 | SprintInput(value.isPressed);
45 | }
46 | #endif
47 |
48 |
49 | public void MoveInput(Vector2 newMoveDirection)
50 | {
51 | move = newMoveDirection;
52 | }
53 |
54 | public void LookInput(Vector2 newLookDirection)
55 | {
56 | look = newLookDirection;
57 | }
58 |
59 | public void JumpInput(bool newJumpState)
60 | {
61 | jump = newJumpState;
62 | }
63 |
64 | public void SprintInput(bool newSprintState)
65 | {
66 | sprint = newSprintState;
67 | }
68 |
69 | private void OnApplicationFocus(bool hasFocus)
70 | {
71 | SetCursorState(cursorLocked);
72 | }
73 |
74 | private void SetCursorState(bool newState)
75 | {
76 | Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
77 | }
78 | }
79 |
80 | }
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/CameraSystem_CC/Assets/AssetsPackage/CharacterController/StarterAssets/Mobile/Scripts/CanvasInputs/UICanvasControllerInput.cs:
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1 | using UnityEngine;
2 |
3 | namespace StarterAssets
4 | {
5 | public class UICanvasControllerInput : MonoBehaviour
6 | {
7 |
8 | [Header("Output")]
9 | public StarterAssetsInputs starterAssetsInputs;
10 |
11 | public void VirtualMoveInput(Vector2 virtualMoveDirection)
12 | {
13 | starterAssetsInputs.MoveInput(virtualMoveDirection);
14 | }
15 |
16 | public void VirtualLookInput(Vector2 virtualLookDirection)
17 | {
18 | starterAssetsInputs.LookInput(virtualLookDirection);
19 | }
20 |
21 | public void VirtualJumpInput(bool virtualJumpState)
22 | {
23 | starterAssetsInputs.JumpInput(virtualJumpState);
24 | }
25 |
26 | public void VirtualSprintInput(bool virtualSprintState)
27 | {
28 | starterAssetsInputs.SprintInput(virtualSprintState);
29 | }
30 |
31 | }
32 |
33 | }
34 |
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/CameraSystem_CC/Assets/AssetsPackage/CharacterController/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs:
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1 | /*
2 | The PlayerInput component has an auto-switch control scheme action that allows automatic changing of connected devices.
3 | IE: Switching from Keyboard to Gamepad in-game.
4 | When built to a mobile phone; in most cases, there is no concept of switching connected devices as controls are typically driven through what is on the device's hardware (Screen, Tilt, etc)
5 | In Input System 1.0.2, if the PlayerInput component has Auto Switch enabled, it will search the mobile device for connected devices; which is very costly and results in bad performance.
6 | This is fixed in Input System 1.1.
7 | For the time-being; this script will disable a PlayerInput's auto switch control schemes; when project is built to mobile.
8 | */
9 |
10 | using UnityEngine;
11 | #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
12 | using UnityEngine.InputSystem;
13 | #endif
14 |
15 | public class MobileDisableAutoSwitchControls : MonoBehaviour
16 | {
17 |
18 | #if ENABLE_INPUT_SYSTEM && (UNITY_IOS || UNITY_ANDROID) && STARTER_ASSETS_PACKAGES_CHECKED
19 |
20 | [Header("Target")]
21 | public PlayerInput playerInput;
22 |
23 | void Start()
24 | {
25 | DisableAutoSwitchControls();
26 | }
27 |
28 | void DisableAutoSwitchControls()
29 | {
30 | playerInput.neverAutoSwitchControlSchemes = true;
31 | }
32 |
33 | #endif
34 |
35 | }
36 |
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/CameraSystem_CC/Assets/AssetsPackage/CharacterController/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs:
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1 | using UnityEngine;
2 | using UnityEngine.EventSystems;
3 | using UnityEngine.Events;
4 |
5 | public class UIVirtualButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler
6 | {
7 | [System.Serializable]
8 | public class BoolEvent : UnityEvent { }
9 | [System.Serializable]
10 | public class Event : UnityEvent { }
11 |
12 | [Header("Output")]
13 | public BoolEvent buttonStateOutputEvent;
14 | public Event buttonClickOutputEvent;
15 |
16 | public void OnPointerDown(PointerEventData eventData)
17 | {
18 | OutputButtonStateValue(true);
19 | }
20 |
21 | public void OnPointerUp(PointerEventData eventData)
22 | {
23 | OutputButtonStateValue(false);
24 | }
25 |
26 | public void OnPointerClick(PointerEventData eventData)
27 | {
28 | OutputButtonClickEvent();
29 | }
30 |
31 | void OutputButtonStateValue(bool buttonState)
32 | {
33 | buttonStateOutputEvent.Invoke(buttonState);
34 | }
35 |
36 | void OutputButtonClickEvent()
37 | {
38 | buttonClickOutputEvent.Invoke();
39 | }
40 |
41 | }
42 |
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23 | text: 'Starter Assets include First and Third Person Character controllers built
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26 | url: http://u3d.as/2z1q
27 | - heading:
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29 | linkText: Starter Assets - Third Person Character Controller
30 | url: http://u3d.as/2z1r
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33 | Unity\u2019s CharacterController component."
34 | linkText:
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36 | - heading: Important note
37 | text: The Starter Assets packages require the Input System and Cinemachine packages
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39 | for more information.
40 | linkText:
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45 | in a simple playground environment and start adjusting the controller settings
46 | to your liking.
47 | linkText:
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50 | text: See the documentation (Assets/StarterAssets/StarterAssets_Documentation.pdf)
51 | for more information on how to set up the Starter Assets in a new Scene, in
52 | HDRP/URP, or for mobile devices.
53 | linkText:
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55 | - heading: 'We want to hear your feedback! '
56 | text:
57 | linkText: Click here to let us know what you think about this package.
58 | url: https://unitysoftware.co1.qualtrics.com/jfe/form/SV_5cg7IkyOprbHqia?packagename=starterassets
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1 | using UnityEngine;
2 |
3 | public class BasicRigidBodyPush : MonoBehaviour
4 | {
5 | public LayerMask pushLayers;
6 | public bool canPush;
7 | [Range(0.5f, 5f)] public float strength = 1.1f;
8 |
9 | private void OnControllerColliderHit(ControllerColliderHit hit)
10 | {
11 | if (canPush) PushRigidBodies(hit);
12 | }
13 |
14 | private void PushRigidBodies(ControllerColliderHit hit)
15 | {
16 | // https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
17 |
18 | // make sure we hit a non kinematic rigidbody
19 | Rigidbody body = hit.collider.attachedRigidbody;
20 | if (body == null || body.isKinematic) return;
21 |
22 | // make sure we only push desired layer(s)
23 | var bodyLayerMask = 1 << body.gameObject.layer;
24 | if ((bodyLayerMask & pushLayers.value) == 0) return;
25 |
26 | // We dont want to push objects below us
27 | if (hit.moveDirection.y < -0.3f) return;
28 |
29 | // Calculate push direction from move direction, horizontal motion only
30 | Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
31 |
32 | // Apply the push and take strength into account
33 | body.AddForce(pushDir * strength, ForceMode.Impulse);
34 | }
35 | }
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1 | using System;
2 | using UnityEngine;
3 |
4 | public class Readme : ScriptableObject {
5 | public Texture2D icon;
6 | public string title;
7 | public Section[] sections;
8 | public bool loadedLayout;
9 |
10 | [Serializable]
11 | public class Section {
12 | public string heading, text, linkText, url;
13 | }
14 | }
15 |
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1 | This package is licensed under the Unity Companion License.
2 | For full license terms, please see: https://unity3d.com/legal/licenses/Unity_Companion_License
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1 | using UnityEngine;
2 |
3 | public class GameManager : MonoSingleton
4 | {
5 | public GameObject playerPrefab;
6 | [HideInInspector]
7 | public GameObject playerObj;
8 |
9 | void Start()
10 | {
11 | playerObj = GameObject.Instantiate(playerPrefab);
12 | playerObj.name = playerPrefab.name;
13 | }
14 |
15 | void Update()
16 | {
17 | if (Input.GetKeyDown(KeyCode.R))
18 | {
19 | if (playerObj == null)
20 | {
21 | playerObj = GameObject.Instantiate(playerPrefab);
22 | playerObj.name = playerPrefab.name;
23 | }
24 | else
25 | {
26 | Destroy(playerObj);
27 | }
28 | }
29 | }
30 | }
31 |
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1 | using UnityEngine;
2 | #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
3 | using UnityEngine.InputSystem;
4 | #endif
5 |
6 | namespace StarterAssets
7 | {
8 | public class PlayerInputController_CC : MonoBehaviour
9 | {
10 | [Header("Character Input Values")]
11 | public Vector2 move;
12 | public Vector2 look;
13 | public bool jump;
14 | public bool sprint;
15 |
16 | [Header("Movement Settings")]
17 | public bool analogMovement;
18 |
19 | //[Header("Mouse Cursor Settings")]
20 | //public bool cursorInputForLook = true;
21 |
22 | #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
23 | public void OnMove(InputValue value)
24 | {
25 | MoveInput(value.Get());
26 | }
27 |
28 | //public void OnLook(InputValue value)
29 | //{
30 | // if(cursorInputForLook)
31 | // {
32 | // LookInput(value.Get());
33 | // }
34 | //}
35 |
36 | public void OnJump(InputValue value)
37 | {
38 | JumpInput(value.isPressed);
39 | }
40 |
41 | public void OnSprint(InputValue value)
42 | {
43 | SprintInput(value.isPressed);
44 | }
45 | #endif
46 |
47 | public void MoveInput(Vector2 newMoveDirection)
48 | {
49 | move = newMoveDirection;
50 | }
51 |
52 | public void LookInput(Vector2 newLookDirection)
53 | {
54 | look = newLookDirection;
55 | }
56 |
57 | public void JumpInput(bool newJumpState)
58 | {
59 | jump = newJumpState;
60 | }
61 |
62 | public void SprintInput(bool newSprintState)
63 | {
64 | sprint = newSprintState;
65 | }
66 | }
67 | }
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/CameraSystem_CC/Assets/Scripts/Utilities/MonoSingleton.cs:
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1 | using UnityEngine;
2 |
3 | public abstract class MonoSingleton : MonoBehaviour where T : MonoSingleton
4 | {
5 | public bool global = true;
6 | static T instance;
7 |
8 | public static T Instance
9 | {
10 | get
11 | {
12 | if (instance == null)
13 | {
14 | instance = (T)FindObjectOfType();
15 | }
16 |
17 | return instance;
18 | }
19 | }
20 |
21 | protected virtual void Awake()
22 | {
23 | if (global)
24 | {
25 | if (instance != null && instance != this.gameObject.GetComponent())
26 | {
27 | Destroy(this.gameObject);
28 | return;
29 | }
30 |
31 | DontDestroyOnLoad(this.gameObject);
32 | instance = this.gameObject.GetComponent();
33 | }
34 | }
35 | }
36 |
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 15
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{E1163C75-D7A7-C04C-C751-C11E0EB264AC}"
5 | EndProject
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{454C30CF-67F9-3926-115B-10269B161A4C}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {E1163C75-D7A7-C04C-C751-C11E0EB264AC}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {E1163C75-D7A7-C04C-C751-C11E0EB264AC}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {E1163C75-D7A7-C04C-C751-C11E0EB264AC}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {E1163C75-D7A7-C04C-C751-C11E0EB264AC}.Release|Any CPU.Build.0 = Release|Any CPU
18 | {454C30CF-67F9-3926-115B-10269B161A4C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
19 | {454C30CF-67F9-3926-115B-10269B161A4C}.Debug|Any CPU.Build.0 = Debug|Any CPU
20 | {454C30CF-67F9-3926-115B-10269B161A4C}.Release|Any CPU.ActiveCfg = Release|Any CPU
21 | {454C30CF-67F9-3926-115B-10269B161A4C}.Release|Any CPU.Build.0 = Release|Any CPU
22 | EndGlobalSection
23 | GlobalSection(SolutionProperties) = preSolution
24 | HideSolutionNode = FALSE
25 | EndGlobalSection
26 | EndGlobal
27 |
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/README.md:
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1 | # UnityCameraSystem_CC
2 |
3 | #### 介绍
4 | 基于Cinemachine的第一/三人称过肩/自由/斜45度/俯视角摄像机系统
5 | 本摄像机系统基于Cinemachine的Virtual Camara实现,实现了锁定、旋转、缩放、移动、鼠标显示/隐藏、摄像机位置复位、限制摄像机角度、动态挂载跟随目标、切换视角、遮挡透视等功能,并自带摄像机碰撞,防止穿墙。
6 |
7 | #### 软件架构
8 | Unity 2020.3.33f1c2
9 | Cinemachine(插件)
10 | Input System(插件)
11 |
12 | #### 使用说明
13 |
14 | 详见文档
15 |
16 | #### 参与贡献
17 |
18 | 月羽衔蝉(B站)
19 |
20 | #### 特技
21 |
22 | Cinemachine是Unity中一款强大的摄像机插件,可以无需代码实现一些复杂的效果,也支持通过脚本扩展更复杂的效果,上手简单,Unity2017以上版本都可以使用。
23 | 与Camera不同的是,虚拟相机不是真正的相机,不挂载Camera组件,只是一些数据,本质上是相机行为的配置文件,来控制真实相机参数,因此必须搭配一个Camera对象才能渲染画面,故性能消耗要比创建多个真实相机小很多。
24 | 本摄像机系统基于Cinemachine的Virtual Camara实现,实现了锁定、旋转、缩放、移动、鼠标显示/隐藏、摄像机位置复位、限制摄像机角度、动态挂载跟随目标、切换视角、遮挡透视等功能,并自带摄像机碰撞,防止穿墙。
25 | 相机锁定包含仅水平、仅垂直方向锁定。
26 | 相机旋转可由鼠标左键按下移动控制,也可直接移动鼠标控制。
27 | 相机缩放可由鼠标滚轮控制,但滚轮控制相对不够流畅,故也设置为鼠标Y轴,即上下移动鼠标控制缩放。
28 | 相机移动可由鼠标中键/右键按下移动控制。
29 | 玩家可通过相对灵活多变的控制方式,更自由的探索游戏场景。对于喜爱录制二创剧情的玩家,可以更方便的进行运镜,制作出自己的“大片”。
30 | 本系统提供了五种视角切换,第一人称、自由视角需要通过鼠标控制摄像机方向,进而控制角色移动方向;第三人称过肩视角通过A、D键控制旋转,鼠标仅可以上下移动视角;斜45度视角及俯视角为固定视角,不可移动,斜45度视角会自适应视角,无需鼠标控制;俯视角在角色被遮挡时,会将遮挡物材质替换为透明材质。
31 | 本案例摄像机系统对渲染管线没有要求,可升级到URP或HDRP渲染管线。
32 | 本案例摄像机系统基于PC端、旧输入系统开发,通过鼠标键盘进行控制,如需移植到其他平台,需要将相关输入修改为对应平台的输入。如果涉及到多平台发布,推荐替换为新输入系统,方便统一管理。案例中引入的官方最新角色控制器资源基于新输入系统开发,可以研究源码进行相关的学习,此文档不作详细说明。
33 |
34 | 相关按键:
35 | 注:按键可根据自己喜好进行替换。
36 |
37 | 摄像机相关按键:
38 | 第一人称、自由视角切换:V
39 | 第三人称过肩视角、自由视角切换:B
40 | 斜45度视角、自由视角切换:N
41 | 俯视角、自由视角切换:M
42 | 是否显示鼠标:0
43 | 锁定摄像机Y轴:9
44 | 锁定摄像机X轴:8
45 | 摄像机旋转控制:按下鼠标左键移动鼠标、或直接移动鼠标
46 | 是否由鼠标左键/右键控制摄像机旋转:右Ctrl
47 | 摄像机视野缩放:鼠标滚轮、或鼠标Y轴
48 | 鼠标滚轮/鼠标Y轴控制摄像机视野缩放切换:右Alt
49 | 摄像机移动:按下鼠标中键/右键移动鼠标
50 | 自由视角摄像机位置复位:P
51 |
52 | CharacterController角色控制器相关按键:
53 | 角色奔跑:左Shift+WASD或左Shift+方向键
54 | 角色走路:WASD或方向键
55 | 角色跳跃:空格
56 | 角色旋转(仅第三人称过肩视角时):A、D或方向键左右
57 |
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