├── .DS_Store ├── .gitattributes ├── .gitignore ├── Assets ├── .DS_Store ├── Animations.meta ├── Animations │ ├── LighsaberAttack.anim │ ├── LighsaberAttack.anim.meta │ ├── Parent.controller │ ├── Parent.controller.meta │ ├── SingleSwipe.anim │ └── SingleSwipe.anim.meta ├── Materials.meta ├── Materials │ ├── Basic.mat │ ├── Basic.mat.meta │ ├── Black.mat │ ├── Black.mat.meta │ ├── Blade.mat │ ├── Blade.mat.meta │ ├── LightsaberTrail.mat │ ├── LightsaberTrail.mat.meta │ ├── Silver.mat │ ├── Silver.mat.meta │ ├── Skybox_Mat.mat │ └── Skybox_Mat.mat.meta ├── Models.meta ├── Models │ ├── Barrel.fbx │ ├── Barrel.fbx.meta │ ├── lightsaber_latestattempt.fbx │ └── lightsaber_latestattempt.fbx.meta ├── Prefabs.meta ├── Prefabs │ ├── Barrel.prefab │ ├── Barrel.prefab.meta │ ├── Cube.prefab │ ├── Cube.prefab.meta │ ├── Lighsaber.prefab │ └── Lighsaber.prefab.meta ├── Presets.meta ├── Presets │ ├── AudioCompressedInMemory.preset │ ├── AudioCompressedInMemory.preset.meta │ ├── AudioStreaming.preset │ ├── AudioStreaming.preset.meta │ ├── Defaults.meta │ ├── Defaults │ │ ├── AlbedoTexture_Default.preset │ │ ├── AlbedoTexture_Default.preset.meta │ │ ├── AudioDecompressOnLoad.preset │ │ ├── AudioDecompressOnLoad.preset.meta │ │ ├── DirectionalLight_Default.preset │ │ └── DirectionalLight_Default.preset.meta │ ├── NormalTexture.preset │ ├── NormalTexture.preset.meta │ ├── UtilityTexture.preset │ └── UtilityTexture.preset.meta ├── Readme.asset ├── Readme.asset.meta ├── Scenes.meta ├── Scenes │ ├── CutStuff.unity │ ├── CutStuff.unity.meta │ ├── EmptyScene.unity │ ├── EmptyScene.unity.meta │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── Capsule.cs │ ├── Capsule.cs.meta │ ├── Lighsaber.cs │ ├── Lighsaber.cs.meta │ ├── SimpleCameraController.cs │ ├── SimpleCameraController.cs.meta │ ├── Sliceable.cs │ ├── Sliceable.cs.meta │ ├── Slicer.cs │ ├── Slicer.cs.meta │ ├── SlicesMetadata.cs │ └── SlicesMetadata.cs.meta ├── Settings.meta ├── Settings │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── UniversalRP-HighQuality.asset │ ├── UniversalRP-HighQuality.asset.meta │ ├── UniversalRP-LowQuality.asset │ ├── UniversalRP-LowQuality.asset.meta │ ├── UniversalRP-MediumQuality.asset │ └── UniversalRP-MediumQuality.asset.meta ├── Shaders.meta └── Shaders │ ├── LighsaberBlade.shadergraph │ ├── LighsaberBlade.shadergraph.meta │ ├── LightsaberTrail.shadergraph │ └── LightsaberTrail.shadergraph.meta ├── BlenderFiles └── lightsaber_0.blend ├── LICENSE.txt ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.DS_Store: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tvtig/UnityLightsaber/39d7315a378ea8d1d3fdcd8c6e99d2f7134b8364/.DS_Store -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Never ignore Asset meta data 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # Crashlytics generated file 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fileFormatVersion: 2 2 | guid: 45f7b2e3c78185248b3adbb14429c2ab 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2655988077585873504 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Readme.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: fcf7219bab7fe46a1ad266029b2fee19, type: 3} 13 | m_Name: Readme 14 | m_EditorClassIdentifier: 15 | icon: {fileID: 2800000, guid: 7801804018a7dcf42abb827444e18660, type: 3} 16 | title: Universal Render Pipeline Template 17 | sections: 18 | - heading: Universal Render Pipeline 19 | text: 'The Universal Project Template configures Project settings for Projects where performance, wide platform support, and ease of customizing graphics are the primary considerations.' 20 | linkText: 21 | url: 22 | - heading: 23 | text: 'This Template uses the Universal Render Pipeline (URP) and Shader Graph.' 24 | linkText: 25 | url: 26 | - heading: 27 | text: 'URP is prebuilt Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. URP also includes an optimized 2D renderer complete with 2D lights and pixel perfect rendering, and an integrated post-processing solution.' 28 | linkText: 29 | url: 30 | - heading: 31 | text: 'Shader Graph is a tool that allows you to create shaders using a visual node editor instead of writing code.' 32 | linkText: 33 | url: 34 | - heading: 35 | text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.' 36 | linkText: 37 | url: 38 | - heading: 39 | text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.' 40 | linkText: 41 | url: 42 | - heading: 43 | text: 'To read more about URP and its built-in features, see the ' 44 | linkText: URP documentation. 45 | url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html 46 | - heading: 47 | text: 'For more information about Shader Graph, see the ' 48 | linkText: Shader Graph documentation 49 | url: https://docs.unity3d.com/Packages/com.unity.shadergraph@latest 50 | loadedLayout: 1 51 | -------------------------------------------------------------------------------- /Assets/Readme.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 83c2ed844a8c74b779a4c823d16594b1 3 | timeCreated: 1484217493 4 | licenseType: Store 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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b882b8572e4a5b44498311b16ed395d8 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes/SampleScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d1c3109bdb54ad54c8a2b2838528e640 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02a3527b6b33a924e8ec66aa805ea717 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Capsule.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine; 5 | 6 | public class Capsule : MonoBehaviour 7 | { 8 | private Mesh _mesh; 9 | private Vector3[] _vertices; 10 | private int[] _triangles; 11 | 12 | private Vector3 _maxYVertex; 13 | private Vector3 _minYVertex; 14 | private Vector3 _maxXVertex; 15 | private Vector3 _minXVertex; 16 | 17 | void Start() 18 | { 19 | _mesh = GetComponent().mesh; 20 | 21 | _vertices = _mesh.vertices; 22 | _triangles = _mesh.triangles; 23 | 24 | //Get the minimum and maximum verteces 25 | _maxYVertex = _vertices.FirstOrDefault(); 26 | 27 | } 28 | 29 | void Update() 30 | { 31 | 32 | } 33 | 34 | private void OnDrawGizmos() 35 | { 36 | if(_vertices == null) 37 | { 38 | return; 39 | } 40 | 41 | int count = 0; 42 | foreach(Vector3 vertex in _vertices) 43 | { 44 | if(count==3) 45 | { 46 | count = 0; 47 | } 48 | 49 | var vert = new Vector3(transform.position.x + (vertex.x * transform.localScale.x), transform.position.y + (vertex.y * transform.localScale.y), transform.position.z + (vertex.z * transform.localScale.z)); 50 | 51 | if(count==0) 52 | { 53 | Gizmos.color = Color.yellow; 54 | } 55 | if((count)==1) 56 | { 57 | Gizmos.color = Color.red; 58 | } 59 | else if ((count)==2) 60 | { 61 | Gizmos.color = Color.green; 62 | } 63 | else if((count)==3) 64 | { 65 | Gizmos.color = Color.blue; 66 | } 67 | 68 | Gizmos.DrawSphere(vert, 0.01f); 69 | 70 | count++; 71 | } 72 | } 73 | } 74 | -------------------------------------------------------------------------------- /Assets/Scripts/Capsule.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 73665070dfc214b18bb855fd92be9bbe 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Lighsaber.cs: -------------------------------------------------------------------------------- 1 | using Assets.Scripts; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | public class Lighsaber : MonoBehaviour 7 | { 8 | //The number of vertices to create per frame 9 | private const int NUM_VERTICES = 12; 10 | 11 | [SerializeField] 12 | [Tooltip("The blade object")] 13 | private GameObject _blade = null; 14 | 15 | [SerializeField] 16 | [Tooltip("The empty game object located at the tip of the blade")] 17 | private GameObject _tip = null; 18 | 19 | [SerializeField] 20 | [Tooltip("The empty game object located at the base of the blade")] 21 | private GameObject _base = null; 22 | 23 | [SerializeField] 24 | [Tooltip("The mesh object with the mesh filter and mesh renderer")] 25 | private GameObject _meshParent = null; 26 | 27 | [SerializeField] 28 | [Tooltip("The number of frame that the trail should be rendered for")] 29 | private int _trailFrameLength = 3; 30 | 31 | [SerializeField] 32 | [ColorUsage(true, true)] 33 | [Tooltip("The colour of the blade and trail")] 34 | private Color _colour = Color.red; 35 | 36 | [SerializeField] 37 | [Tooltip("The amount of force applied to each side of a slice")] 38 | private float _forceAppliedToCut = 3f; 39 | 40 | private Mesh _mesh; 41 | private Vector3[] _vertices; 42 | private int[] _triangles; 43 | private int _frameCount; 44 | private Vector3 _previousTipPosition; 45 | private Vector3 _previousBasePosition; 46 | private Vector3 _triggerEnterTipPosition; 47 | private Vector3 _triggerEnterBasePosition; 48 | private Vector3 _triggerExitTipPosition; 49 | 50 | void Start() 51 | { 52 | //Init mesh and triangles 53 | _meshParent.transform.position = Vector3.zero; 54 | _mesh = new Mesh(); 55 | _meshParent.GetComponent().mesh = _mesh; 56 | 57 | Material trailMaterial = Instantiate(_meshParent.GetComponent().sharedMaterial); 58 | trailMaterial.SetColor("Color_8F0C0815", _colour); 59 | _meshParent.GetComponent().sharedMaterial = trailMaterial; 60 | 61 | Material bladeMaterial = Instantiate(_blade.GetComponent().sharedMaterial); 62 | bladeMaterial.SetColor("Color_AF2E1BB", _colour); 63 | _blade.GetComponent().sharedMaterial = bladeMaterial; 64 | 65 | _vertices = new Vector3[_trailFrameLength * NUM_VERTICES]; 66 | _triangles = new int[_vertices.Length]; 67 | 68 | //Set starting position for tip and base 69 | _previousTipPosition = _tip.transform.position; 70 | _previousBasePosition = _base.transform.position; 71 | } 72 | 73 | void LateUpdate() 74 | { 75 | //Reset the frame count one we reach the frame length 76 | if(_frameCount == (_trailFrameLength * NUM_VERTICES)) 77 | { 78 | _frameCount = 0; 79 | } 80 | 81 | //Draw first triangle vertices for back and front 82 | _vertices[_frameCount] = _base.transform.position; 83 | _vertices[_frameCount + 1] = _tip.transform.position; 84 | _vertices[_frameCount + 2] = _previousTipPosition; 85 | _vertices[_frameCount + 3] = _base.transform.position; 86 | _vertices[_frameCount + 4] = _previousTipPosition; 87 | _vertices[_frameCount + 5] = _tip.transform.position; 88 | 89 | //Draw fill in triangle vertices 90 | _vertices[_frameCount + 6] = _previousTipPosition; 91 | _vertices[_frameCount + 7] = _base.transform.position; 92 | _vertices[_frameCount + 8] = _previousBasePosition; 93 | _vertices[_frameCount + 9] = _previousTipPosition; 94 | _vertices[_frameCount + 10] = _previousBasePosition; 95 | _vertices[_frameCount + 11] = _base.transform.position; 96 | 97 | //Set triangles 98 | _triangles[_frameCount] = _frameCount; 99 | _triangles[_frameCount + 1] = _frameCount + 1; 100 | _triangles[_frameCount + 2] = _frameCount + 2; 101 | _triangles[_frameCount + 3] = _frameCount + 3; 102 | _triangles[_frameCount + 4] = _frameCount + 4; 103 | _triangles[_frameCount + 5] = _frameCount + 5; 104 | _triangles[_frameCount + 6] = _frameCount + 6; 105 | _triangles[_frameCount + 7] = _frameCount + 7; 106 | _triangles[_frameCount + 8] = _frameCount + 8; 107 | _triangles[_frameCount + 9] = _frameCount + 9; 108 | _triangles[_frameCount + 10] = _frameCount + 10; 109 | _triangles[_frameCount + 11] = _frameCount + 11; 110 | 111 | _mesh.vertices = _vertices; 112 | _mesh.triangles = _triangles; 113 | 114 | //Track the previous base and tip positions for the next frame 115 | _previousTipPosition = _tip.transform.position; 116 | _previousBasePosition = _base.transform.position; 117 | _frameCount += NUM_VERTICES; 118 | } 119 | 120 | private void OnTriggerEnter(Collider other) 121 | { 122 | _triggerEnterTipPosition = _tip.transform.position; 123 | _triggerEnterBasePosition = _base.transform.position; 124 | } 125 | 126 | private void OnTriggerExit(Collider other) 127 | { 128 | _triggerExitTipPosition = _tip.transform.position; 129 | 130 | //Create a triangle between the tip and base so that we can get the normal 131 | Vector3 side1 = _triggerExitTipPosition - _triggerEnterTipPosition; 132 | Vector3 side2 = _triggerExitTipPosition - _triggerEnterBasePosition; 133 | 134 | //Get the point perpendicular to the triangle above which is the normal 135 | //https://docs.unity3d.com/Manual/ComputingNormalPerpendicularVector.html 136 | Vector3 normal = Vector3.Cross(side1, side2).normalized; 137 | 138 | //Transform the normal so that it is aligned with the object we are slicing's transform. 139 | Vector3 transformedNormal = ((Vector3)(other.gameObject.transform.localToWorldMatrix.transpose * normal)).normalized; 140 | 141 | //Get the enter position relative to the object we're cutting's local transform 142 | Vector3 transformedStartingPoint = other.gameObject.transform.InverseTransformPoint(_triggerEnterTipPosition); 143 | 144 | Plane plane = new Plane(); 145 | 146 | plane.SetNormalAndPosition( 147 | transformedNormal, 148 | transformedStartingPoint); 149 | 150 | var direction = Vector3.Dot(Vector3.up, transformedNormal); 151 | 152 | //Flip the plane so that we always know which side the positive mesh is on 153 | if (direction < 0) 154 | { 155 | plane = plane.flipped; 156 | } 157 | 158 | GameObject[] slices = Slicer.Slice(plane, other.gameObject); 159 | Destroy(other.gameObject); 160 | 161 | Rigidbody rigidbody = slices[1].GetComponent(); 162 | Vector3 newNormal = transformedNormal + Vector3.up * _forceAppliedToCut; 163 | rigidbody.AddForce(newNormal, ForceMode.Impulse); 164 | } 165 | } 166 | -------------------------------------------------------------------------------- /Assets/Scripts/Lighsaber.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7a31f1a6b2bb3431ba4edb776fa66aff 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/SimpleCameraController.cs: -------------------------------------------------------------------------------- 1 | #if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE 2 | #define USE_INPUT_SYSTEM 3 | using UnityEngine.InputSystem; 4 | using UnityEngine.InputSystem.Controls; 5 | #endif 6 | 7 | using UnityEngine; 8 | 9 | namespace UnityTemplateProjects 10 | { 11 | public class SimpleCameraController : MonoBehaviour 12 | { 13 | class CameraState 14 | { 15 | public float yaw; 16 | public float pitch; 17 | public float roll; 18 | public float x; 19 | public float y; 20 | public float z; 21 | 22 | public void SetFromTransform(Transform t) 23 | { 24 | pitch = t.eulerAngles.x; 25 | yaw = t.eulerAngles.y; 26 | roll = t.eulerAngles.z; 27 | x = t.position.x; 28 | y = t.position.y; 29 | z = t.position.z; 30 | } 31 | 32 | public void Translate(Vector3 translation) 33 | { 34 | Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation; 35 | 36 | x += rotatedTranslation.x; 37 | y += rotatedTranslation.y; 38 | z += rotatedTranslation.z; 39 | } 40 | 41 | public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct) 42 | { 43 | yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct); 44 | pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct); 45 | roll = Mathf.Lerp(roll, target.roll, rotationLerpPct); 46 | 47 | x = Mathf.Lerp(x, target.x, positionLerpPct); 48 | y = Mathf.Lerp(y, target.y, positionLerpPct); 49 | z = Mathf.Lerp(z, target.z, positionLerpPct); 50 | } 51 | 52 | public void UpdateTransform(Transform t) 53 | { 54 | t.eulerAngles = new Vector3(pitch, yaw, roll); 55 | t.position = new Vector3(x, y, z); 56 | } 57 | } 58 | 59 | CameraState m_TargetCameraState = new CameraState(); 60 | CameraState m_InterpolatingCameraState = new CameraState(); 61 | 62 | [Header("Movement Settings")] 63 | [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")] 64 | public float boost = 3.5f; 65 | 66 | [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)] 67 | public float positionLerpTime = 0.2f; 68 | 69 | [Header("Rotation Settings")] 70 | [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")] 71 | public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f)); 72 | 73 | [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)] 74 | public float rotationLerpTime = 0.01f; 75 | 76 | [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")] 77 | public bool invertY = false; 78 | 79 | void OnEnable() 80 | { 81 | m_TargetCameraState.SetFromTransform(transform); 82 | m_InterpolatingCameraState.SetFromTransform(transform); 83 | } 84 | 85 | Vector3 GetInputTranslationDirection() 86 | { 87 | Vector3 direction = new Vector3(); 88 | if (Input.GetKey(KeyCode.W)) 89 | { 90 | direction += Vector3.forward; 91 | } 92 | if (Input.GetKey(KeyCode.S)) 93 | { 94 | direction += Vector3.back; 95 | } 96 | if (Input.GetKey(KeyCode.A)) 97 | { 98 | direction += Vector3.left; 99 | } 100 | if (Input.GetKey(KeyCode.D)) 101 | { 102 | direction += Vector3.right; 103 | } 104 | if (Input.GetKey(KeyCode.Q)) 105 | { 106 | direction += Vector3.down; 107 | } 108 | if (Input.GetKey(KeyCode.E)) 109 | { 110 | direction += Vector3.up; 111 | } 112 | return direction; 113 | } 114 | 115 | void Update() 116 | { 117 | Vector3 translation = Vector3.zero; 118 | 119 | #if ENABLE_LEGACY_INPUT_MANAGER 120 | 121 | // Exit Sample 122 | if (Input.GetKey(KeyCode.Escape)) 123 | { 124 | Application.Quit(); 125 | #if UNITY_EDITOR 126 | UnityEditor.EditorApplication.isPlaying = false; 127 | #endif 128 | } 129 | // Hide and lock cursor when right mouse button pressed 130 | if (Input.GetMouseButtonDown(1)) 131 | { 132 | Cursor.lockState = CursorLockMode.Locked; 133 | } 134 | 135 | // Unlock and show cursor when right mouse button released 136 | if (Input.GetMouseButtonUp(1)) 137 | { 138 | Cursor.visible = true; 139 | Cursor.lockState = CursorLockMode.None; 140 | } 141 | 142 | // Rotation 143 | if (Input.GetMouseButton(1)) 144 | { 145 | var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1)); 146 | 147 | var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude); 148 | 149 | m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor; 150 | m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor; 151 | } 152 | 153 | // Translation 154 | translation = GetInputTranslationDirection() * Time.deltaTime; 155 | 156 | // Speed up movement when shift key held 157 | if (Input.GetKey(KeyCode.LeftShift)) 158 | { 159 | translation *= 10.0f; 160 | } 161 | 162 | // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) 163 | boost += Input.mouseScrollDelta.y * 0.2f; 164 | translation *= Mathf.Pow(2.0f, boost); 165 | 166 | #elif USE_INPUT_SYSTEM 167 | // TODO: make the new input system work 168 | #endif 169 | 170 | m_TargetCameraState.Translate(translation); 171 | 172 | // Framerate-independent interpolation 173 | // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time 174 | var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime); 175 | var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime); 176 | m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct); 177 | 178 | m_InterpolatingCameraState.UpdateTransform(transform); 179 | } 180 | } 181 | 182 | } -------------------------------------------------------------------------------- /Assets/Scripts/SimpleCameraController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be76e5f14cfee674cb30b491fb72b09b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Sliceable.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Security.AccessControl; 4 | using UnityEngine; 5 | 6 | public class Sliceable : MonoBehaviour 7 | { 8 | [SerializeField] 9 | private bool _isSolid = true; 10 | 11 | [SerializeField] 12 | private bool _reverseWindTriangles = false; 13 | 14 | [SerializeField] 15 | private bool _useGravity = false; 16 | 17 | [SerializeField] 18 | private bool _shareVertices = false; 19 | 20 | [SerializeField] 21 | private bool _smoothVertices = false; 22 | 23 | public bool IsSolid 24 | { 25 | get 26 | { 27 | return _isSolid; 28 | } 29 | set 30 | { 31 | _isSolid = value; 32 | } 33 | } 34 | 35 | public bool ReverseWireTriangles 36 | { 37 | get 38 | { 39 | return _reverseWindTriangles; 40 | } 41 | set 42 | { 43 | _reverseWindTriangles = value; 44 | } 45 | } 46 | 47 | public bool UseGravity 48 | { 49 | get 50 | { 51 | return _useGravity; 52 | } 53 | set 54 | { 55 | _useGravity = value; 56 | } 57 | } 58 | 59 | public bool ShareVertices 60 | { 61 | get 62 | { 63 | return _shareVertices; 64 | } 65 | set 66 | { 67 | _shareVertices = value; 68 | } 69 | } 70 | 71 | public bool SmoothVertices 72 | { 73 | get 74 | { 75 | return _smoothVertices; 76 | } 77 | set 78 | { 79 | _smoothVertices = value; 80 | } 81 | } 82 | 83 | } 84 | -------------------------------------------------------------------------------- /Assets/Scripts/Sliceable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c74b9b79e7d79c048a3f5f2f0e37119d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Slicer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.Rendering; 5 | 6 | namespace Assets.Scripts 7 | { 8 | class Slicer 9 | { 10 | /// 11 | /// Slice the object by the plane 12 | /// 13 | /// 14 | /// 15 | /// 16 | public static GameObject[] Slice(Plane plane, GameObject objectToCut) 17 | { 18 | //Get the current mesh and its verts and tris 19 | Mesh mesh = objectToCut.GetComponent().mesh; 20 | var a = mesh.GetSubMesh(0); 21 | Sliceable sliceable = objectToCut.GetComponent(); 22 | 23 | if(sliceable == null) 24 | { 25 | throw new NotSupportedException("Cannot slice non sliceable object, add the sliceable script to the object or inherit from sliceable to support slicing"); 26 | } 27 | 28 | //Create left and right slice of hollow object 29 | SlicesMetadata slicesMeta = new SlicesMetadata(plane, mesh, sliceable.IsSolid, sliceable.ReverseWireTriangles, sliceable.ShareVertices, sliceable.SmoothVertices); 30 | 31 | GameObject positiveObject = CreateMeshGameObject(objectToCut); 32 | positiveObject.name = string.Format("{0}_positive", objectToCut.name); 33 | 34 | GameObject negativeObject = CreateMeshGameObject(objectToCut); 35 | negativeObject.name = string.Format("{0}_negative", objectToCut.name); 36 | 37 | var positiveSideMeshData = slicesMeta.PositiveSideMesh; 38 | var negativeSideMeshData = slicesMeta.NegativeSideMesh; 39 | 40 | positiveObject.GetComponent().mesh = positiveSideMeshData; 41 | negativeObject.GetComponent().mesh = negativeSideMeshData; 42 | 43 | SetupCollidersAndRigidBodys(ref positiveObject, positiveSideMeshData, sliceable.UseGravity); 44 | SetupCollidersAndRigidBodys(ref negativeObject, negativeSideMeshData, sliceable.UseGravity); 45 | 46 | return new GameObject[] { positiveObject, negativeObject}; 47 | } 48 | 49 | /// 50 | /// Creates the default mesh game object. 51 | /// 52 | /// The original object. 53 | /// 54 | private static GameObject CreateMeshGameObject(GameObject originalObject) 55 | { 56 | var originalMaterial = originalObject.GetComponent().materials; 57 | 58 | GameObject meshGameObject = new GameObject(); 59 | Sliceable originalSliceable = originalObject.GetComponent(); 60 | 61 | meshGameObject.AddComponent(); 62 | meshGameObject.AddComponent(); 63 | Sliceable sliceable = meshGameObject.AddComponent(); 64 | 65 | sliceable.IsSolid = originalSliceable.IsSolid; 66 | sliceable.ReverseWireTriangles = originalSliceable.ReverseWireTriangles; 67 | sliceable.UseGravity = originalSliceable.UseGravity; 68 | 69 | meshGameObject.GetComponent().materials = originalMaterial; 70 | 71 | meshGameObject.transform.localScale = originalObject.transform.localScale; 72 | meshGameObject.transform.rotation = originalObject.transform.rotation; 73 | meshGameObject.transform.position = originalObject.transform.position; 74 | 75 | meshGameObject.tag = originalObject.tag; 76 | 77 | return meshGameObject; 78 | } 79 | 80 | /// 81 | /// Add mesh collider and rigid body to game object 82 | /// 83 | /// 84 | /// 85 | private static void SetupCollidersAndRigidBodys(ref GameObject gameObject, Mesh mesh, bool useGravity) 86 | { 87 | MeshCollider meshCollider = gameObject.AddComponent(); 88 | meshCollider.sharedMesh = mesh; 89 | meshCollider.convex = true; 90 | 91 | var rb = gameObject.AddComponent(); 92 | rb.useGravity = useGravity; 93 | } 94 | } 95 | } 96 | 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-------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) [2024] [Light Hearted Tech] 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.2.16", 4 | "com.unity.ide.rider": "1.1.4", 5 | "com.unity.ide.vscode": "1.2.1", 6 | "com.unity.render-pipelines.universal": "7.3.1", 7 | "com.unity.test-framework": "1.1.14", 8 | "com.unity.textmeshpro": "2.0.1", 9 | "com.unity.timeline": "1.2.14", 10 | "com.unity.ugui": "1.0.0", 11 | "com.unity.modules.ai": "1.0.0", 12 | "com.unity.modules.androidjni": "1.0.0", 13 | "com.unity.modules.animation": "1.0.0", 14 | "com.unity.modules.assetbundle": "1.0.0", 15 | 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Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityLighsaber 2 | A Lighsaber modelled in blender and brought to life in unity 3 | 4 | I modelled a Lighstaber in blender, you can find the blender file in the BlenderFiles folder. I then imported it into unity and using Unities shader graph I created a glow effect for the blade and blade trail. The blade trail is procedurally generated, 12 triangles are drawn per frame to create the effect. 5 | 6 | Once you've opened the project in unity, navigate to the scenes folder and open the sample scene, I have setup a basic demo of the Lighsaber prefab. 7 | 8 | The Mesh cutting scene is called CutStuff. 9 | 10 | This repo is for educational purposes 11 | 12 | Lightsaber is a term created and owned by Lucasfilms. 13 | --------------------------------------------------------------------------------