├── .gitignore ├── Assets ├── Scripts.meta ├── Scripts │ ├── ButtonController.cs │ ├── ButtonController.cs.meta │ ├── ButtonEvent.cs │ ├── ButtonEvent.cs.meta │ ├── ButtonEventSystem.cs │ ├── ButtonEventSystem.cs.meta │ ├── Core.meta │ ├── Core │ │ ├── Logger.cs │ │ ├── Logger.cs.meta │ │ ├── Singleton.cs │ │ └── Singleton.cs.meta │ ├── HandController.cs │ ├── HandController.cs.meta │ ├── InputManager.cs │ ├── InputManager.cs.meta │ ├── XRControllerInput.cs │ └── XRControllerInput.cs.meta ├── TextMesh Pro.meta ├── TextMesh Pro │ ├── Documentation.meta │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Fonts │ │ ├── LiberationSans - OFL.txt │ │ ├── LiberationSans - OFL.txt.meta │ │ ├── LiberationSans.ttf │ │ └── LiberationSans.ttf.meta │ ├── Resources.meta │ ├── Resources │ │ ├── Fonts & Materials.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF - Drop Shadow.mat │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ ├── LiberationSans SDF - Fallback.asset │ │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF.asset │ │ │ └── LiberationSans SDF.asset.meta │ │ ├── LineBreaking Following Characters.txt │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ │ ├── TMP_Bitmap-Mobile.shader │ │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ │ ├── TMP_Bitmap.shader │ │ │ ├── TMP_Bitmap.shader.meta │ │ │ ├── TMP_SDF Overlay.shader │ │ │ ├── TMP_SDF Overlay.shader.meta │ │ │ ├── TMP_SDF-Mobile Masking.shader │ │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ │ ├── TMP_SDF-Mobile Overlay.shader │ │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ │ ├── TMP_SDF-Mobile.shader │ │ │ ├── TMP_SDF-Mobile.shader.meta │ │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ │ ├── TMP_SDF-Surface.shader │ │ │ ├── TMP_SDF-Surface.shader.meta │ │ │ ├── TMP_SDF.shader │ │ │ ├── TMP_SDF.shader.meta │ │ │ ├── TMP_Sprite.shader │ │ │ ├── TMP_Sprite.shader.meta │ │ │ ├── TMPro.cginc │ │ │ ├── TMPro.cginc.meta │ │ │ ├── TMPro_Properties.cginc │ │ │ ├── TMPro_Properties.cginc.meta │ │ │ ├── TMPro_Surface.cginc │ │ │ └── TMPro_Surface.cginc.meta │ │ ├── Sprite Assets.meta │ │ ├── Sprite Assets │ │ │ ├── EmojiOne.asset │ │ │ └── EmojiOne.asset.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ ├── Default Style Sheet.asset │ │ │ └── Default Style Sheet.asset.meta │ │ ├── TMP Settings.asset │ │ └── TMP Settings.asset.meta │ ├── Sprites.meta │ └── Sprites │ │ ├── EmojiOne Attribution.txt │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne.json │ │ ├── EmojiOne.json.meta │ │ ├── EmojiOne.png │ │ └── EmojiOne.png.meta ├── Thirdparty.meta ├── Thirdparty │ ├── Gridbox Prototype Materials.meta │ └── Gridbox Prototype Materials │ │ ├── Demo.meta │ │ ├── Demo │ │ ├── Prototype Materials Demo.meta │ │ ├── Prototype Materials Demo.unity │ │ ├── Prototype Materials Demo.unity.meta │ │ └── Prototype Materials Demo │ │ │ ├── Demo Lightmap Parameters.giparams │ │ │ ├── Demo Lightmap Parameters.giparams.meta │ │ │ ├── GI Blocker.mat │ │ │ ├── GI Blocker.mat.meta │ │ │ ├── Neon Light.mat │ │ │ └── Neon Light.mat.meta │ │ ├── Resources.meta │ │ └── Resources │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── Prototype Grid.meta │ │ ├── Prototype Grid │ │ │ ├── Prototype_512x512_Blue1.mat │ │ │ ├── Prototype_512x512_Blue1.mat.meta │ │ │ ├── Prototype_512x512_Blue2.mat │ │ │ ├── Prototype_512x512_Blue2.mat.meta │ │ │ ├── Prototype_512x512_Blue3.mat │ │ │ ├── Prototype_512x512_Blue3.mat.meta │ │ │ ├── Prototype_512x512_Brown.mat │ │ │ ├── Prototype_512x512_Brown.mat.meta │ │ │ ├── Prototype_512x512_Cyan.mat │ │ │ ├── Prototype_512x512_Cyan.mat.meta │ │ │ ├── Prototype_512x512_Green1.mat │ │ │ ├── Prototype_512x512_Green1.mat.meta │ │ │ ├── Prototype_512x512_Green2.mat │ │ │ ├── Prototype_512x512_Green2.mat.meta │ │ │ ├── Prototype_512x512_Grey1.mat │ │ │ ├── Prototype_512x512_Grey1.mat.meta │ │ │ ├── Prototype_512x512_Grey2.mat │ │ │ ├── Prototype_512x512_Grey2.mat.meta │ │ │ ├── Prototype_512x512_Grey3.mat │ │ │ ├── Prototype_512x512_Grey3.mat.meta │ │ │ ├── Prototype_512x512_Grey4.mat │ │ │ ├── Prototype_512x512_Grey4.mat.meta │ │ │ ├── Prototype_512x512_Orange.mat │ │ │ ├── Prototype_512x512_Orange.mat.meta │ │ │ ├── Prototype_512x512_Purple.mat │ │ │ ├── Prototype_512x512_Purple.mat.meta │ │ │ ├── Prototype_512x512_Red.mat │ │ │ ├── Prototype_512x512_Red.mat.meta │ │ │ ├── Prototype_512x512_White.mat │ │ │ ├── Prototype_512x512_White.mat.meta │ │ │ ├── Prototype_512x512_Yellow.mat │ │ │ └── Prototype_512x512_Yellow.mat.meta │ │ ├── Skybox.meta │ │ └── Skybox │ │ │ ├── Homogenous.mat │ │ │ ├── Homogenous.mat.meta │ │ │ ├── Skybox Blue.mat │ │ │ ├── Skybox Blue.mat.meta │ │ │ ├── Skybox Golden.mat │ │ │ ├── Skybox Golden.mat.meta │ │ │ ├── Skybox Green.mat │ │ │ ├── Skybox Green.mat.meta │ │ │ ├── Skybox Grey.mat │ │ │ ├── Skybox Grey.mat.meta │ │ │ ├── Skybox Night.mat │ │ │ ├── Skybox Night.mat.meta │ │ │ ├── Skybox Pink.mat │ │ │ └── Skybox Pink.mat.meta │ │ ├── ProBuilder Data.meta │ │ ├── ProBuilder Data │ │ ├── Prototype Materials.asset │ │ └── Prototype Materials.asset.meta │ │ ├── Textures.meta │ │ └── Textures │ │ ├── Prototype Grid.meta │ │ └── Prototype Grid │ │ ├── prototype_512x512_blue1.png │ │ ├── prototype_512x512_blue1.png.meta │ │ ├── prototype_512x512_blue2.png │ │ ├── prototype_512x512_blue2.png.meta │ │ ├── prototype_512x512_blue3.png │ │ ├── prototype_512x512_blue3.png.meta │ │ ├── prototype_512x512_brown.png │ │ ├── prototype_512x512_brown.png.meta │ │ ├── prototype_512x512_cyan.png │ │ ├── prototype_512x512_cyan.png.meta │ │ ├── prototype_512x512_green1.png │ │ ├── prototype_512x512_green1.png.meta │ │ ├── prototype_512x512_green2.png │ │ ├── prototype_512x512_green2.png.meta │ │ ├── prototype_512x512_grey1.png │ │ ├── prototype_512x512_grey1.png.meta │ │ ├── prototype_512x512_grey2.png │ │ ├── prototype_512x512_grey2.png.meta │ │ ├── prototype_512x512_grey3.png │ │ ├── prototype_512x512_grey3.png.meta │ │ ├── prototype_512x512_grey4.png │ │ ├── prototype_512x512_grey4.png.meta │ │ ├── prototype_512x512_orange.png │ │ ├── prototype_512x512_orange.png.meta │ │ ├── prototype_512x512_purple.png │ │ ├── prototype_512x512_purple.png.meta │ │ ├── prototype_512x512_red.png │ │ ├── prototype_512x512_red.png.meta │ │ ├── prototype_512x512_white.png │ │ ├── prototype_512x512_white.png.meta │ │ ├── prototype_512x512_yellow.png │ │ └── prototype_512x512_yellow.png.meta ├── XR.meta ├── XR │ ├── Loaders.meta │ ├── Loaders │ │ ├── Mock HMD Loader.asset │ │ ├── Mock HMD Loader.asset.meta │ │ ├── Oculus Loader.asset │ │ ├── Oculus Loader.asset.meta │ │ ├── Windows MR Loader.asset │ │ └── Windows MR Loader.asset.meta │ ├── Settings.meta │ ├── Settings │ │ ├── Oculus Settings.asset │ │ ├── Oculus Settings.asset.meta │ │ ├── Windows MR Package Settings.asset │ │ └── Windows MR Package Settings.asset.meta │ ├── XRGeneralSettings.asset │ └── XRGeneralSettings.asset.meta ├── _Scenes.meta └── _Scenes │ ├── CoulombeSetup.unity │ ├── CoulombeSetup.unity.meta │ ├── DilmerSetup.unity │ ├── DilmerSetup.unity.meta │ ├── FariazzSetup.unity │ ├── FariazzSetup.unity.meta │ ├── iCaveSetup.unity │ └── iCaveSetup.unity.meta ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Packages │ ├── com.unity.probuilder │ │ └── Settings.json │ └── com.unity.settings-manager │ │ └── Settings.json ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── XRPackageSettings.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | .DS_Store 38 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c9a536c0693f67547abb7c3825674f6e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ButtonController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5cb54d70f2aabfe4fbaac7f1eb5b43f7 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/ButtonEvent.cs: -------------------------------------------------------------------------------- 1 | //Adapted by Alex Coulombe @ibrews from @icave_user's script described here: https://forum.unity.com/threads/any-example-of-the-new-2019-1-xr-input-system.629824/ 2 | 3 | using UnityEngine.Events; 4 | 5 | [System.Serializable] // Generic Event holding button value 6 | public class ButtonEvent : UnityEvent 7 | { 8 | public bool Value { get; set; } 9 | 10 | public void Initialize(bool value, UnityAction method) 11 | { 12 | Value = value; 13 | AddListener(method); 14 | } 15 | } -------------------------------------------------------------------------------- /Assets/Scripts/ButtonEvent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b8630c8b17ee58e4eb390f2e03347c87 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/ButtonEventSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6495f5f80c515954a892d4128605179e 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/Core.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ae466f6097a24b948ad29bb622d81cc2 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Core/Logger.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Linq; 3 | using DilmerGames.Core.Singletons; 4 | using TMPro; 5 | using UnityEngine; 6 | 7 | namespace DilmerGames.Core 8 | { 9 | public class Logger : Singleton 10 | { 11 | [SerializeField] 12 | private TextMeshProUGUI debugAreaText; 13 | 14 | [SerializeField] 15 | private bool enableDebug = false; 16 | 17 | [SerializeField] 18 | private int maxLines = 15; 19 | 20 | void OnEnable() 21 | { 22 | debugAreaText.enabled = enableDebug; 23 | enabled = enableDebug; 24 | } 25 | 26 | public void LogInfo(string message) 27 | { 28 | ClearLines(); 29 | debugAreaText.text += $"{DateTime.Now.ToString("yyyy-dd-M--HH-mm-ss")} {message}\n"; 30 | } 31 | 32 | public void LogError(string message) 33 | { 34 | ClearLines(); 35 | debugAreaText.text += $"{DateTime.Now.ToString("yyyy-dd-M--HH-mm-ss")} {message}\n"; 36 | } 37 | 38 | public void LogWarning(string message) 39 | { 40 | ClearLines(); 41 | debugAreaText.text += $"{DateTime.Now.ToString("yyyy-dd-M--HH-mm-ss")} {message}\n"; 42 | } 43 | 44 | private void ClearLines() 45 | { 46 | if (debugAreaText.text.Split('\n').Count() >= maxLines) 47 | { 48 | debugAreaText.text = string.Empty; 49 | } 50 | } 51 | } 52 | } -------------------------------------------------------------------------------- /Assets/Scripts/Core/Logger.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 29d9d6227eb3bab4da3c951ca6fe5aa1 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/Core/Singleton.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace DilmerGames.Core.Singletons 4 | { 5 | public class Singleton : MonoBehaviour 6 | where T : Component 7 | { 8 | private static T _instance; 9 | public static T Instance 10 | { 11 | get 12 | { 13 | if (_instance == null) 14 | { 15 | var objs = FindObjectsOfType(typeof(T)) as T[]; 16 | if (objs.Length > 0) 17 | _instance = objs[0]; 18 | if (objs.Length > 1) 19 | { 20 | Debug.LogError("There is more than one " + typeof(T).Name + " in the scene."); 21 | } 22 | if (_instance == null) 23 | { 24 | GameObject obj = new GameObject(); 25 | obj.name = string.Format("_{0}", typeof(T).Name); 26 | _instance = obj.AddComponent(); 27 | } 28 | } 29 | return _instance; 30 | } 31 | } 32 | } 33 | } -------------------------------------------------------------------------------- /Assets/Scripts/Core/Singleton.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7bb24c48b5dcad47b885890cf7418a4 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/HandController.cs: -------------------------------------------------------------------------------- 1 | //Adapted by Alex Coulombe @ibrews from @icave_user's script described here: https://forum.unity.com/threads/any-example-of-the-new-2019-1-xr-input-system.629824/ 2 | //it's set up to animate hands so those lines are commented out 3 | 4 | using UnityEngine; 5 | using DilmerGamesLogger = DilmerGames.Core.Logger; 6 | 7 | [RequireComponent(typeof(Animator))] 8 | public class HandController : MonoBehaviour 9 | { 10 | 11 | public bool IsGripPressed; 12 | public bool IsTriggerPressed; 13 | public bool IsMenuPressed; 14 | public bool IsClickPressed; 15 | 16 | // Button Events 17 | public ButtonEvent GripEvent { get; set; } 18 | public ButtonEvent TriggerEvent { get; set; } 19 | public ButtonEvent MenuEvent { get; set; } 20 | public ButtonEvent ClickEvent { get; set; } 21 | 22 | //private Animator _animator; 23 | 24 | void Start() 25 | { 26 | InitializeButtons(); 27 | //_animator = GetComponent(); 28 | 29 | } 30 | 31 | private void InitializeButtons() 32 | { 33 | (GripEvent = new ButtonEvent()).Initialize(IsGripPressed, OnGripButtonEvent); 34 | (TriggerEvent = new ButtonEvent()).Initialize(IsTriggerPressed, OnTriggerButtonEvent); 35 | (MenuEvent = new ButtonEvent()).Initialize(IsMenuPressed, OnMenuButtonEvent); 36 | (ClickEvent = new ButtonEvent()).Initialize(IsClickPressed, OnClickButtonEvent); 37 | } 38 | 39 | // Button Functions 40 | private void OnGripButtonEvent(bool pressed) 41 | { 42 | IsGripPressed = pressed; 43 | //_animator.SetBool("GripAnimation", pressed); 44 | 45 | if (pressed) 46 | { 47 | Debug.Log("Grip Pressed"); 48 | DilmerGamesLogger.Instance.LogInfo("Grip Pressed"); 49 | } 50 | else 51 | { 52 | Debug.Log("Grip Released"); 53 | DilmerGamesLogger.Instance.LogInfo("Grip Released"); 54 | } 55 | } 56 | 57 | private void OnTriggerButtonEvent(bool pressed) 58 | { 59 | IsTriggerPressed = pressed; 60 | //_animator.SetBool("TriggerAnimation", pressed); 61 | 62 | if (pressed) 63 | { 64 | 65 | Debug.Log("Trigger Pressed"); 66 | DilmerGamesLogger.Instance.LogInfo("Trigger Pressed"); 67 | } 68 | else 69 | { 70 | Debug.Log("Trigger Released"); 71 | DilmerGamesLogger.Instance.LogInfo("Trigger Released"); 72 | } 73 | } 74 | 75 | private void OnMenuButtonEvent(bool pressed) 76 | { 77 | IsMenuPressed = pressed; 78 | if (pressed) 79 | { 80 | Debug.Log("Menu Pressed"); 81 | DilmerGamesLogger.Instance.LogInfo("Menu Pressed"); 82 | } 83 | } 84 | 85 | private void OnClickButtonEvent(bool pressed) 86 | { 87 | IsClickPressed = pressed; 88 | //_animator.SetBool("ClickAnimation", pressed); 89 | 90 | if (pressed) 91 | { 92 | Debug.Log("Click Pressed"); 93 | DilmerGamesLogger.Instance.LogInfo("Click Pressed"); 94 | } 95 | else 96 | { 97 | Debug.Log("Click Released"); 98 | DilmerGamesLogger.Instance.LogInfo("Click Released"); 99 | } 100 | } 101 | } -------------------------------------------------------------------------------- /Assets/Scripts/HandController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6aa8fb257d521c440b0f4af14c34dc69 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/InputManager.cs.meta: 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f54d1bd14bd3ca042bd867b519fee8cc 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e7e8f5a82a3a134e91c54efd2274ea9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dilmerv/XRInputExamples/1fddec83a8aec680aeb3e5b9fce595f1ab90734b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1b8d251f9af63b746bf2f7ffe00ebb9b 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ab70aee4d56447429c680537fbf93ed 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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-------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8f586378b4e144a9851e7b34d9b748ee 3 | timeCreated: 1484171803 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt: -------------------------------------------------------------------------------- 1 | )]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°"†‡℃〆%,. -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta: 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e3b057af24249748ff873be7fafee47 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 128e987d567d4e2c824d754223b3f3b0 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd89cf5b9246416f84610a006f916af7 3 | ShaderImporter: 4 | defaultTextures: [] 5 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7ada0af4f174f0694ca6a487b8f543d 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68e6db2ebdc24f95958faec2be5558d6 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _ColorMask ("Color Mask", Float) = 15 15 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 16 | 17 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 18 | } 19 | 20 | SubShader 21 | { 22 | Tags 23 | { 24 | "Queue"="Transparent" 25 | "IgnoreProjector"="True" 26 | "RenderType"="Transparent" 27 | "PreviewType"="Plane" 28 | "CanUseSpriteAtlas"="True" 29 | } 30 | 31 | Stencil 32 | { 33 | Ref [_Stencil] 34 | Comp [_StencilComp] 35 | Pass [_StencilOp] 36 | ReadMask [_StencilReadMask] 37 | WriteMask [_StencilWriteMask] 38 | } 39 | 40 | Cull Off 41 | Lighting Off 42 | ZWrite Off 43 | ZTest [unity_GUIZTestMode] 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask [_ColorMask] 46 | 47 | Pass 48 | { 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | #include "UnityCG.cginc" 54 | #include "UnityUI.cginc" 55 | 56 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 57 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 58 | 59 | struct appdata_t 60 | { 61 | float4 vertex : POSITION; 62 | float4 color : COLOR; 63 | float2 texcoord : TEXCOORD0; 64 | }; 65 | 66 | struct v2f 67 | { 68 | float4 vertex : SV_POSITION; 69 | fixed4 color : COLOR; 70 | half2 texcoord : TEXCOORD0; 71 | float4 worldPosition : TEXCOORD1; 72 | }; 73 | 74 | fixed4 _Color; 75 | fixed4 _TextureSampleAdd; 76 | float4 _ClipRect; 77 | 78 | v2f vert(appdata_t IN) 79 | { 80 | v2f OUT; 81 | OUT.worldPosition = IN.vertex; 82 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 83 | 84 | OUT.texcoord = IN.texcoord; 85 | 86 | #ifdef UNITY_HALF_TEXEL_OFFSET 87 | OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); 88 | #endif 89 | 90 | OUT.color = IN.color * _Color; 91 | return OUT; 92 | } 93 | 94 | sampler2D _MainTex; 95 | 96 | fixed4 frag(v2f IN) : SV_Target 97 | { 98 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 99 | 100 | #if UNITY_UI_CLIP_RECT 101 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 102 | #endif 103 | 104 | #ifdef UNITY_UI_ALPHACLIP 105 | clip (color.a - 0.001); 106 | #endif 107 | 108 | return color; 109 | } 110 | ENDCG 111 | } 112 | } 113 | } 114 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf81c85f95fe47e1a27f6ae460cf182c 3 | timeCreated: 1450517184 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc: -------------------------------------------------------------------------------- 1 | float2 UnpackUV(float uv) 2 | { 3 | float2 output; 4 | output.x = floor(uv / 4096); 5 | output.y = uv - 4096 * output.x; 6 | 7 | return output * 0.001953125; 8 | } 9 | 10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 | { 12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); 13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); 14 | 15 | faceColor.rgb *= faceColor.a; 16 | outlineColor.rgb *= outlineColor.a; 17 | 18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha); 19 | 20 | faceColor *= faceAlpha; 21 | 22 | return faceColor; 23 | } 24 | 25 | float3 GetSurfaceNormal(float4 h, float bias) 26 | { 27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 | 29 | h += bias+_BevelOffset; 30 | 31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 | 33 | // Track outline 34 | h -= .5; 35 | h /= bevelWidth; 36 | h = saturate(h+.5); 37 | 38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 | h = min(h, 1.0-_BevelClamp); 41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 | 43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 | 46 | return cross(va, vb); 47 | } 48 | 49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 | { 51 | // Read "height field" 52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 | tex2D(_MainTex, uv + delta.xz).a, 54 | tex2D(_MainTex, uv - delta.zy).a, 55 | tex2D(_MainTex, uv + delta.zy).a}; 56 | 57 | return GetSurfaceNormal(h, bias); 58 | } 59 | 60 | float3 GetSpecular(float3 n, float3 l) 61 | { 62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity); 63 | return _SpecularColor.rgb * spec * _SpecularPower; 64 | } 65 | 66 | float4 GetGlowColor(float d, float scale) 67 | { 68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; 69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; 70 | glow = saturate(abs(glow/(1.0 + t))); 71 | glow = 1.0-pow(glow, _GlowPower); 72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel 73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); 74 | } 75 | 76 | float4 BlendARGB(float4 overlying, float4 underlying) 77 | { 78 | overlying.rgb *= overlying.a; 79 | underlying.rgb *= underlying.a; 80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); 81 | float alpha = underlying.a + (1-underlying.a)*overlying.a; 82 | return float4(blended, alpha); 83 | } 84 | 85 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | uniform float _Sharpness; 86 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3997e2241185407d80309a82f9148466 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc.meta: 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assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/TMP Settings.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: 2705215ac5b84b70bacc50632be6e391, type: 3} 13 | m_Name: TMP Settings 14 | m_EditorClassIdentifier: 15 | m_enableWordWrapping: 1 16 | m_enableKerning: 1 17 | m_enableExtraPadding: 0 18 | m_enableTintAllSprites: 0 19 | m_enableParseEscapeCharacters: 1 20 | m_EnableRaycastTarget: 1 21 | m_GetFontFeaturesAtRuntime: 1 22 | m_missingGlyphCharacter: 0 23 | m_warningsDisabled: 1 24 | m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} 25 | m_defaultFontAssetPath: Fonts & Materials/ 26 | m_defaultFontSize: 36 27 | m_defaultAutoSizeMinRatio: 0.5 28 | m_defaultAutoSizeMaxRatio: 2 29 | m_defaultTextMeshProTextContainerSize: {x: 20, y: 5} 30 | m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50} 31 | m_autoSizeTextContainer: 0 32 | m_fallbackFontAssets: [] 33 | m_matchMaterialPreset: 1 34 | m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45, 35 | type: 2} 36 | m_defaultSpriteAssetPath: Sprite Assets/ 37 | m_defaultColorGradientPresetsPath: Color Gradient Presets/ 38 | m_enableEmojiSupport: 1 39 | m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e, 40 | type: 2} 41 | m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3} 42 | m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b, 43 | type: 3} 44 | 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2 | "m_Settings": [ 3 | "Windows MR Package Initialization" 4 | ] 5 | } -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert", 5 | "VR Device Transitioned Groups" 6 | ], 7 | "m_SettingValues": [ 8 | "True", 9 | "True", 10 | ",Standalone" 11 | ] 12 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # XRInputExamples 2 | 3 | Uses Unity3D 2019.3 4 | 5 | A few examples of Unity's XR Input System. Started with @dilmerv's original commit, added 'release' readings on his script, then decided to build a couple new scenes by adapting scripts from @fariazz and @icave_user in this Unity forum: https://forum.unity.com/threads/any-example-of-the-new-2019-1-xr-input-system.629824/ 6 | 7 | None of the three scenes I then had were quite as robust as I needed for my typical use cases, so I took everything I've learned so far about Unity XR Input and made my own single script, "XR Controller Input" that should handle most needs across different VR devices. It also has a keyboard debug mode that fires the same as the controller inputs. 8 | 9 | I hope this is useful! 10 | 11 | Twitter thread with videos here: https://twitter.com/iBrews/status/1245549646702874624 12 | 13 | Remember this handy guide if you're trying to remember what the mapping is for a button or axis: 14 | https://docs.unity3d.com/Manual/xr_input.html 15 | --------------------------------------------------------------------------------