├── .gitattributes
├── .gitignore
├── .idea
├── .idea.JigglePhysics
│ └── .idea
│ │ ├── .gitignore
│ │ ├── indexLayout.xml
│ │ └── vcs.xml
└── .idea.UnityJigglePhysics
│ └── .idea
│ ├── .gitignore
│ ├── indexLayout.xml
│ └── vcs.xml
├── .vscode
└── settings.json
├── ASEexample.png
├── Assets
├── BlankScene.unity
├── BlankScene.unity.meta
├── DefaultVolumeProfile.asset
├── DefaultVolumeProfile.asset.meta
├── JigglePhysics.meta
├── JigglePhysics
│ ├── Naelstrof.JigglePhysics.asmdef
│ ├── Naelstrof.JigglePhysics.asmdef.meta
│ ├── README.md
│ ├── README.md.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── CachedSphereCollider.cs
│ │ ├── CachedSphereCollider.cs.meta
│ │ ├── IJiggleAdvancable.cs
│ │ ├── IJiggleAdvancable.cs.meta
│ │ ├── JiggleBone.cs
│ │ ├── JiggleBone.cs.meta
│ │ ├── JiggleDefaults.cs
│ │ ├── JiggleDefaults.cs.meta
│ │ ├── JiggleRigBuilder.cs
│ │ ├── JiggleRigBuilder.cs.meta
│ │ ├── JiggleRigFixedUpdateHandler.cs
│ │ ├── JiggleRigFixedUpdateHandler.cs.meta
│ │ ├── JiggleRigHandler.cs
│ │ ├── JiggleRigHandler.cs.meta
│ │ ├── JiggleRigLOD.cs
│ │ ├── JiggleRigLOD.cs.meta
│ │ ├── JiggleRigLODRenderComponent.cs
│ │ ├── JiggleRigLODRenderComponent.cs.meta
│ │ ├── JiggleRigLateUpdateHandler.cs
│ │ ├── JiggleRigLateUpdateHandler.cs.meta
│ │ ├── JiggleRigRendererLOD.cs
│ │ ├── JiggleRigRendererLOD.cs.meta
│ │ ├── JiggleRigSimpleLOD.cs
│ │ ├── JiggleRigSimpleLOD.cs.meta
│ │ ├── JiggleSettingData.cs
│ │ ├── JiggleSettingData.cs.meta
│ │ ├── JiggleSettings.cs
│ │ ├── JiggleSettings.cs.meta
│ │ ├── JiggleSettingsBase.cs
│ │ ├── JiggleSettingsBase.cs.meta
│ │ ├── JiggleSettingsBlend.cs
│ │ ├── JiggleSettingsBlend.cs.meta
│ │ ├── JiggleSkin.cs
│ │ ├── JiggleSkin.cs.meta
│ │ ├── PositionSignal.cs
│ │ └── PositionSignal.cs.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── JigglePhysicsSoftbody.asset
│ │ ├── JigglePhysicsSoftbody.asset.meta
│ │ ├── JigglePhysicsSoftbodyShaderGraph.hlsl
│ │ └── JigglePhysicsSoftbodyShaderGraph.hlsl.meta
│ ├── package.json
│ └── package.json.meta
├── JigglePhysicsExample.meta
├── JigglePhysicsExample
│ ├── Animations.meta
│ ├── Animations
│ │ ├── Angry.fbx
│ │ ├── Angry.fbx.meta
│ │ ├── Belly Dance.fbx
│ │ ├── Belly Dance.fbx.meta
│ │ ├── Breakdance Freezes.fbx
│ │ ├── Breakdance Freezes.fbx.meta
│ │ ├── CarDemo.controller
│ │ ├── CarDemo.controller.meta
│ │ ├── CarDemoCharacter.controller
│ │ ├── CarDemoCharacter.controller.meta
│ │ ├── CarMove.anim
│ │ ├── CarMove.anim.meta
│ │ ├── Climbing.fbx
│ │ ├── Climbing.fbx.meta
│ │ ├── Demo.controller
│ │ ├── Demo.controller.meta
│ │ ├── Dragon 1.controller
│ │ ├── Dragon 1.controller.meta
│ │ ├── Dragon.controller
│ │ ├── Dragon.controller.meta
│ │ ├── ElevatorController.controller
│ │ ├── ElevatorController.controller.meta
│ │ ├── ElevatorDemo.controller
│ │ ├── ElevatorDemo.controller.meta
│ │ ├── ElevatorDown.anim
│ │ ├── ElevatorDown.anim.meta
│ │ ├── ElevatorMove.anim
│ │ ├── ElevatorMove.anim.meta
│ │ ├── ElevatorUp.anim
│ │ ├── ElevatorUp.anim.meta
│ │ ├── Idle.fbx
│ │ ├── Idle.fbx.meta
│ │ ├── Jumping Down.fbx
│ │ ├── Jumping Down.fbx.meta
│ │ ├── Run And Swing.fbx
│ │ ├── Run And Swing.fbx.meta
│ │ ├── Running Backward.fbx
│ │ ├── Running Backward.fbx.meta
│ │ ├── SimpleDemo.controller
│ │ ├── SimpleDemo.controller.meta
│ │ ├── T-Pose.fbx
│ │ └── T-Pose.fbx.meta
│ ├── JiggleSettings.meta
│ ├── JiggleSettings
│ │ ├── BreastBlend.asset
│ │ ├── BreastBlend.asset.meta
│ │ ├── BreastLarge.asset
│ │ ├── BreastLarge.asset.meta
│ │ ├── BreastMedium.asset
│ │ ├── BreastMedium.asset.meta
│ │ ├── BreastSimple.asset
│ │ ├── BreastSimple.asset.meta
│ │ ├── BreastSmall.asset
│ │ ├── BreastSmall.asset.meta
│ │ ├── HeadSlime.asset
│ │ ├── HeadSlime.asset.meta
│ │ ├── KoboldBreasts.asset
│ │ ├── KoboldBreasts.asset.meta
│ │ ├── SimpleBreastBlend.asset
│ │ ├── SimpleBreastBlend.asset.meta
│ │ ├── Slime.asset
│ │ ├── Slime.asset.meta
│ │ ├── SoftbodyBlend.asset
│ │ ├── SoftbodyBlend.asset.meta
│ │ ├── SoftbodyFirm.asset
│ │ ├── SoftbodyFirm.asset.meta
│ │ ├── SoftbodyFloppy.asset
│ │ ├── SoftbodyFloppy.asset.meta
│ │ ├── Spine.asset
│ │ ├── Spine.asset.meta
│ │ ├── Tail.asset
│ │ └── Tail.asset.meta
│ ├── Materials.meta
│ ├── Materials
│ │ ├── CarMat.mat
│ │ ├── CarMat.mat.meta
│ │ ├── Dragon.mat
│ │ ├── Dragon.mat.meta
│ │ ├── KoboldEyes.mat
│ │ ├── KoboldEyes.mat.meta
│ │ ├── Metal.mat
│ │ ├── Metal.mat.meta
│ │ ├── Purple.mat
│ │ ├── Purple.mat.meta
│ │ ├── SkyboxMaterial.mat
│ │ ├── SkyboxMaterial.mat.meta
│ │ ├── Slime.mat
│ │ ├── Slime.mat.meta
│ │ ├── SlimeBasic.mat
│ │ ├── SlimeBasic.mat.meta
│ │ ├── SlimeBasicPurple.mat
│ │ ├── SlimeBasicPurple.mat.meta
│ │ ├── TriplanarChecker.mat
│ │ ├── TriplanarChecker.mat.meta
│ │ ├── VertexColorDisplay.mat
│ │ ├── VertexColorDisplay.mat.meta
│ │ ├── box.mat
│ │ └── box.mat.meta
│ ├── Models.meta
│ ├── Models
│ │ ├── Clayperson.fbx
│ │ ├── Clayperson.fbx.meta
│ │ ├── Dragon.fbx
│ │ ├── Dragon.fbx.meta
│ │ ├── slimeguy.blend
│ │ ├── slimeguy.blend.meta
│ │ ├── slimeguy.blend1
│ │ └── slimeguy.blend1.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ │ ├── BreastDemo.prefab
│ │ ├── BreastDemo.prefab.meta
│ │ ├── BreastDemoSpine.prefab
│ │ ├── BreastDemoSpine.prefab.meta
│ │ ├── Ice.physicMaterial
│ │ ├── Ice.physicMaterial.meta
│ │ ├── JigglyDragon.prefab
│ │ ├── JigglyDragon.prefab.meta
│ │ ├── slimeguy Variant.prefab
│ │ └── slimeguy Variant.prefab.meta
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── DancingDemo.unity
│ │ ├── DancingDemo.unity.meta
│ │ ├── DragonTailScene.unity
│ │ ├── DragonTailScene.unity.meta
│ │ ├── ElevatorDemo.unity
│ │ ├── ElevatorDemo.unity.meta
│ │ ├── PerlinTest.unity
│ │ ├── PerlinTest.unity.meta
│ │ ├── RelativisticCarDemo.unity
│ │ ├── RelativisticCarDemo.unity.meta
│ │ ├── SlimeDemo.unity
│ │ ├── SlimeDemo.unity.meta
│ │ ├── SpeedyKoboldTest.unity
│ │ └── SpeedyKoboldTest.unity.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── AnimationCurveExtensions.cs
│ │ ├── AnimationCurveExtensions.cs.meta
│ │ ├── BreastSlider.cs
│ │ ├── BreastSlider.cs.meta
│ │ ├── Elevator.cs
│ │ ├── Elevator.cs.meta
│ │ ├── FPSLimiter.cs
│ │ ├── FPSLimiter.cs.meta
│ │ ├── FaceCamera.cs
│ │ ├── FaceCamera.cs.meta
│ │ ├── LateUpdateScript.cs
│ │ ├── LateUpdateScript.cs.meta
│ │ ├── MoveTowardsCenter.cs
│ │ └── MoveTowardsCenter.cs.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── GenerateIris.asset
│ │ ├── GenerateIris.asset.meta
│ │ ├── HenyeyGreenstien.asset
│ │ ├── HenyeyGreenstien.asset.meta
│ │ ├── HueShift.asset
│ │ ├── HueShift.asset.meta
│ │ ├── KoboldKareSky.shader
│ │ ├── KoboldKareSky.shader.meta
│ │ ├── Phase.asset
│ │ ├── Phase.asset.meta
│ │ ├── Slime.shader
│ │ ├── Slime.shader.meta
│ │ ├── SolidColorSoftbody.shader
│ │ ├── SolidColorSoftbody.shader.meta
│ │ ├── Standard.meta
│ │ ├── Standard
│ │ │ ├── StandardJiggleSkin.shader
│ │ │ ├── StandardJiggleSkin.shader.meta
│ │ │ ├── TriplanarCheckerboard.shader
│ │ │ ├── TriplanarCheckerboard.shader.meta
│ │ │ ├── URPJiggleSkin.shader
│ │ │ ├── URPJiggleSkin.shader.meta
│ │ │ ├── VertexColorPure.shader
│ │ │ └── VertexColorPure.shader.meta
│ │ ├── StarCalculation.asset
│ │ ├── StarCalculation.asset.meta
│ │ ├── URPJigglePhysicsSoftbody.shadergraph
│ │ ├── URPJigglePhysicsSoftbody.shadergraph.meta
│ │ ├── URPTriplanarCheckerboard.shader
│ │ ├── URPTriplanarCheckerboard.shader.meta
│ │ ├── URPVertexColorPure.shader
│ │ ├── URPVertexColorPure.shader.meta
│ │ ├── VilarEyeV2.shader
│ │ └── VilarEyeV2.shader.meta
│ ├── Tentacle.meta
│ ├── Tentacle
│ │ ├── Tentacle.controller
│ │ ├── Tentacle.controller.meta
│ │ ├── Tentacle.fbx
│ │ ├── Tentacle.fbx.meta
│ │ ├── Whip.anim
│ │ ├── Whip.anim.meta
│ │ ├── WhipIdle.anim
│ │ └── WhipIdle.anim.meta
│ ├── Textures.meta
│ ├── Textures
│ │ ├── Dragon_low_Material_AlbedoTransparency.png
│ │ ├── Dragon_low_Material_AlbedoTransparency.png.meta
│ │ ├── Dragon_low_Material_MetallicSmoothness.png
│ │ ├── Dragon_low_Material_MetallicSmoothness.png.meta
│ │ ├── Dragon_low_Material_Normal.png
│ │ ├── Dragon_low_Material_Normal.png.meta
│ │ ├── KoboldEye_Diffuse.png
│ │ ├── KoboldEye_Diffuse.png.meta
│ │ ├── KoboldEye_Height.png
│ │ ├── KoboldEye_Height.png.meta
│ │ ├── KoboldEye_OpenGLNormal.png
│ │ ├── KoboldEye_OpenGLNormal.png.meta
│ │ ├── eyecube.png
│ │ ├── eyecube.png.meta
│ │ ├── matcap.png
│ │ ├── matcap.png.meta
│ │ ├── slime.png
│ │ ├── slime.png.meta
│ │ ├── white.png
│ │ └── white.png.meta
│ ├── ThirdParty.meta
│ ├── ThirdParty
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── ColorSplitter.cs
│ │ │ ├── ColorSplitter.cs.meta
│ │ │ ├── SimpleCameraController.cs
│ │ │ └── SimpleCameraController.cs.meta
│ │ ├── VilarEyes.meta
│ │ └── VilarEyes
│ │ │ ├── VilarEyeV2.shader
│ │ │ └── VilarEyeV2.shader.meta
│ ├── UIToolkit.meta
│ ├── UIToolkit
│ │ ├── HUD.cs
│ │ └── HUD.cs.meta
│ ├── URPSettings.meta
│ └── URPSettings
│ │ ├── UniversalRenderPipelineAsset.asset
│ │ ├── UniversalRenderPipelineAsset.asset.meta
│ │ ├── UniversalRenderPipelineAsset_Renderer.asset
│ │ └── UniversalRenderPipelineAsset_Renderer.asset.meta
├── SceneLoader.cs
├── SceneLoader.cs.meta
├── TimeScaleSlider.cs
├── TimeScaleSlider.cs.meta
├── UI Toolkit.meta
├── UI Toolkit
│ ├── PanelSettings.asset
│ ├── PanelSettings.asset.meta
│ ├── UnityThemes.meta
│ ├── UnityThemes
│ │ ├── UnityDefaultRuntimeTheme.tss
│ │ └── UnityDefaultRuntimeTheme.tss.meta
│ ├── hud.uxml
│ └── hud.uxml.meta
├── UniversalRenderPipelineGlobalSettings.asset
└── UniversalRenderPipelineGlobalSettings.asset.meta
├── CreateJiggleRig.gif
├── CreateJiggleSettings.gif
├── JiggleMask.png
├── JiggleSkinSetup.gif
├── LICENSE
├── Makefile
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── BurstAotSettings_StandaloneWindows.json
├── ClusterInputManager.asset
├── CommonBurstAotSettings.json
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── MemorySettings.asset
├── MultiplayerManager.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── ShaderGraphSettings.asset
├── TagManager.asset
├── TimeManager.asset
├── TimelineSettings.asset
├── URPProjectSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
└── XRSettings.asset
├── README.md
├── ScriptableObjectExample.png
├── ShaderGraphExample.png
├── SlimeGuy.png
├── SlimeGuyJiggle.gif
├── UserSettings
├── EditorUserSettings.asset
├── Layouts
│ ├── default-2021.dwlt
│ └── default-6000.dwlt
└── Search.settings
├── amplifySetup.png
├── model_example.png
├── proportion.gif
├── relativistic.gif
├── softbodySetup.png
├── squashNstretch.gif
└── vertexColorSetup.png
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8 | Assets/KoboldKare
9 | Assets/AssetStoreTools*
10 |
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12 | .vs/
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15 | ExportedObj/
16 | .consulo/
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18 | *.unityproj
19 | *.sln
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/Assets/JigglePhysics/Scripts/CachedSphereCollider.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 |
4 | namespace JigglePhysics {
5 | public static class CachedSphereCollider {
6 | private class DestroyListener : MonoBehaviour {
7 | void OnDestroy() {
8 | _hasSphere = false;
9 | }
10 | }
11 | private static bool _hasSphere = false;
12 | private static SphereCollider _sphereCollider;
13 |
14 | [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
15 | private static void Init() {
16 | if (_sphereCollider != null) {
17 | if (Application.isPlaying) {
18 | Object.Destroy(_sphereCollider);
19 | } else {
20 | Object.DestroyImmediate(_sphereCollider);
21 | }
22 | }
23 | _hasSphere = false;
24 | _sphereCollider = null;
25 | }
26 | public static void EnableSphereCollider() {
27 | if (TryGet(out SphereCollider collider)) {
28 | collider.enabled = true;
29 | }
30 | }
31 |
32 | public static void DisableSphereCollider() {
33 | if (TryGet(out SphereCollider collider)) {
34 | collider.enabled = false;
35 | }
36 | }
37 |
38 | public static bool TryGet(out SphereCollider collider) {
39 | if (_hasSphere) {
40 | collider = _sphereCollider;
41 | return true;
42 | }
43 |
44 | GameObject obj = null;
45 | try {
46 | obj = new GameObject("JiggleBoneSphereCollider", typeof(SphereCollider), typeof(DestroyListener)) {
47 | hideFlags = HideFlags.DontSave
48 | };
49 | Object.DontDestroyOnLoad(obj);
50 |
51 | if (!obj.TryGetComponent(out _sphereCollider)) {
52 | throw new UnityException("This should never happen...");
53 | }
54 | collider = _sphereCollider;
55 | collider.enabled = false;
56 | _hasSphere = true;
57 | return true;
58 | } catch {
59 | // Something went wrong! Try to clean up and try again next frame. Better throwing an expensive exception than spawning spheres every frame.
60 | if (obj) {
61 | if (Application.isPlaying) {
62 | Object.Destroy(obj);
63 | } else {
64 | Object.DestroyImmediate(obj);
65 | }
66 | }
67 | _hasSphere = false;
68 | collider = null;
69 | throw;
70 | }
71 | }
72 | }
73 | }
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/Assets/JigglePhysics/Scripts/CachedSphereCollider.cs.meta:
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2 | guid: 1fa1cc68653e4b92bb101bd982d2e706
3 | timeCreated: 1702086221
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/Assets/JigglePhysics/Scripts/IJiggleAdvancable.cs:
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1 | using UnityEngine;
2 |
3 | namespace JigglePhysics {
4 | [System.Serializable]
5 | public enum JiggleUpdateMode {
6 | LateUpdate,
7 | FixedUpdate
8 | }
9 | public interface IJiggleAdvancable {
10 | public void Advance(float dt, Vector3 gravity, double timeAsDouble, double timeAsDoubleOneStepBack, SphereCollider sphereCollider);
11 | }
12 |
13 | public interface IJiggleBlendable {
14 | public bool enabled { get; set; }
15 | public float blend { get; set; }
16 | }
17 |
18 | }
19 |
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/Assets/JigglePhysics/Scripts/JiggleRigFixedUpdateHandler.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 |
4 | namespace JigglePhysics {
5 |
6 | internal class JiggleRigFixedUpdateHandler : JiggleRigHandler {
7 | private void FixedUpdate() {
8 | CachedSphereCollider.EnableSphereCollider();
9 | var gravity = Physics.gravity;
10 | var deltaTime = Time.deltaTime;
11 | var timeAsDouble = Time.timeAsDouble;
12 | var timeAsDoubleOneStepBack = timeAsDouble - JiggleRigBuilder.VERLET_TIME_STEP;
13 | if (!CachedSphereCollider.TryGet(out SphereCollider sphereCollider)) {
14 | throw new UnityException( "Failed to create a sphere collider, this should never happen! Is a scene not loaded but a jiggle rig is?");
15 | }
16 | foreach (var jiggleRig in jiggleRigs) {
17 | try {
18 | jiggleRig.Advance(deltaTime, gravity, timeAsDouble, timeAsDoubleOneStepBack, sphereCollider);
19 | } catch (System.Exception e) {
20 | Debug.LogException(e);
21 | invalidAdvancables.Add(jiggleRig);
22 | }
23 | }
24 | CachedSphereCollider.DisableSphereCollider();
25 | JiggleRigBuilder.unitySubsystemFixedUpdateRegistration = false;
26 | CommitRemovalOfInvalidAdvancables();
27 | }
28 | }
29 |
30 | }
31 |
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/Assets/JigglePhysics/Scripts/JiggleRigHandler.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace JigglePhysics {
6 |
7 | internal class JiggleRigHandler : MonoBehaviour where T : MonoBehaviour {
8 | private static T instance;
9 |
10 | protected static List jiggleRigs;
11 | protected static HashSet invalidAdvancables;
12 |
13 | protected void CommitRemovalOfInvalidAdvancables() {
14 | if (invalidAdvancables.Count == 0) {
15 | return;
16 | }
17 | jiggleRigs.RemoveAll(IsInvalid);
18 | }
19 |
20 | private bool IsInvalid(IJiggleAdvancable jiggleRig) {
21 | return invalidAdvancables.Contains(jiggleRig);
22 | }
23 |
24 | private static void CreateInstanceIfNeeded() {
25 | if (instance) {
26 | return;
27 | }
28 |
29 | jiggleRigs ??= new List();
30 | invalidAdvancables ??= new HashSet();
31 |
32 | var obj = new GameObject("JiggleRigHandler", typeof(T)) {
33 | hideFlags = HideFlags.DontSave
34 | };
35 | if (!obj.TryGetComponent(out instance)) {
36 | throw new UnityException("Should never happen!");
37 | }
38 | DontDestroyOnLoad(obj);
39 | }
40 |
41 | private static void RemoveInstanceIfNeeded() {
42 | if (jiggleRigs.Count != 0) return;
43 | if (!instance) return;
44 | jiggleRigs = null;
45 | invalidAdvancables = null;
46 | if (Application.isPlaying) {
47 | Destroy(instance.gameObject);
48 | } else {
49 | DestroyImmediate(instance.gameObject);
50 | }
51 | instance = null;
52 | }
53 |
54 | internal static void AddJiggleRigAdvancable(IJiggleAdvancable advancable) {
55 | CreateInstanceIfNeeded();
56 | if (jiggleRigs.Contains(advancable)) {
57 | return;
58 | }
59 | jiggleRigs.Add(advancable);
60 | }
61 |
62 | internal static void RemoveJiggleRigAdvancable(IJiggleAdvancable advancable) {
63 | if (!jiggleRigs.Contains(advancable)) {
64 | RemoveInstanceIfNeeded();
65 | return;
66 | }
67 | jiggleRigs.Remove(advancable);
68 | RemoveInstanceIfNeeded();
69 | }
70 |
71 | private void OnDisable() {
72 | if (instance == this) {
73 | instance = null;
74 | }
75 | }
76 |
77 | private void OnEnable() {
78 | if (instance != this && instance != null) {
79 | if (Application.isPlaying) {
80 | Destroy(gameObject);
81 | } else {
82 | DestroyImmediate(gameObject);
83 | }
84 | }
85 | }
86 | }
87 |
88 | }
89 |
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/Assets/JigglePhysics/Scripts/JiggleRigLOD.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace JigglePhysics {
6 | [DisallowMultipleComponent]
7 | public abstract class JiggleRigLOD : MonoBehaviour {
8 | protected List jiggles;
9 | protected bool wasActive = true;
10 |
11 | protected virtual void Awake() {
12 | jiggles = new List();
13 | }
14 |
15 | public virtual void AddTrackedJiggleRig(IJiggleBlendable blendable) {
16 | if (jiggles.Contains(blendable)) return;
17 | jiggles.Add(blendable);
18 | if (blendable.enabled != wasActive) {
19 | blendable.enabled = wasActive;
20 | }
21 | }
22 | public virtual void RemoveTrackedJiggleRig(IJiggleBlendable blendable) {
23 | if (!jiggles.Contains(blendable)) return;
24 | jiggles.Remove(blendable);
25 | }
26 |
27 | private void Update() {
28 | if (!CheckActive()) {
29 | if (wasActive) {
30 | foreach (var jiggle in jiggles) {
31 | jiggle.enabled = false;
32 | }
33 | }
34 | wasActive = false;
35 | return;
36 | }
37 | if (!wasActive) {
38 | foreach (var jiggle in jiggles) {
39 | jiggle.enabled = true;
40 | }
41 | }
42 | wasActive = true;
43 | }
44 |
45 | protected abstract bool CheckActive();
46 |
47 | private void OnDisable() {
48 | foreach (var jiggle in jiggles) {
49 | jiggle.enabled = false;
50 | }
51 | }
52 | }
53 | }
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/Assets/JigglePhysics/Scripts/JiggleRigLODRenderComponent.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | namespace JigglePhysics {
7 |
8 | public class MonoBehaviorHider {
9 | public class JiggleRigLODRenderComponent : MonoBehaviour {
10 | public Action VisibilityChange;
11 | public void OnBecameInvisible() {
12 | VisibilityChange?.Invoke(false);
13 | }
14 |
15 | public void OnBecameVisible() {
16 | VisibilityChange?.Invoke(true);
17 | }
18 |
19 | private void OnDisable() {
20 | VisibilityChange?.Invoke(false);
21 | }
22 | }
23 | }
24 |
25 | }
26 |
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/Assets/JigglePhysics/Scripts/JiggleRigLateUpdateHandler.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace JigglePhysics {
6 |
7 | internal class JiggleRigLateUpdateHandler : JiggleRigHandler {
8 | private void LateUpdate() {
9 | CachedSphereCollider.EnableSphereCollider();
10 | var gravity = Physics.gravity;
11 | var deltaTime = Time.deltaTime;
12 | var timeAsDouble = Time.timeAsDouble;
13 | var timeAsDoubleOneStepBack = timeAsDouble - JiggleRigBuilder.VERLET_TIME_STEP;
14 | if (!CachedSphereCollider.TryGet(out SphereCollider sphereCollider)) {
15 | throw new UnityException( "Failed to create a sphere collider, this should never happen! Is a scene not loaded but a jiggle rig is?");
16 | }
17 | foreach (var jiggleRig in jiggleRigs) {
18 | try {
19 | jiggleRig.Advance(deltaTime, gravity, timeAsDouble, timeAsDoubleOneStepBack, sphereCollider);
20 | } catch(SystemException exception) {
21 | Debug.LogException(exception);
22 | invalidAdvancables.Add(jiggleRig);
23 | }
24 | }
25 | CachedSphereCollider.DisableSphereCollider();
26 | JiggleRigBuilder.unitySubsystemLateUpdateRegistration = false;
27 | CommitRemovalOfInvalidAdvancables();
28 | }
29 | }
30 |
31 | }
32 |
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/Assets/JigglePhysics/Scripts/JiggleRigRendererLOD.cs:
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1 | #if UNITY_EDITOR
2 | using UnityEditor;
3 | #endif
4 | using System;
5 | using UnityEngine;
6 |
7 | namespace JigglePhysics {
8 | public class JiggleRigRendererLOD : JiggleRigSimpleLOD {
9 | private class RendererSubscription {
10 | public bool visible;
11 | public Action action;
12 | public MonoBehaviorHider.JiggleRigLODRenderComponent rendererSubscription;
13 | }
14 |
15 | private RendererSubscription[] subscriptions;
16 | private int subscriptionCount;
17 | private bool lastVisibility;
18 |
19 | public void ClearRenderers() {
20 | for (int i = 0; i < subscriptionCount; i++) {
21 | if (subscriptions[i].rendererSubscription != null) {
22 | subscriptions[i].rendererSubscription.VisibilityChange -= subscriptions[i].action;
23 | }
24 | }
25 | subscriptions = null;
26 | subscriptionCount = 0;
27 | }
28 | public void SetRenderers(Renderer[] renderers) {
29 | ClearRenderers();
30 | MonoBehaviorHider.JiggleRigLODRenderComponent jiggleRigVisibleFlag = null;
31 | subscriptionCount = renderers.Length;
32 | subscriptions = new RendererSubscription[subscriptionCount];
33 | for (int i = 0; i < subscriptionCount; i++) {
34 | Renderer renderer = renderers[i];
35 | if (!renderer) continue;
36 | if (!renderer.TryGetComponent(out jiggleRigVisibleFlag)) {
37 | jiggleRigVisibleFlag = renderer.gameObject.AddComponent();
38 | }
39 |
40 | var index = i;
41 | Action action = (visible) => {
42 | // Check if the index is out of bounds
43 | if (index < 0 || index >= subscriptionCount) {
44 | Debug.LogError("Index out of bounds: " + index + ". Valid range is 0 to " + (subscriptionCount - 1));
45 | return;
46 | }
47 | // Update the visibility at the specified index
48 | subscriptions[index].visible = visible;
49 | // Re-evaluate visibility
50 | RevalulateVisiblity();
51 | };
52 | subscriptions[i] = new RendererSubscription() {
53 | visible = renderer.isVisible,
54 | action = action,
55 | rendererSubscription = jiggleRigVisibleFlag
56 | };
57 | jiggleRigVisibleFlag.VisibilityChange += action;
58 | }
59 | RevalulateVisiblity();
60 | }
61 |
62 | void Start() {
63 | if (subscriptions == null || subscriptionCount == 0) {
64 | SetRenderers(GetComponentsInChildren(true));
65 | }
66 | }
67 |
68 | private void RevalulateVisiblity() {
69 | for (int visibleIndex = 0; visibleIndex < subscriptionCount; visibleIndex++) {
70 | if (subscriptions[visibleIndex].visible) {
71 | lastVisibility = true;
72 | return;
73 | }
74 | }
75 | lastVisibility = false;
76 | }
77 | protected override bool CheckActive() {
78 | if (lastVisibility == false) {
79 | return false;
80 | }
81 | return base.CheckActive();
82 | }
83 |
84 | }
85 |
86 | }
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/Assets/JigglePhysics/Scripts/JiggleRigSimpleLOD.cs:
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1 | #if UNITY_EDITOR
2 | using UnityEditor;
3 | #endif
4 | using UnityEngine;
5 |
6 | namespace JigglePhysics {
7 | public class JiggleRigSimpleLOD : JiggleRigLOD {
8 |
9 | [Tooltip("Distance to disable the jiggle rig.")]
10 | [SerializeField] float distance = 20f;
11 | [Tooltip("Distance past distance from which it blends out rather than instantly disabling.")]
12 | [SerializeField] float blend = 5f;
13 |
14 | private static Camera currentCamera;
15 |
16 | public void SetDistance(float newDistance) {
17 | distance = newDistance;
18 | }
19 |
20 | public void SetBlendDistance(float blendDistance) {
21 | blend = blendDistance;
22 | }
23 |
24 | protected virtual bool TryGetCamera(out Camera camera) {
25 | #if UNITY_EDITOR
26 | if (EditorWindow.focusedWindow is SceneView view) {
27 | camera = view.camera;
28 | return camera;
29 | }
30 | #endif
31 | if (!currentCamera || !currentCamera.CompareTag("MainCamera")) {
32 | currentCamera = Camera.main;
33 | }
34 | camera = currentCamera;
35 | return currentCamera;
36 | }
37 | protected override bool CheckActive() {
38 | if (!TryGetCamera(out Camera camera)) {
39 | return false;
40 | }
41 |
42 | var position = transform.position;
43 | var cameraDistance = Vector3.Distance(camera.transform.position, position);
44 | var currentBlend = (cameraDistance - distance + blend) / blend;
45 | currentBlend = Mathf.Clamp01(1f-currentBlend);
46 | foreach (var jiggle in jiggles) {
47 | jiggle.blend = currentBlend;
48 | }
49 | return cameraDistance < distance;
50 | }
51 |
52 | }
53 |
54 | }
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/Assets/JigglePhysics/Scripts/JiggleSettingData.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace JigglePhysics {
6 |
7 | public struct JiggleSettingsData {
8 | private float _friction;
9 | public float friction {
10 | get => _friction;
11 | set {
12 | _friction = value;
13 | frictionOneMinus = 1f - _friction;
14 | }
15 | }
16 |
17 | private float _airDrag;
18 | public float airDrag {
19 | get => _airDrag;
20 | set {
21 | _airDrag = value;
22 | airDragOneMinus = 1f - _airDrag;
23 | }
24 | }
25 |
26 | private float _angleElasticity;
27 |
28 | public float angleElasticity {
29 | get => _angleElasticity;
30 | set {
31 | _angleElasticity = value;
32 | squaredAngleElasticity = _angleElasticity * _angleElasticity;
33 | }
34 | }
35 |
36 | private float _lengthElasticity;
37 |
38 | public float lengthElasticity {
39 | get => _lengthElasticity;
40 | set {
41 | _lengthElasticity = value;
42 | squaredLengthElasticity = _lengthElasticity * _lengthElasticity;
43 | }
44 | }
45 |
46 | private float _elasticitySoften;
47 |
48 | public float elasticitySoften {
49 | get => _elasticitySoften;
50 | set {
51 | _elasticitySoften = value;
52 | doubleElasticitySoften = _elasticitySoften * 2f;
53 | }
54 | }
55 |
56 | public float gravityMultiplier;
57 | public float blend;
58 | public float radiusMultiplier;
59 |
60 | public float squaredAngleElasticity;
61 | public float squaredLengthElasticity;
62 | public float airDragOneMinus;
63 | public float frictionOneMinus;
64 | public float doubleElasticitySoften;
65 |
66 | public static JiggleSettingsData Lerp(JiggleSettingsData a, JiggleSettingsData b, float t) {
67 | return new JiggleSettingsData {
68 | gravityMultiplier = Mathf.Lerp(a.gravityMultiplier, b.gravityMultiplier, t),
69 | friction = Mathf.Lerp(a.friction, b.friction, t),
70 | angleElasticity = Mathf.Lerp(a.angleElasticity, b.angleElasticity, t),
71 | blend = Mathf.Lerp(a.blend, b.blend, t),
72 | airDrag = Mathf.Lerp(a.airDrag, b.airDrag, t),
73 | lengthElasticity = Mathf.Lerp(a.lengthElasticity, b.lengthElasticity, t),
74 | elasticitySoften = Mathf.Lerp(a.elasticitySoften, b.elasticitySoften, t),
75 | radiusMultiplier = Mathf.Lerp(a.radiusMultiplier, b.radiusMultiplier, t),
76 | };
77 | }
78 | }
79 |
80 | }
81 |
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/Assets/JigglePhysics/Scripts/JiggleSettingsBase.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace JigglePhysics {
6 | public class JiggleSettingsBase : ScriptableObject {
7 | public virtual JiggleSettingsData GetData() {
8 | return new JiggleSettingsData();
9 | }
10 |
11 | public virtual float GetRadius(float normalizedIndex) {
12 | return 0f;
13 | }
14 | }
15 |
16 | }
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/Assets/JigglePhysics/Scripts/JiggleSettingsBlend.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | namespace JigglePhysics {
7 |
8 | [CreateAssetMenu(fileName = "JiggleSettingsBlend", menuName = "JigglePhysics/Blend Settings", order = 1)]
9 | // This is used to blend other jiggle settings together.
10 | public class JiggleSettingsBlend : JiggleSettingsBase {
11 | [Tooltip("The list of jiggle settings to blend between.")]
12 | public List blendSettings;
13 | [Range(0f,1f)][Tooltip("A value from 0 to 1 that linearly blends between all of the blendSettings.")]
14 | private float normalizedBlend;
15 |
16 | public void SetNormalizedBlend(float blend) {
17 | if (Mathf.Approximately(blend, normalizedBlend)) {
18 | return;
19 | }
20 | normalizedBlend = blend;
21 | Cache();
22 | }
23 | public float GetNormalizedBlend() => normalizedBlend;
24 |
25 | private JiggleSettingsData cachedData;
26 |
27 | private void Cache() {
28 | int settingsCountSpace = blendSettings.Count - 1;
29 | float normalizedBlendClamp = Mathf.Clamp01(normalizedBlend);
30 | int targetA = Mathf.Clamp(Mathf.FloorToInt(normalizedBlendClamp*settingsCountSpace), 0,settingsCountSpace);
31 | int targetB = Mathf.Clamp(Mathf.FloorToInt(normalizedBlendClamp*settingsCountSpace)+1, 0,settingsCountSpace);
32 | cachedData = JiggleSettingsData.Lerp( blendSettings[targetA].GetData(), blendSettings[targetB].GetData(), Mathf.Clamp01(normalizedBlendClamp*settingsCountSpace-targetA) );
33 | }
34 |
35 | public override JiggleSettingsData GetData() {
36 | return cachedData;
37 | }
38 | public override float GetRadius(float normalizedIndex) {
39 | float normalizedBlendClamp = Mathf.Clamp01(normalizedBlend);
40 | int targetA = Mathf.FloorToInt(normalizedBlendClamp*blendSettings.Count);
41 | int targetB = Mathf.FloorToInt(normalizedBlendClamp*blendSettings.Count)+1;
42 | return Mathf.Lerp(blendSettings[Mathf.Clamp(targetA,0,blendSettings.Count-1)].GetRadius(normalizedIndex),
43 | blendSettings[Mathf.Clamp(targetB,0,blendSettings.Count-1)].GetRadius(normalizedIndex), Mathf.Clamp01(normalizedBlendClamp*blendSettings.Count-targetA));
44 | }
45 |
46 | private void Awake() {
47 | Cache();
48 | }
49 |
50 | private void OnValidate() {
51 | Cache();
52 | }
53 | }
54 |
55 | }
56 |
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/Assets/JigglePhysics/Scripts/PositionSignal.cs:
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1 | using UnityEngine;
2 |
3 | namespace JigglePhysics {
4 | // TODO: Fork this into two signal classes, as one position signal has consistent doubles
5 | public class PositionSignal {
6 | private struct Frame {
7 | public Vector3 position;
8 | public double time;
9 | }
10 | private Frame previousFrame;
11 | private Frame currentFrame;
12 |
13 | public PositionSignal(Vector3 startPosition, double time) {
14 | currentFrame = previousFrame = new Frame {
15 | position = startPosition,
16 | time = time,
17 | };
18 | }
19 |
20 | public void SetPosition(Vector3 position, double time) {
21 | previousFrame = currentFrame;
22 | currentFrame = new Frame {
23 | position = position,
24 | time = time,
25 | };
26 | }
27 |
28 | public void OffsetSignal(Vector3 offset) {
29 | previousFrame = new Frame {
30 | position = previousFrame.position+offset,
31 | time = previousFrame.time,
32 | };
33 | currentFrame = new Frame {
34 | position = currentFrame.position + offset,
35 | time = previousFrame.time,
36 | };
37 | }
38 |
39 | public void FlattenSignal(double time, Vector3 position) {
40 | previousFrame = new Frame {
41 | position = position,
42 | time = time-JiggleRigBuilder.MAX_CATCHUP_TIME*2f,
43 | };
44 | currentFrame = new Frame {
45 | position = position,
46 | time = time-JiggleRigBuilder.MAX_CATCHUP_TIME,
47 | };
48 | }
49 |
50 | public Vector3 GetCurrent() => currentFrame.position;
51 | public Vector3 GetPrevious() => previousFrame.position;
52 |
53 | public Vector3 SamplePosition(double time) {
54 | var diff = currentFrame.time - previousFrame.time;
55 | if (diff == 0) {
56 | return previousFrame.position;
57 | }
58 | double t = ((double)(time) - (double)previousFrame.time) / (double)diff;
59 | return Vector3.LerpUnclamped(previousFrame.position,currentFrame.position, (float)t);
60 | }
61 | }
62 |
63 | }
64 |
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1 | uniform float4 _JiggleInfos[16];
2 |
3 |
4 | void JigglePhysicsSoftbody_half (half3 vertexPosition, half blend, out half3 vertexOffset) {
5 | vertexOffset = float3(0,0,0);
6 | for(int i=0;i<8;i++) {
7 | float4 targetPosePositionRadius = _JiggleInfos[i*2];
8 | float4 verletPositionBlend = _JiggleInfos[i*2+1];
9 |
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12 | half multi = 1-smoothstep(0,targetPosePositionRadius.w,dist);
13 | vertexOffset += movement * multi * verletPositionBlend.w * blend;
14 | }
15 | }
16 |
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18 | vertexOffset = float3(0,0,0);
19 | for(int i=0;i<8;i++) {
20 | float4 targetPosePositionRadius = _JiggleInfos[i*2];
21 | float4 verletPositionBlend = _JiggleInfos[i*2+1];
22 |
23 | float3 movement = (verletPositionBlend.xyz - targetPosePositionRadius.xyz);
24 | float dist = distance(vertexPosition, targetPosePositionRadius.xyz);
25 | float multi = 1-smoothstep(0,targetPosePositionRadius.w,dist);
26 | vertexOffset += movement * multi * verletPositionBlend.w * blend;
27 | }
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using JigglePhysics;
4 | using UnityEngine;
5 |
6 | public class BreastSlider : MonoBehaviour {
7 | [Header("This is a demo on how you can use Blends to configure breast physics per character")]
8 | [Range(0f,1f)] [SerializeField]
9 | private float boobSize;
10 |
11 | [Header("Breast configuration")]
12 | [SerializeField]
13 | private AnimationCurve bigCurve;
14 | [SerializeField]
15 | private string blendshapeBig;
16 | [SerializeField]
17 | private List targetRenderers;
18 | [SerializeField]
19 | private JigglePhysics.JiggleRigBuilder rigTarget;
20 | [SerializeField]
21 | private JigglePhysics.JiggleSkin skinTarget;
22 | [SerializeField]
23 | private List jiggleSkinTargets;
24 | [SerializeField]
25 | private List jiggleRigTargets;
26 | void Update() {
27 | foreach(SkinnedMeshRenderer renderer in targetRenderers) {
28 | renderer.SetBlendShapeWeight(renderer.sharedMesh.GetBlendShapeIndex(blendshapeBig), bigCurve.Evaluate(boobSize)*100f);
29 | }
30 | foreach (var breast in jiggleSkinTargets) {
31 | ((JiggleSettingsBlend)skinTarget.GetJiggleZone(breast).jiggleSettings).SetNormalizedBlend(boobSize);
32 | }
33 | foreach (var breast in jiggleRigTargets) {
34 | ((JiggleSettingsBlend)rigTarget.GetJiggleRig(breast).jiggleSettings).SetNormalizedBlend(boobSize);
35 | }
36 | }
37 | }
38 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [RequireComponent(typeof(Rigidbody))]
6 | public class Elevator : MonoBehaviour {
7 | [SerializeField]
8 | private float multiplier = 3f;
9 | [SerializeField]
10 | private AnimationCurve curve;
11 | private Rigidbody body;
12 | void Start() {
13 | body = GetComponent();
14 | }
15 | void FixedUpdate() {
16 | float vel = curve.Differentiate(Mathf.Repeat(Time.time*0.25f, 1f));
17 | body.linearVelocity = -Vector3.up*vel*multiplier;
18 | }
19 | void OnValidate() {
20 | curve.preWrapMode = WrapMode.Loop;
21 | curve.postWrapMode = WrapMode.Loop;
22 | }
23 | }
24 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace JigglePhysicsExample {
6 | public class FPSLimiter : MonoBehaviour {
7 | public void SetFPS(float fps) {
8 | Application.targetFrameRate = (int)fps;
9 | }
10 | }
11 | }
12 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class FaceCamera : MonoBehaviour {
6 | void LateUpdate() {
7 | transform.rotation = Quaternion.LookRotation((Camera.main.transform.position - transform.position).normalized, Vector3.up);
8 | }
9 | }
10 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class LateUpdateScript : MonoBehaviour {
6 | [SerializeField, Range(0,80)]
7 | private float amplitude;
8 | [SerializeField, Range(0,10)]
9 | private float freq;
10 | void LateUpdate() {
11 | transform.position = Vector3.forward * (Mathf.PerlinNoise(Time.time*freq, 0f) * amplitude);
12 | }
13 | }
14 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace JigglePhysicsExample {
6 | public class MoveTowardsCenter : MonoBehaviour {
7 | void Update() {
8 | transform.position = Vector3.MoveTowards(transform.position, Vector3.zero, Time.deltaTime);
9 | transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.AngleAxis(180f,Vector3.up), Time.deltaTime*180f);
10 | }
11 | }
12 | }
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18 | _Contrast = hsbc.b * 2@$ float _Saturation = hsbc.a * 2@$ $ float4 outputColor
19 | = startColor@$$ float angle = radians(_Hue)@$ float3 k = float3(0.57735,
20 | 0.57735, 0.57735)@$ float cosAngle = cos(angle)@$ //Rodrigues' rotation
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1 | // This script I use to mirror my R and G channels of the vertex colors.
2 | // It's real useful because I can just leave my model with a mirror modifier in blender.
3 | // It should only proc on my Kobold Model (or any with a "VagExpand" blendshape).
4 |
5 |
6 | // Copyright 2019 Vilar24
7 |
8 | // Permission is hereby granted, free of charge, to any person obtaining a copy
9 | // of this software and associated documentation files (the "Software"), to deal
10 | // in the Software without restriction, including without limitation the rights
11 | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
12 | // copies of the Software, and to permit persons to whom the Software is furnished
13 | // to do so, subject to the following conditions:
14 |
15 | // The above copyright notice and this permission notice shall be included in all
16 | // copies or substantial portions of the Software.
17 |
18 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
20 | // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
21 | // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
22 | // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 | // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 |
25 | #if UNITY_EDITOR
26 | using UnityEngine;
27 | using UnityEditor;
28 | using System.Collections;
29 | using System.Text.RegularExpressions;
30 | using System.Collections.Generic;
31 |
32 | namespace JigglePhysicsExample {
33 | public class ColorSplitter : AssetPostprocessor {
34 | private void OnPostprocessModel(GameObject g) {
35 | Apply(g.transform);
36 | }
37 |
38 | private void Apply(Transform t) {
39 | CreateAsymmetricalBlendShapes(t.gameObject, 0.04f);
40 | foreach (Transform child in t)
41 | Apply(child);
42 | }
43 |
44 | private void CreateAsymmetricalBlendShapes(GameObject gameObject, float blendDistance) {
45 | SkinnedMeshRenderer mesh = gameObject.GetComponent();
46 | if (mesh == null) return;
47 | bool foundKobold = false;
48 | for (int i = 0; i < mesh.sharedMesh.blendShapeCount; i++) {
49 | if (mesh.sharedMesh.GetBlendShapeName(i) == "VagExpand") {
50 | foundKobold = true;
51 | }
52 | }
53 | if (!foundKobold ) {
54 | return;
55 | }
56 | List colors = new List();
57 | List verts = new List();
58 | mesh.sharedMesh.GetColors(colors);
59 | mesh.sharedMesh.GetVertices(verts);
60 | float maxx = 0f;
61 | foreach( Vector3 v in verts ) {
62 | maxx = Mathf.Max(Mathf.Abs(v.x), maxx);
63 | }
64 | List newColors = new List();
65 | for (int i = 0; i < mesh.sharedMesh.vertexCount; i++) {
66 | Vector3 v = verts[i];
67 | Color c = colors[i];
68 | Color ci = new Color(c.g,c.r,c.b,c.a);
69 | float d = Mathf.Clamp01((((v.x / maxx)/blendDistance)+1f)/2f);
70 | Color newColor = new Color();
71 | newColor = Color.Lerp(c, ci, d);
72 | newColors.Add(newColor);
73 | }
74 | mesh.sharedMesh.SetColors(newColors);
75 | }
76 | }
77 | }
78 | #endif
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1 | using UnityEngine;
2 |
3 | namespace UnityTemplateProjects {
4 | public class SimpleCameraController : MonoBehaviour {
5 | public enum UpdateMode {
6 | FixedUpdate,
7 | LateUpdate,
8 | }
9 | public UpdateMode mode;
10 | private Vector3 vel;
11 | public Transform targetLookat;
12 | public void SetNewTarget(Transform target) {
13 | targetLookat = target;
14 | }
15 | public float distance = 10f;
16 | private Vector2 offset;
17 | void Simulate() {
18 | if (Input.GetButton("Fire1") || Input.GetButton("Fire2")) {
19 | offset += new Vector2(Input.GetAxis("Mouse X"), -Input.GetAxis("Mouse Y"))*2f;
20 | } else {
21 | //offset += new Vector2(Input.GetAxis("Horizontal"), 0f)*2f;
22 | }
23 | transform.rotation = Quaternion.AngleAxis(offset.x,Vector3.up)*Quaternion.AngleAxis(offset.y,Vector3.right);
24 | transform.position = Vector3.SmoothDamp(transform.position, targetLookat.position - transform.forward*distance, ref vel, 0.04f);
25 | transform.rotation = Quaternion.LookRotation((targetLookat.position - transform.position).normalized, Vector3.up);
26 | distance -= Input.GetAxis("Mouse ScrollWheel");
27 | distance = Mathf.Max(distance, 1f);
28 | }
29 | public void LateUpdate() {
30 | if (mode == UpdateMode.LateUpdate) {Simulate();}
31 | }
32 | public void FixedUpdate() {
33 | if (mode == UpdateMode.FixedUpdate) {Simulate();}
34 | }
35 | }
36 |
37 | }
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UIElements;
5 |
6 | public class HUD : MonoBehaviour {
7 | void Start() {
8 | var slider = GetComponent().rootVisualElement.Q("FPS");
9 | slider.RegisterValueChangedCallback(FpsSliderChanged);
10 | slider.value = 100f;
11 |
12 | var timescaleSlider = GetComponent().rootVisualElement.Q("Timescale");
13 | timescaleSlider.RegisterValueChangedCallback(TimesScaleSliderChanged);
14 | timescaleSlider.value = 1f;
15 | }
16 |
17 | private void TimesScaleSliderChanged(ChangeEvent evt) {
18 | Time.timeScale = evt.newValue;
19 | }
20 |
21 | private void FpsSliderChanged(ChangeEvent evt) {
22 | Application.targetFrameRate = (int)evt.newValue;
23 | }
24 |
25 | }
26 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.SceneManagement;
5 |
6 | public class SceneLoader : MonoBehaviour {
7 | IEnumerator Start() {
8 | yield return new WaitForSeconds(3f);
9 | SceneManager.LoadScene("DancingDemo");
10 | }
11 | }
12 |
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using UnityEngine.UI;
6 |
7 | public class TimeScaleSlider : MonoBehaviour {
8 | private Slider slider;
9 | private float startingFixedDeltaTime;
10 | private void Awake() {
11 | slider = GetComponent();
12 | slider.onValueChanged.AddListener(OnSliderChanged);
13 | startingFixedDeltaTime = Time.fixedDeltaTime;
14 | }
15 |
16 | private void OnSliderChanged(float arg0) {
17 | Time.timeScale = arg0;
18 | Time.fixedDeltaTime = startingFixedDeltaTime * arg0;
19 | }
20 | }
21 |
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2021 Naelstrof
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 |
--------------------------------------------------------------------------------
/Makefile:
--------------------------------------------------------------------------------
1 | deploy:
2 | git subtree push --prefix Assets/JigglePhysics origin upm
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2 | "dependencies": {
3 | "com.unity.ai.navigation": "2.0.5",
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5 | "com.unity.ide.rider": "3.0.34",
6 | "com.unity.ide.visualstudio": "2.0.22",
7 | "com.unity.multiplayer.center": "1.0.0",
8 | "com.unity.render-pipelines.universal": "17.0.3",
9 | "com.unity.test-framework": "1.4.5",
10 | "com.unity.timeline": "1.8.7",
11 | "com.unity.ugui": "2.0.0",
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13 | "com.unity.modules.ai": "1.0.0",
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23 | "com.unity.modules.particlesystem": "1.0.0",
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25 | "com.unity.modules.physics2d": "1.0.0",
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42 | "com.unity.modules.wind": "1.0.0",
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45 | }
46 |
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