├── ProjectSettings ├── boot.config ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── XRSettings.asset ├── VersionControlSettings.asset ├── Packages │ └── com.unity.testtools.codecoverage │ │ └── Settings.json ├── TimeManager.asset ├── VFXManager.asset ├── EditorBuildSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── PackageManagerSettings.asset ├── EditorSettings.asset ├── DynamicsManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset └── GraphicsSettings.asset ├── UserSettings ├── Search.settings └── EditorUserSettings.asset ├── FUNDING.yml ├── Assets ├── TextMesh Pro │ ├── Resources │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Following Characters.txt │ │ ├── TMP Settings.asset.meta │ │ ├── Sprite Assets │ │ │ └── EmojiOne.asset.meta │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ └── LiberationSans SDF - Drop Shadow.mat │ │ ├── Sprite Assets.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ └── Default Style Sheet.asset.meta │ │ ├── Fonts & Materials.meta │ │ └── TMP Settings.asset │ ├── Sprites │ │ ├── EmojiOne.png │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne Attribution.txt │ │ └── EmojiOne.json.meta │ ├── Fonts │ │ ├── LiberationSans.ttf │ │ ├── LiberationSans - OFL.txt.meta │ │ └── LiberationSans.ttf.meta │ ├── Examples & Extras │ │ ├── Fonts │ │ │ ├── Anton.ttf │ │ │ ├── Bangers.ttf │ │ │ ├── Oswald-Bold.ttf │ │ │ ├── Roboto-Bold.ttf │ │ │ ├── Electronic Highway Sign.TTF │ │ │ ├── Anton OFL.txt.meta │ │ │ ├── Bangers - OFL.txt.meta │ │ │ ├── Oswald-Bold - OFL.txt.meta │ │ │ ├── Anton.ttf.meta │ │ │ ├── Bangers.ttf.meta │ │ │ ├── Oswald-Bold.ttf.meta │ │ │ ├── Roboto-Bold.ttf.meta │ │ │ └── Electronic Highway Sign.TTF.meta │ │ ├── Textures │ │ │ ├── Floor Cement.jpg │ │ │ ├── Mask Zig-n-Zag.psd │ │ │ ├── Brushed Metal 3.jpg │ │ │ ├── Fruit Jelly (B&W).jpg │ │ │ ├── Small Crate_diffuse.jpg │ │ │ ├── Small Crate_normal.jpg │ │ │ ├── Sunny Days - Seamless.jpg │ │ │ ├── Wipe Pattern - Circle.psd │ │ │ ├── Floor Tiles 1 - diffuse.jpg │ │ │ ├── Wipe Pattern - Diagonal.psd │ │ │ ├── Gradient Diagonal (Color).jpg │ │ │ ├── Gradient Horizontal (Color).jpg │ │ │ ├── Gradient Vertical (Color).jpg │ │ │ ├── Wipe Pattern - Radial Quad.psd │ │ │ ├── Wipe Pattern - Radial Double.psd │ │ │ ├── Text Overflow - Linked Text Image 1.png │ │ │ ├── Text Overflow - Linked Text UI Screenshot.png │ │ │ ├── Brushed Metal 3.jpg.meta │ │ │ ├── Floor Cement.jpg.meta │ │ │ ├── Fruit Jelly (B&W).jpg.meta │ │ │ ├── Floor Tiles 1 - diffuse.jpg.meta │ │ │ ├── Gradient Vertical (Color).jpg.meta │ │ │ ├── Gradient Horizontal (Color).jpg.meta │ │ │ ├── Mask Zig-n-Zag.psd.meta │ │ │ ├── Gradient Diagonal (Color).jpg.meta │ │ │ ├── Wipe Pattern - Diagonal.psd.meta │ │ │ ├── Wipe Pattern - Radial Double.psd.meta │ │ │ ├── Wipe Pattern - Circle.psd.meta │ │ │ ├── Wipe Pattern - Radial Quad.psd.meta │ │ │ ├── Text Overflow - Linked Text Image 1.png.meta │ │ │ └── Text Overflow - Linked Text UI Screenshot.png.meta │ │ ├── Sprites │ │ │ ├── Default Sprites.png │ │ │ └── DropCap Numbers.psd │ │ ├── Materials │ │ │ ├── Ground - Logo Scene.mat.meta │ │ │ ├── Crate - Surface Shader Scene.mat.meta │ │ │ ├── Ground - Surface Shader Scene.mat.meta │ │ │ ├── Small Crate_diffuse.mat.meta │ │ │ └── Crate - Surface Shader Scene.mat │ │ ├── Prefabs │ │ │ ├── TextMeshPro - Prefab 1.prefab.meta │ │ │ ├── TextMeshPro - Prefab 2.prefab.meta │ │ │ └── Text Popup.prefab.meta │ │ ├── Scenes │ │ │ ├── 06 - Extra Rich Text Examples.unity.meta │ │ │ ├── 08 - Improved Text Alignment.unity.meta │ │ │ ├── 15 - Inline Graphics & Sprites.unity.meta │ │ │ ├── 26 - Dropdown Placeholder Example.unity.meta │ │ │ ├── 11 - The Style Tag.unity.meta │ │ │ ├── 12 - Link Example.unity.meta │ │ │ ├── 13 - Soft Hyphenation.unity.meta │ │ │ ├── 09 - Margin Tag Example.unity.meta │ │ │ ├── 12a - Text Interactions.unity.meta │ │ │ ├── 14 - Multi Font & Sprites.unity.meta │ │ │ ├── 25 - Sunny Days Example.unity.meta │ │ │ ├── 17 - Old Computer Terminal.unity.meta │ │ │ ├── 20 - Input Field with Scrollbar.unity.meta │ │ │ ├── 22 - Basic Scripting Example.unity.meta │ │ │ ├── 10 - Bullets & Numbered List Example.unity.meta │ │ │ ├── 18 - ScrollRect & Masking & Layout.unity.meta │ │ │ ├── 19 - Masking Texture & Soft Mask.unity.meta │ │ │ ├── 23 - Animating Vertex Attributes.unity.meta │ │ │ ├── 16 - Linked text overflow mode example.unity.meta │ │ │ ├── 04 - Word Wrapping.unity.meta │ │ │ ├── 05 - Style Tags.unity.meta │ │ │ ├── 21 - Script Example.unity.meta │ │ │ ├── 03 - Line Justification.unity.meta │ │ │ ├── 01- Single Line TextMesh Pro.unity.meta │ │ │ ├── 02 - Multi-line TextMesh Pro.unity.meta │ │ │ ├── 24 - Surface Shader Example.unity.meta │ │ │ ├── Benchmark (Floating Text).unity.meta │ │ │ └── 07 - Superscript & Subscript Example.unity.meta │ │ ├── Fonts.meta │ │ ├── Resources │ │ │ ├── Fonts & Materials │ │ │ │ ├── Bangers SDF Logo.mat.meta │ │ │ │ ├── Bangers SDF.asset.meta │ │ │ │ ├── Anton SDF.asset.meta │ │ │ │ ├── Oswald Bold SDF.asset.meta │ │ │ │ ├── Roboto-Bold SDF.asset.meta │ │ │ │ ├── Anton SDF - Outline.mat.meta │ │ │ │ ├── Bangers SDF Glow.mat.meta │ │ │ │ ├── Anton SDF - Drop Shadow.mat.meta │ │ │ │ ├── Bangers SDF - Drop Shadow.mat.meta │ │ │ │ ├── Bangers SDF - Outline.mat.meta │ │ │ │ ├── Roboto-Bold SDF - Surface.mat.meta │ │ │ │ ├── Anton SDF - Sunny Days.mat.meta │ │ │ │ ├── Electronic Highway Sign SDF.asset.meta │ │ │ │ ├── LiberationSans SDF - Overlay.mat.meta │ │ │ │ ├── LiberationSans SDF - Soft Mask.mat.meta │ │ │ │ ├── Roboto-Bold SDF - Drop Shadow.mat.meta │ │ │ │ ├── LiberationSans SDF - Metalic Green.mat.meta │ │ │ │ ├── LiberationSans SDF - Overlay.mat │ │ │ │ ├── Anton SDF - Outline.mat │ │ │ │ ├── Anton SDF - Drop Shadow.mat │ │ │ │ ├── Roboto-Bold SDF - Drop Shadow.mat │ │ │ │ ├── Bangers SDF Logo.mat │ │ │ │ ├── Roboto-Bold SDF - Surface.mat │ │ │ │ └── Anton SDF - Sunny Days.mat │ │ │ ├── Color Gradient Presets.meta │ │ │ ├── Sprite Assets.meta │ │ │ ├── Sprite Assets │ │ │ │ ├── DropCap Numbers.asset.meta │ │ │ │ └── Default Sprite Asset.asset.meta │ │ │ ├── Fonts & Materials.meta │ │ │ └── Color Gradient Presets │ │ │ │ ├── Blue to Purple - Vertical.asset.meta │ │ │ │ ├── Dark to Light Green - Vertical.asset.meta │ │ │ │ ├── Light to Dark Green - Vertical.asset.meta │ │ │ │ ├── Yellow to Orange - Vertical.asset.meta │ │ │ │ ├── Yellow to Orange - Vertical.asset │ │ │ │ ├── Blue to Purple - Vertical.asset │ │ │ │ ├── Light to Dark Green - Vertical.asset │ │ │ │ └── Dark to Light Green - Vertical.asset │ │ ├── Prefabs.meta │ │ ├── Scenes.meta │ │ ├── Scripts.meta │ │ ├── Sprites.meta │ │ ├── Textures.meta │ │ ├── Materials.meta │ │ ├── Resources.meta │ │ └── Scripts │ │ │ ├── Benchmark01.cs.meta │ │ │ ├── ObjectSpin.cs.meta │ │ │ ├── SimpleScript.cs.meta │ │ │ ├── TeleType.cs.meta │ │ │ ├── Benchmark01_UGUI.cs.meta │ │ │ ├── CameraController.cs.meta │ │ │ ├── ShaderPropAnimator.cs.meta │ │ │ ├── TMP_FrameRateCounter.cs.meta │ │ │ ├── TMPro_InstructionOverlay.cs.meta │ │ │ ├── Benchmark02.cs.meta │ │ │ ├── Benchmark03.cs.meta │ │ │ ├── Benchmark04.cs.meta │ │ │ ├── DropdownSample.cs.meta │ │ │ ├── TextMeshSpawner.cs.meta │ │ │ ├── TextMeshProFloatingText.cs.meta │ │ │ ├── VertexZoom.cs.meta │ │ │ ├── ChatController.cs.meta │ │ │ ├── EnvMapAnimator.cs.meta │ │ │ ├── SkewTextExample.cs.meta │ │ │ ├── VertexJitter.cs.meta │ │ │ ├── VertexShakeA.cs.meta │ │ │ ├── VertexShakeB.cs.meta │ │ │ ├── WarpTextExample.cs.meta │ │ │ ├── TMP_DigitValidator.cs.meta │ │ │ ├── TMP_ExampleScript_01.cs.meta │ │ │ ├── TMP_TextEventCheck.cs.meta │ │ │ ├── TMP_TextEventHandler.cs.meta │ │ │ ├── TMP_TextSelector_A.cs.meta │ │ │ ├── VertexColorCycler.cs.meta │ │ │ ├── TMP_PhoneNumberValidator.cs.meta │ │ │ ├── TMP_TextInfoDebugTool.cs.meta │ │ │ ├── TMP_UiFrameRateCounter.cs.meta │ │ │ ├── TextConsoleSimulator.cs.meta │ │ │ ├── TMP_TextSelector_B.cs.meta │ │ │ ├── DropdownSample.cs │ │ │ ├── TMP_DigitValidator.cs │ │ │ ├── EnvMapAnimator.cs │ │ │ ├── ChatController.cs │ │ │ ├── ShaderPropAnimator.cs │ │ │ ├── SimpleScript.cs │ │ │ ├── TMP_ExampleScript_01.cs │ │ │ ├── ObjectSpin.cs │ │ │ ├── TMP_TextEventCheck.cs │ │ │ ├── TextMeshSpawner.cs │ │ │ ├── TeleType.cs │ │ │ ├── Benchmark04.cs │ │ │ └── VertexColorCycler.cs │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Resources.meta │ ├── Shaders.meta │ ├── Sprites.meta │ ├── Documentation.meta │ ├── Examples & Extras.meta │ └── Shaders │ │ ├── TMP_SDF.shader.meta │ │ ├── TMPro.cginc.meta │ │ ├── TMP_Bitmap.shader.meta │ │ ├── TMP_SDF SSD.shader.meta │ │ ├── TMP_Sprite.shader.meta │ │ ├── TMPro_Mobile.cginc.meta │ │ ├── TMPro_Surface.cginc.meta │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ ├── TMP_SDF Overlay.shader.meta │ │ ├── TMP_SDF-Mobile SSD.shader.meta │ │ ├── TMP_SDF-Mobile.shader.meta │ │ ├── TMP_SDF-Surface.shader.meta │ │ ├── TMPro_Properties.cginc.meta │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ ├── TMPro.cginc │ │ ├── TMPro_Properties.cginc │ │ ├── TMP_Sprite.shader │ │ └── TMP_SDF-Mobile SSD.shader ├── Scenes │ ├── GPT3.unity.meta │ └── ChatGPT.unity.meta ├── Scenes.meta ├── TextMesh Pro.meta ├── OpenAI_Scripts.meta └── OpenAI_Scripts │ ├── ChatGpt.meta │ ├── GPT3.meta │ ├── GPT3 │ ├── GPT3.cs.meta │ ├── APILoader.cs.meta │ ├── TestingApi.cs.meta │ └── TestingApi.cs │ ├── ChatGpt │ ├── ChatGptApi.cs.meta │ ├── ResponseData.cs.meta │ └── ResponseData.cs │ ├── Text-to-Speech-OpenAI.cs │ └── OpenAI_Vission.cs ├── Logs ├── shadercompiler-UnityShaderCompiler.exe0.log ├── shadercompiler-AssetImportWorker0.log └── Packages-Update.log ├── .gitignore ├── .github └── ISSUE_TEMPLATE │ ├── feature_request.md │ └── bug_report.md ├── .vscode └── settings.json ├── Packages └── manifest.json └── README.md /ProjectSettings/boot.config: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /UserSettings/Search.settings: -------------------------------------------------------------------------------- 1 | {} -------------------------------------------------------------------------------- /FUNDING.yml: -------------------------------------------------------------------------------- 1 | github: himanshuskyrockets 2 | ko_fi: supermanspace 3 | 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-------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/21 - Script Example.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50f52f9274434ecfb34dd87f0836f323 3 | labels: 4 | - Mesh 5 | - Text 6 | - Rendering 7 | - TextMesh 8 | - TextMeshPro 9 | - Font 10 | - Dynamic 11 | - Pro 12 | - Fonts 13 | - Advanced 14 | - GUI 15 | - Scene 16 | - Styles 17 | - Style 18 | - Layout 19 | - Atlas 20 | - Kerning 21 | DefaultImporter: 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/03 - Line Justification.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 21a509e1d3cd49978623fa564adb6f02 3 | labels: 4 | - Mesh 5 | - Text 6 | - Rendering 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-------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/02 - Multi-line TextMesh Pro.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 251716609f634449bfe8ce75c0ed78fe 3 | labels: 4 | - Mesh 5 | - Text 6 | - Rendering 7 | - TextMesh 8 | - TextMeshPro 9 | - Font 10 | - Dynamic 11 | - Pro 12 | - Fonts 13 | - Advanced 14 | - GUI 15 | - Scene 16 | - Styles 17 | - Style 18 | - Layout 19 | - Atlas 20 | - Kerning 21 | DefaultImporter: 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/24 - Surface Shader Example.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8c4969fd8ba94a68b07cf11f3e7a5137 3 | labels: 4 | - Mesh 5 | - Text 6 | - Rendering 7 | - TextMesh 8 | - TextMeshPro 9 | - Font 10 | - Dynamic 11 | - Pro 12 | - Fonts 13 | - Advanced 14 | - GUI 15 | - Scene 16 | - Styles 17 | - Style 18 | - Layout 19 | - Atlas 20 | - Kerning 21 | DefaultImporter: 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/Benchmark (Floating Text).unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 16177da2e3254cee91944756d5f8ddd3 3 | labels: 4 | - Mesh 5 | - Text 6 | - Rendering 7 | - TextMesh 8 | - TextMeshPro 9 | - Font 10 | - Dynamic 11 | - Pro 12 | - Fonts 13 | - Advanced 14 | - GUI 15 | - Scene 16 | - Styles 17 | - Style 18 | - Layout 19 | - Atlas 20 | - Kerning 21 | DefaultImporter: 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a05dcd8be7ec4ccbb35c26219884aa37 3 | timeCreated: 1435531209 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - TextPopup_Prefab_01: {fileID: 22450954, guid: b06f0e6c1dfa4356ac918da1bb32c603, 9 | type: 2} 10 | executionOrder: 0 11 | icon: {instanceID: 0} 12 | userData: 13 | assetBundleName: 14 | assetBundleVariant: 15 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/07 - Superscript & Subscript Example.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 03ec435d4b7140e9b2d87f79136d8374 3 | labels: 4 | - Mesh 5 | - Text 6 | - Rendering 7 | - TextMesh 8 | - TextMeshPro 9 | - Font 10 | - Dynamic 11 | - Pro 12 | - Fonts 13 | - Advanced 14 | - GUI 15 | - Scene 16 | - Styles 17 | - Style 18 | - Layout 19 | - Atlas 20 | - Kerning 21 | DefaultImporter: 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/OpenAI_Scripts/ChatGpt/ResponseData.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | 3 | [System.Serializable] 4 | public class ResponseData 5 | { 6 | public List choices; 7 | } 8 | 9 | [System.Serializable] 10 | public class Choice 11 | { 12 | public MessageData message; 13 | public string finish_reason; 14 | public int index; 15 | } 16 | 17 | [System.Serializable] 18 | public class MessageData 19 | { 20 | public string role; 21 | public string content; 22 | } 23 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Volume: 1 8 | Rolloff Scale: 1 9 | Doppler Factor: 1 10 | Default Speaker Mode: 2 11 | m_SampleRate: 0 12 | m_DSPBufferSize: 1024 13 | m_VirtualVoiceCount: 512 14 | m_RealVoiceCount: 32 15 | m_SpatializerPlugin: 16 | m_AmbisonicDecoderPlugin: 17 | m_DisableAudio: 0 18 | m_VirtualizeEffects: 1 19 | m_RequestedDSPBufferSize: 1024 20 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3265ab4bf004d28a9537516768c1c75 3 | timeCreated: 1484171297 4 | licenseType: Pro 5 | TrueTypeFontImporter: 6 | serializedVersion: 2 7 | fontSize: 16 8 | forceTextureCase: -2 9 | characterSpacing: 1 10 | characterPadding: 0 11 | includeFontData: 1 12 | use2xBehaviour: 0 13 | fontNames: [] 14 | fallbackFontReferences: [] 15 | customCharacters: 16 | fontRenderingMode: 0 17 | userData: 18 | assetBundleName: 19 | assetBundleVariant: 20 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 997a43b767814dd0a7642ec9b78cba41 3 | timeCreated: 1484172033 4 | licenseType: Pro 5 | TrueTypeFontImporter: 6 | serializedVersion: 2 7 | fontSize: 16 8 | forceTextureCase: -2 9 | characterSpacing: 1 10 | characterPadding: 0 11 | includeFontData: 1 12 | use2xBehaviour: 0 13 | fontNames: [] 14 | fallbackFontReferences: [] 15 | customCharacters: 16 | fontRenderingMode: 0 17 | userData: 18 | assetBundleName: 19 | assetBundleVariant: 20 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5dd49b3eacc540408c98eee0de38e0f1 3 | timeCreated: 1484171297 4 | licenseType: Pro 5 | TrueTypeFontImporter: 6 | serializedVersion: 2 7 | fontSize: 16 8 | forceTextureCase: -2 9 | characterSpacing: 1 10 | characterPadding: 0 11 | includeFontData: 1 12 | use2xBehaviour: 0 13 | fontNames: [] 14 | fallbackFontReferences: [] 15 | customCharacters: 16 | fontRenderingMode: 0 17 | userData: 18 | assetBundleName: 19 | assetBundleVariant: 20 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c9f6d0e7bc8541498c9a4799ba184ede 3 | timeCreated: 1484171297 4 | licenseType: Pro 5 | TrueTypeFontImporter: 6 | serializedVersion: 2 7 | fontSize: 16 8 | forceTextureCase: -2 9 | characterSpacing: 1 10 | characterPadding: 0 11 | includeFontData: 1 12 | use2xBehaviour: 0 13 | fontNames: [] 14 | fallbackFontReferences: [] 15 | customCharacters: 16 | fontRenderingMode: 0 17 | userData: 18 | assetBundleName: 19 | assetBundleVariant: 20 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs: -------------------------------------------------------------------------------- 1 | using TMPro; 2 | using UnityEngine; 3 | 4 | public class DropdownSample: MonoBehaviour 5 | { 6 | [SerializeField] 7 | private TextMeshProUGUI text = null; 8 | 9 | [SerializeField] 10 | private TMP_Dropdown dropdownWithoutPlaceholder = null; 11 | 12 | [SerializeField] 13 | private TMP_Dropdown dropdownWithPlaceholder = null; 14 | 15 | public void OnButtonClick() 16 | { 17 | text.text = dropdownWithPlaceholder.value > -1 ? "Selected values:\n" + dropdownWithoutPlaceholder.value + " - " + dropdownWithPlaceholder.value : "Error: Please make a selection"; 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4beb055f07aaff244873dec698d0363e 3 | TrueTypeFontImporter: 4 | externalObjects: {} 5 | serializedVersion: 4 6 | fontSize: 16 7 | forceTextureCase: -2 8 | characterSpacing: 0 9 | characterPadding: 1 10 | includeFontData: 1 11 | fontName: Roboto 12 | fontNames: 13 | - Roboto 14 | fallbackFontReferences: [] 15 | customCharacters: 16 | fontRenderingMode: 0 17 | ascentCalculationMode: 1 18 | useLegacyBoundsCalculation: 0 19 | shouldRoundAdvanceValue: 1 20 | userData: 21 | assetBundleName: 22 | assetBundleVariant: 23 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | ### 2 | # Unity folders and files 3 | ### 4 | [Aa]ssets/AssetStoreTools* 5 | [Bb]uild/ 6 | [Ll]ibrary/ 7 | [Ll]ocal[Cc]ache/ 8 | [Oo]bj/ 9 | [Tt]emp/ 10 | [Uu]nityGenerated/ 11 | # file on crash reports 12 | sysinfo.txt 13 | # Unity3D generated meta files 14 | *.pidb.meta 15 | 16 | ### 17 | # VS/MD solution and project files 18 | ### 19 | [Ee]xportedObj/ 20 | *.booproj 21 | *.csproj 22 | *.sln 23 | *.suo 24 | *.svd 25 | *.unityproj 26 | *.user 27 | *.userprefs 28 | *.pidb 29 | .DS_Store 30 | 31 | ### 32 | # OS generated 33 | ### 34 | .DS_Store 35 | .DS_Store? 36 | ._* 37 | .Spotlight-V100 38 | .Trashes 39 | Icon? 40 | ehthumbs.db 41 | Thumbs.db -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8a2b9e2a607dd2143b58c44bc32410b4 3 | TrueTypeFontImporter: 4 | externalObjects: {} 5 | serializedVersion: 4 6 | fontSize: 16 7 | forceTextureCase: -2 8 | characterSpacing: 0 9 | characterPadding: 1 10 | includeFontData: 1 11 | fontName: Electronic Highway Sign 12 | fontNames: 13 | - Electronic Highway Sign 14 | fallbackFontReferences: [] 15 | customCharacters: 16 | fontRenderingMode: 0 17 | ascentCalculationMode: 1 18 | useLegacyBoundsCalculation: 0 19 | shouldRoundAdvanceValue: 1 20 | userData: 21 | assetBundleName: 22 | assetBundleVariant: 23 | -------------------------------------------------------------------------------- /.github/ISSUE_TEMPLATE/feature_request.md: -------------------------------------------------------------------------------- 1 | --- 2 | name: Feature request 3 | about: Suggest an idea for this project 4 | title: '' 5 | labels: '' 6 | assignees: '' 7 | 8 | --- 9 | 10 | **Is your feature request related to a problem? Please describe.** 11 | A clear and concise description of what the problem is. Ex. I'm always frustrated when [...] 12 | 13 | **Describe the solution you'd like** 14 | A clear and concise description of what you want to happen. 15 | 16 | **Describe alternatives you've considered** 17 | A clear and concise description of any alternative solutions or features you've considered. 18 | 19 | **Additional context** 20 | Add any other context or screenshots about the feature request here. 21 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Resources/Color Gradient Presets/Yellow to Orange - Vertical.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: 54d21f6ece3b46479f0c328f8c6007e0, type: 3} 12 | m_Name: Yellow to Orange - Vertical 13 | m_EditorClassIdentifier: 14 | topLeft: {r: 1, g: 1, b: 0.5661765, a: 1} 15 | topRight: {r: 1, g: 1, b: 0.252, a: 1} 16 | bottomLeft: {r: 1, g: 0, b: 0, a: 1} 17 | bottomRight: {r: 1, g: 0, b: 0, a: 1} 18 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Resources/Color Gradient Presets/Blue to Purple - Vertical.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: 54d21f6ece3b46479f0c328f8c6007e0, type: 3} 12 | m_Name: Blue to Purple - Vertical 13 | m_EditorClassIdentifier: 14 | topLeft: {r: 0, g: 0.83448267, b: 1, a: 1} 15 | topRight: {r: 0.1544118, g: 0.5801215, b: 1, a: 1} 16 | bottomLeft: {r: 0.49168324, g: 0, b: 0.7058823, a: 1} 17 | bottomRight: {r: 0.4901961, g: 0, b: 0.7019608, a: 1} 18 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Resources/Color Gradient Presets/Light to Dark Green - Vertical.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: 54d21f6ece3b46479f0c328f8c6007e0, type: 3} 12 | m_Name: Light to Dark Green - Vertical 13 | m_EditorClassIdentifier: 14 | topLeft: {r: 0.5147059, g: 1, b: 0.5147059, a: 1} 15 | topRight: {r: 0.5137255, g: 1, b: 0.5137255, a: 1} 16 | bottomLeft: {r: 0, g: 0.46323532, b: 0, a: 1} 17 | bottomRight: {r: 0, g: 0.46274513, b: 0, a: 1} 18 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Resources/Color Gradient Presets/Dark to Light Green - Vertical.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: 54d21f6ece3b46479f0c328f8c6007e0, type: 3} 12 | m_Name: Dark to Light Green - Vertical 13 | m_EditorClassIdentifier: 14 | topLeft: {r: 0, g: .661764741, b: 0, a: 1} 15 | topRight: {r: 0, g: .573529422, b: .00224910071, a: 1} 16 | bottomLeft: {r: .525490224, g: 1, b: .490196109, a: 1} 17 | bottomRight: {r: .421999991, g: .992156923, b: .374000013, a: 1} 18 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | 4 | 5 | namespace TMPro 6 | { 7 | /// 8 | /// EXample of a Custom Character Input Validator to only allow digits from 0 to 9. 9 | /// 10 | [Serializable] 11 | //[CreateAssetMenu(fileName = "InputValidator - Digits.asset", menuName = "TextMeshPro/Input Validators/Digits", order = 100)] 12 | public class TMP_DigitValidator : TMP_InputValidator 13 | { 14 | // Custom text input validation function 15 | public override char Validate(ref string text, ref int pos, char ch) 16 | { 17 | if (ch >= '0' && ch <= '9') 18 | { 19 | text += ch; 20 | pos += 1; 21 | return ch; 22 | } 23 | 24 | return (char)0; 25 | } 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /.github/ISSUE_TEMPLATE/bug_report.md: -------------------------------------------------------------------------------- 1 | --- 2 | name: Bug report 3 | about: Create a report to help us improve 4 | title: '' 5 | labels: '' 6 | assignees: '' 7 | 8 | --- 9 | 10 | **Describe the bug** 11 | A clear and concise description of what the bug is. 12 | 13 | **To Reproduce** 14 | Steps to reproduce the behavior: 15 | 1. Go to '...' 16 | 2. Click on '....' 17 | 3. Scroll down to '....' 18 | 4. See error 19 | 20 | **Expected behavior** 21 | A clear and concise description of what you expected to happen. 22 | 23 | **Screenshots** 24 | If applicable, add screenshots to help explain your problem. 25 | 26 | **Desktop (please complete the following information):** 27 | - OS: [e.g. iOS] 28 | - Browser [e.g. chrome, safari] 29 | - Version [e.g. 22] 30 | 31 | **Smartphone (please complete the following information):** 32 | - Device: [e.g. iPhone6] 33 | - OS: [e.g. iOS8.1] 34 | - Browser [e.g. stock browser, safari] 35 | - Version [e.g. 22] 36 | 37 | **Additional context** 38 | Add any other context about the problem here. 39 | -------------------------------------------------------------------------------- /UserSettings/EditorUserSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!162 &1 4 | EditorUserSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_ConfigSettings: 8 | RecentlyUsedSceneGuid-0: 9 | value: 070402565056080c08570e26407b5944444f4e782a70763429781b61e3e1623d 10 | flags: 0 11 | RecentlyUsedSceneGuid-1: 12 | value: 5a5757560101590a5d0c0e24427b5d44434e4c7a7b7a23677f2b4565b7b5353a 13 | flags: 0 14 | vcSharedLogLevel: 15 | value: 0d5e400f0650 16 | flags: 0 17 | m_VCAutomaticAdd: 1 18 | m_VCDebugCom: 0 19 | m_VCDebugCmd: 0 20 | m_VCDebugOut: 0 21 | m_SemanticMergeMode: 2 22 | m_DesiredImportWorkerCount: 3 23 | m_StandbyImportWorkerCount: 2 24 | m_IdleImportWorkerShutdownDelay: 60000 25 | m_VCShowFailedCheckout: 1 26 | m_VCOverwriteFailedCheckoutAssets: 1 27 | m_VCProjectOverlayIcons: 1 28 | m_VCHierarchyOverlayIcons: 1 29 | m_VCOtherOverlayIcons: 1 30 | m_VCAllowAsyncUpdate: 1 31 | m_ArtifactGarbageCollection: 1 32 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_DashboardUrl: https://dashboard.unity3d.com 13 | m_TestInitMode: 0 14 | CrashReportingSettings: 15 | m_EventUrl: https://perf-events.cloud.unity3d.com 16 | m_Enabled: 0 17 | m_LogBufferSize: 10 18 | m_CaptureEditorExceptions: 1 19 | UnityPurchasingSettings: 20 | m_Enabled: 0 21 | m_TestMode: 0 22 | UnityAnalyticsSettings: 23 | m_Enabled: 0 24 | m_TestMode: 0 25 | m_InitializeOnStartup: 1 26 | UnityAdsSettings: 27 | m_Enabled: 0 28 | m_InitializeOnStartup: 1 29 | m_TestMode: 0 30 | m_IosGameId: 31 | m_AndroidGameId: 32 | m_GameIds: {} 33 | m_GameId: 34 | PerformanceReportingSettings: 35 | m_Enabled: 0 36 | -------------------------------------------------------------------------------- /ProjectSettings/PackageManagerSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &1 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 61 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: 13964, guid: 0000000000000000e000000000000000, type: 0} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | m_EnablePreReleasePackages: 0 16 | m_EnablePackageDependencies: 0 17 | m_AdvancedSettingsExpanded: 1 18 | m_ScopedRegistriesSettingsExpanded: 1 19 | m_SeeAllPackageVersions: 0 20 | oneTimeWarningShown: 0 21 | m_Registries: 22 | - m_Id: main 23 | m_Name: 24 | m_Url: https://packages.unity.com 25 | m_Scopes: [] 26 | m_IsDefault: 1 27 | m_Capabilities: 7 28 | m_UserSelectedRegistryName: 29 | m_UserAddingNewScopedRegistry: 0 30 | m_RegistryInfoDraft: 31 | m_Modified: 0 32 | m_ErrorMessage: 33 | m_UserModificationsInstanceId: -830 34 | m_OriginalInstanceId: -832 35 | m_LoadAssets: 0 36 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 11 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 0 10 | m_DefaultBehaviorMode: 0 11 | m_PrefabRegularEnvironment: {fileID: 0} 12 | m_PrefabUIEnvironment: {fileID: 0} 13 | m_SpritePackerMode: 0 14 | m_SpritePackerPaddingPower: 1 15 | m_EtcTextureCompressorBehavior: 1 16 | m_EtcTextureFastCompressor: 1 17 | m_EtcTextureNormalCompressor: 2 18 | m_EtcTextureBestCompressor: 4 19 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp;asmref 20 | m_ProjectGenerationRootNamespace: 21 | m_CollabEditorSettings: 22 | inProgressEnabled: 1 23 | m_EnableTextureStreamingInEditMode: 1 24 | m_EnableTextureStreamingInPlayMode: 1 25 | m_AsyncShaderCompilation: 1 26 | m_EnterPlayModeOptionsEnabled: 0 27 | m_EnterPlayModeOptions: 3 28 | m_ShowLightmapResolutionOverlay: 1 29 | m_UseLegacyProbeSampleCount: 0 30 | m_SerializeInlineMappingsOnOneLine: 1 31 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using TMPro; 4 | 5 | public class EnvMapAnimator : MonoBehaviour { 6 | 7 | //private Vector3 TranslationSpeeds; 8 | public Vector3 RotationSpeeds; 9 | private TMP_Text m_textMeshPro; 10 | private Material m_material; 11 | 12 | 13 | void Awake() 14 | { 15 | //Debug.Log("Awake() on Script called."); 16 | m_textMeshPro = GetComponent(); 17 | m_material = m_textMeshPro.fontSharedMaterial; 18 | } 19 | 20 | // Use this for initialization 21 | IEnumerator Start () 22 | { 23 | Matrix4x4 matrix = new Matrix4x4(); 24 | 25 | while (true) 26 | { 27 | //matrix.SetTRS(new Vector3 (Time.time * TranslationSpeeds.x, Time.time * TranslationSpeeds.y, Time.time * TranslationSpeeds.z), Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one); 28 | matrix.SetTRS(Vector3.zero, Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one); 29 | 30 | m_material.SetMatrix("_EnvMatrix", matrix); 31 | 32 | yield return null; 33 | } 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: 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/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using TMPro; 4 | 5 | public class ChatController : MonoBehaviour { 6 | 7 | 8 | public TMP_InputField ChatInputField; 9 | 10 | public TMP_Text ChatDisplayOutput; 11 | 12 | public Scrollbar ChatScrollbar; 13 | 14 | void OnEnable() 15 | { 16 | ChatInputField.onSubmit.AddListener(AddToChatOutput); 17 | } 18 | 19 | void OnDisable() 20 | { 21 | ChatInputField.onSubmit.RemoveListener(AddToChatOutput); 22 | } 23 | 24 | 25 | void AddToChatOutput(string newText) 26 | { 27 | // Clear Input Field 28 | ChatInputField.text = string.Empty; 29 | 30 | var timeNow = System.DateTime.Now; 31 | 32 | string formattedInput = "[<#FFFF80>" + timeNow.Hour.ToString("d2") + ":" + timeNow.Minute.ToString("d2") + ":" + timeNow.Second.ToString("d2") + "] " + newText; 33 | 34 | if (ChatDisplayOutput != null) 35 | { 36 | // No special formatting for first entry 37 | // Add line feed before each subsequent entries 38 | if (ChatDisplayOutput.text == string.Empty) 39 | ChatDisplayOutput.text = formattedInput; 40 | else 41 | ChatDisplayOutput.text += "\n" + formattedInput; 42 | } 43 | 44 | // Keep Chat input field active 45 | ChatInputField.ActivateInputField(); 46 | 47 | // Set the scrollbar to the bottom when next text is submitted. 48 | ChatScrollbar.value = 0; 49 | } 50 | 51 | } 52 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Textures/Text Overflow - Linked Text Image 1.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4ccf43d26c4748c792174516f4a8fcef 3 | timeCreated: 1480389342 4 | licenseType: Pro 5 | TextureImporter: 6 | fileIDToRecycleName: {} 7 | serializedVersion: 2 8 | mipmaps: 9 | mipMapMode: 0 10 | enableMipMap: 1 11 | linearTexture: 0 12 | 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serializedVersion: 2 54 | sprites: [] 55 | outline: [] 56 | spritePackingTag: 57 | userData: 58 | assetBundleName: 59 | assetBundleVariant: 60 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Textures/Text Overflow - Linked Text UI Screenshot.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c76d18757a194d618355f05f815cb0a1 3 | timeCreated: 1480388035 4 | licenseType: Pro 5 | TextureImporter: 6 | fileIDToRecycleName: {} 7 | serializedVersion: 2 8 | mipmaps: 9 | mipMapMode: 0 10 | enableMipMap: 0 11 | linearTexture: 0 12 | correctGamma: 0 13 | fadeOut: 0 14 | borderMipMap: 0 15 | mipMapFadeDistanceStart: 1 16 | mipMapFadeDistanceEnd: 3 17 | bumpmap: 18 | convertToNormalMap: 0 19 | externalNormalMap: 0 20 | heightScale: 0.25 21 | normalMapFilter: 0 22 | isReadable: 0 23 | grayScaleToAlpha: 0 24 | generateCubemap: 0 25 | cubemapConvolution: 0 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class ShaderPropAnimator : MonoBehaviour 9 | { 10 | 11 | private Renderer m_Renderer; 12 | private Material m_Material; 13 | 14 | public AnimationCurve GlowCurve; 15 | 16 | public float m_frame; 17 | 18 | void Awake() 19 | { 20 | // Cache a reference to object's renderer 21 | m_Renderer = GetComponent(); 22 | 23 | // Cache a reference to object's material and create an instance by doing so. 24 | m_Material = m_Renderer.material; 25 | } 26 | 27 | void Start() 28 | { 29 | StartCoroutine(AnimateProperties()); 30 | } 31 | 32 | IEnumerator AnimateProperties() 33 | { 34 | //float lightAngle; 35 | float glowPower; 36 | m_frame = Random.Range(0f, 1f); 37 | 38 | while (true) 39 | { 40 | //lightAngle = (m_Material.GetFloat(ShaderPropertyIDs.ID_LightAngle) + Time.deltaTime) % 6.2831853f; 41 | //m_Material.SetFloat(ShaderPropertyIDs.ID_LightAngle, lightAngle); 42 | 43 | glowPower = GlowCurve.Evaluate(m_frame); 44 | m_Material.SetFloat(ShaderUtilities.ID_GlowPower, glowPower); 45 | 46 | m_frame += Time.deltaTime * Random.Range(0.2f, 0.3f); 47 | yield return new WaitForEndOfFrame(); 48 | } 49 | } 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/OpenAI_Scripts/GPT3/TestingApi.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEngine; 3 | using System.Collections.Generic; 4 | using UnityEngine.Networking; 5 | using UnityEngine.UI; 6 | using Newtonsoft.Json; 7 | 8 | public class TestingApi : MonoBehaviour 9 | { // Replace YOUR_API_KEY with your actual API key 10 | private string apiKey = "OpenAI API Key"; 11 | private string prompt = "Hello, how are you today?"; 12 | private string model = "text-davinci-002"; 13 | private string conversationId = ""; 14 | 15 | void Start() 16 | { 17 | StartCoroutine(GetResponse()); 18 | } 19 | 20 | IEnumerator GetResponse() 21 | { 22 | UnityWebRequest www = UnityWebRequest.Post("https://api.openai.com/v1/chatbot/chat", ""); 23 | www.SetRequestHeader("Content-Type", "application/json"); 24 | www.SetRequestHeader("Authorization", "Bearer " + apiKey); 25 | 26 | // Set the POST data 27 | string postData = "{\"model\": \"" + model + "\", \"prompt\": \"" + prompt + "\", \"conversation_id\": \"" + conversationId + "\"}"; 28 | byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(postData); 29 | www.uploadHandler = (UploadHandler)new UploadHandlerRaw(bodyRaw); 30 | www.downloadHandler = (DownloadHandler)new DownloadHandlerBuffer(); 31 | 32 | yield return www.SendWebRequest(); 33 | 34 | if (www.result == UnityWebRequest.Result.ConnectionError || www.result == UnityWebRequest.Result.ProtocolError) 35 | { 36 | Debug.Log(www.error); 37 | } 38 | else 39 | { 40 | // Print the response from the ChatGPT API 41 | Debug.Log(www.downloadHandler.text); 42 | } 43 | } 44 | } -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Tue Jan 3 15:54:52 2023 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.ide.rider@3.0.15 9 | com.unity.ide.visualstudio@2.0.16 10 | com.unity.ide.vscode@1.2.5 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 | com.unity.modules.audio@1.0.0 16 | com.unity.modules.cloth@1.0.0 17 | com.unity.modules.director@1.0.0 18 | com.unity.modules.imageconversion@1.0.0 19 | com.unity.modules.imgui@1.0.0 20 | com.unity.modules.jsonserialize@1.0.0 21 | com.unity.modules.particlesystem@1.0.0 22 | com.unity.modules.physics@1.0.0 23 | com.unity.modules.physics2d@1.0.0 24 | com.unity.modules.screencapture@1.0.0 25 | com.unity.modules.terrain@1.0.0 26 | com.unity.modules.terrainphysics@1.0.0 27 | com.unity.modules.tilemap@1.0.0 28 | com.unity.modules.ui@1.0.0 29 | com.unity.modules.uielements@1.0.0 30 | com.unity.modules.umbra@1.0.0 31 | com.unity.modules.unityanalytics@1.0.0 32 | com.unity.modules.unitywebrequest@1.0.0 33 | com.unity.modules.unitywebrequestassetbundle@1.0.0 34 | com.unity.modules.unitywebrequestaudio@1.0.0 35 | com.unity.modules.unitywebrequesttexture@1.0.0 36 | com.unity.modules.unitywebrequestwww@1.0.0 37 | com.unity.modules.vehicles@1.0.0 38 | com.unity.modules.video@1.0.0 39 | com.unity.modules.vr@1.0.0 40 | com.unity.modules.wind@1.0.0 41 | com.unity.modules.xr@1.0.0 42 | com.unity.test-framework@1.1.31 43 | The following packages were updated: 44 | com.unity.collab-proxy from version 1.13.5 to 1.17.2 45 | com.unity.timeline from version 1.6.2 to 1.6.4 46 | com.unity.visualscripting from version 1.7.6 to 1.7.8 47 | -------------------------------------------------------------------------------- /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: 0 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_enableEmojiSupport: 1 38 | m_MissingCharacterSpriteUnicode: 0 39 | m_defaultColorGradientPresetsPath: Color Gradient Presets/ 40 | m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e, 41 | type: 2} 42 | m_StyleSheetsResourcePath: 43 | m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3} 44 | m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b, 45 | type: 3} 46 | m_UseModernHangulLineBreakingRules: 0 47 | -------------------------------------------------------------------------------- /Assets/OpenAI_Scripts/Text-to-Speech-OpenAI.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.Networking; 5 | using System.Text; 6 | using System.IO; 7 | 8 | public class TextToSpeech : MonoBehaviour 9 | { 10 | private string apiKey = "YOUR_API_KEY"; 11 | private string baseUrl = "https://api.openai.com/v1/audio/speech"; 12 | private string model = "tts-1"; 13 | private string voice = "alloy"; 14 | private string inputText = "Hello World, This is a test to see the TTS of OpenAI!"; 15 | private string audioFileName = "speech.mp3"; 16 | 17 | private void Start() 18 | { 19 | StartCoroutine(GenerateSpeech()); 20 | } 21 | 22 | private IEnumerator GenerateSpeech() 23 | { 24 | 25 | var payload = new 26 | { 27 | model = model, 28 | voice = voice, 29 | input = inputText 30 | }; 31 | 32 | // Convert the payload to a JSON string. 33 | string jsonPayload = JsonUtility.ToJson(payload); 34 | 35 | using (UnityWebRequest www = new UnityWebRequest(baseUrl, "POST")) 36 | { 37 | www.uploadHandler = new UploadHandlerRaw(Encoding.UTF8.GetBytes(jsonPayload)); 38 | www.downloadHandler = new DownloadHandlerBuffer(); 39 | www.SetRequestHeader("Authorization", "Bearer " + apiKey); 40 | www.SetRequestHeader("Content-Type", "application/json"); 41 | 42 | yield return www.SendWebRequest(); 43 | 44 | if (www.result == UnityWebRequest.Result.Success) 45 | { 46 | // Saving the audio data as an MP3 file. 47 | File.WriteAllBytes(audioFileName, www.downloadHandler.data); 48 | Debug.Log("Audio file saved as: " + audioFileName); 49 | } 50 | else 51 | { 52 | Debug.LogError("Failed to generate speech: " + www.error); 53 | } 54 | } 55 | } 56 | } 57 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Resources/Fonts & Materials/LiberationSans SDF - Overlay.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: LiberationSans SDF - Overlay 11 | m_Shader: {fileID: 4800000, guid: a02a7d8c237544f1962732b55a9aebf1, type: 3} 12 | m_ShaderKeywords: 13 | m_LightmapFlags: 5 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _MainTex: 23 | m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee, 24 | type: 2} 25 | m_Scale: {x: 1, y: 1} 26 | m_Offset: {x: 0, y: 0} 27 | m_Floats: 28 | - _ColorMask: 15 29 | - _FaceDilate: 0 30 | - _GradientScale: 10 31 | - _MaskSoftnessX: 0 32 | - _MaskSoftnessY: 0 33 | - _OutlineSoftness: 0 34 | - _OutlineWidth: 0 35 | - _PerspectiveFilter: 0.875 36 | - _ScaleRatioA: 0.9 37 | - _ScaleRatioB: 1 38 | - _ScaleRatioC: 0.73125 39 | - _ScaleX: 1 40 | - _ScaleY: 1 41 | - _ShaderFlags: 0 42 | - _Sharpness: 0 43 | - _Stencil: 0 44 | - _StencilComp: 8 45 | - _StencilOp: 0 46 | - _StencilReadMask: 255 47 | - _StencilWriteMask: 255 48 | - _TextureHeight: 1024 49 | - _TextureWidth: 1024 50 | - _UnderlayDilate: 0 51 | - _UnderlayOffsetX: 0 52 | - _UnderlayOffsetY: 0 53 | - _UnderlaySoftness: 0 54 | - _VertexOffsetX: 0 55 | - _VertexOffsetY: 0 56 | - _WeightBold: 0.75 57 | - _WeightNormal: 0 58 | m_Colors: 59 | - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} 60 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1} 61 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} 62 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} 63 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.17.2", 4 | "com.unity.feature.development": "1.0.1", 5 | "com.unity.ide.rider": "3.0.15", 6 | "com.unity.ide.visualstudio": "2.0.16", 7 | "com.unity.ide.vscode": "1.2.5", 8 | "com.unity.test-framework": "1.1.31", 9 | "com.unity.textmeshpro": "3.0.6", 10 | "com.unity.timeline": "1.6.4", 11 | "com.unity.toolchain.win-x86_64-linux-x86_64": "2.0.4", 12 | "com.unity.ugui": "1.0.0", 13 | "com.unity.visualscripting": "1.7.8", 14 | "com.unity.modules.ai": "1.0.0", 15 | "com.unity.modules.androidjni": "1.0.0", 16 | "com.unity.modules.animation": "1.0.0", 17 | "com.unity.modules.assetbundle": "1.0.0", 18 | "com.unity.modules.audio": "1.0.0", 19 | "com.unity.modules.cloth": "1.0.0", 20 | "com.unity.modules.director": "1.0.0", 21 | "com.unity.modules.imageconversion": "1.0.0", 22 | "com.unity.modules.imgui": "1.0.0", 23 | "com.unity.modules.jsonserialize": "1.0.0", 24 | "com.unity.modules.particlesystem": "1.0.0", 25 | "com.unity.modules.physics": "1.0.0", 26 | "com.unity.modules.physics2d": "1.0.0", 27 | "com.unity.modules.screencapture": "1.0.0", 28 | "com.unity.modules.terrain": "1.0.0", 29 | "com.unity.modules.terrainphysics": "1.0.0", 30 | "com.unity.modules.tilemap": "1.0.0", 31 | "com.unity.modules.ui": "1.0.0", 32 | "com.unity.modules.uielements": "1.0.0", 33 | "com.unity.modules.umbra": "1.0.0", 34 | "com.unity.modules.unityanalytics": "1.0.0", 35 | "com.unity.modules.unitywebrequest": "1.0.0", 36 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 37 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 38 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 39 | "com.unity.modules.unitywebrequestwww": "1.0.0", 40 | "com.unity.modules.vehicles": "1.0.0", 41 | "com.unity.modules.video": "1.0.0", 42 | "com.unity.modules.vr": "1.0.0", 43 | "com.unity.modules.wind": "1.0.0", 44 | "com.unity.modules.xr": "1.0.0" 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class SimpleScript : MonoBehaviour 9 | { 10 | 11 | private TextMeshPro m_textMeshPro; 12 | //private TMP_FontAsset m_FontAsset; 13 | 14 | private const string label = "The <#0050FF>count is: {0:2}"; 15 | private float m_frame; 16 | 17 | 18 | void Start() 19 | { 20 | // Add new TextMesh Pro Component 21 | m_textMeshPro = gameObject.AddComponent(); 22 | 23 | m_textMeshPro.autoSizeTextContainer = true; 24 | 25 | // Load the Font Asset to be used. 26 | //m_FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset; 27 | //m_textMeshPro.font = m_FontAsset; 28 | 29 | // Assign Material to TextMesh Pro Component 30 | //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material; 31 | //m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON"); 32 | 33 | // Set various font settings. 34 | m_textMeshPro.fontSize = 48; 35 | 36 | m_textMeshPro.alignment = TextAlignmentOptions.Center; 37 | 38 | //m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation. 39 | //m_textMeshPro.enableAutoSizing = true; 40 | 41 | //m_textMeshPro.characterSpacing = 0.2f; 42 | //m_textMeshPro.wordSpacing = 0.1f; 43 | 44 | //m_textMeshPro.enableCulling = true; 45 | m_textMeshPro.enableWordWrapping = false; 46 | 47 | //textMeshPro.fontColor = new Color32(255, 255, 255, 255); 48 | } 49 | 50 | 51 | void Update() 52 | { 53 | m_textMeshPro.SetText(label, m_frame % 1000); 54 | m_frame += 1 * Time.deltaTime; 55 | } 56 | 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | m_DefaultContactOffset: 0.01 22 | m_JobOptions: 23 | serializedVersion: 2 24 | useMultithreading: 0 25 | useConsistencySorting: 0 26 | m_InterpolationPosesPerJob: 100 27 | m_NewContactsPerJob: 30 28 | m_CollideContactsPerJob: 100 29 | m_ClearFlagsPerJob: 200 30 | m_ClearBodyForcesPerJob: 200 31 | m_SyncDiscreteFixturesPerJob: 50 32 | m_SyncContinuousFixturesPerJob: 50 33 | m_FindNearestContactsPerJob: 100 34 | m_UpdateTriggerContactsPerJob: 100 35 | m_IslandSolverCostThreshold: 100 36 | m_IslandSolverBodyCostScale: 1 37 | m_IslandSolverContactCostScale: 10 38 | m_IslandSolverJointCostScale: 10 39 | m_IslandSolverBodiesPerJob: 50 40 | m_IslandSolverContactsPerJob: 50 41 | m_AutoSimulation: 1 42 | m_QueriesHitTriggers: 1 43 | m_QueriesStartInColliders: 1 44 | m_CallbacksOnDisable: 1 45 | m_ReuseCollisionCallbacks: 1 46 | m_AutoSyncTransforms: 0 47 | m_AlwaysShowColliders: 0 48 | m_ShowColliderSleep: 1 49 | m_ShowColliderContacts: 0 50 | m_ShowColliderAABB: 0 51 | m_ContactArrowScale: 0.2 52 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 53 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 54 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 55 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 56 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 57 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | using TMPro; 5 | 6 | 7 | namespace TMPro.Examples 8 | { 9 | 10 | public class TMP_ExampleScript_01 : MonoBehaviour 11 | { 12 | public enum objectType { TextMeshPro = 0, TextMeshProUGUI = 1 }; 13 | 14 | public objectType ObjectType; 15 | public bool isStatic; 16 | 17 | private TMP_Text m_text; 18 | 19 | //private TMP_InputField m_inputfield; 20 | 21 | 22 | private const string k_label = "The count is <#0080ff>{0}"; 23 | private int count; 24 | 25 | void Awake() 26 | { 27 | // Get a reference to the TMP text component if one already exists otherwise add one. 28 | // This example show the convenience of having both TMP components derive from TMP_Text. 29 | if (ObjectType == 0) 30 | m_text = GetComponent() ?? gameObject.AddComponent(); 31 | else 32 | m_text = GetComponent() ?? gameObject.AddComponent(); 33 | 34 | // Load a new font asset and assign it to the text object. 35 | m_text.font = Resources.Load("Fonts & Materials/Anton SDF"); 36 | 37 | // Load a new material preset which was created with the context menu duplicate. 38 | m_text.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF - Drop Shadow"); 39 | 40 | // Set the size of the font. 41 | m_text.fontSize = 120; 42 | 43 | // Set the text 44 | m_text.text = "A <#0080ff>simple line of text."; 45 | 46 | // Get the preferred width and height based on the supplied width and height as opposed to the actual size of the current text container. 47 | Vector2 size = m_text.GetPreferredValues(Mathf.Infinity, Mathf.Infinity); 48 | 49 | // Set the size of the RectTransform based on the new calculated values. 50 | m_text.rectTransform.sizeDelta = new Vector2(size.x, size.y); 51 | } 52 | 53 | 54 | void Update() 55 | { 56 | if (!isStatic) 57 | { 58 | m_text.SetText(k_label, count % 1000); 59 | count += 1; 60 | } 61 | } 62 | 63 | } 64 | } 65 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class ObjectSpin : MonoBehaviour 9 | { 10 | 11 | #pragma warning disable 0414 12 | 13 | public float SpinSpeed = 5; 14 | public int RotationRange = 15; 15 | private Transform m_transform; 16 | 17 | private float m_time; 18 | private Vector3 m_prevPOS; 19 | private Vector3 m_initial_Rotation; 20 | private Vector3 m_initial_Position; 21 | private Color32 m_lightColor; 22 | private int frames = 0; 23 | 24 | public enum MotionType { Rotation, BackAndForth, Translation }; 25 | public MotionType Motion; 26 | 27 | void Awake() 28 | { 29 | m_transform = transform; 30 | m_initial_Rotation = m_transform.rotation.eulerAngles; 31 | m_initial_Position = m_transform.position; 32 | 33 | Light light = GetComponent(); 34 | m_lightColor = light != null ? light.color : Color.black; 35 | } 36 | 37 | 38 | // Update is called once per frame 39 | void Update() 40 | { 41 | if (Motion == MotionType.Rotation) 42 | { 43 | m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0); 44 | } 45 | else if (Motion == MotionType.BackAndForth) 46 | { 47 | m_time += SpinSpeed * Time.deltaTime; 48 | m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z); 49 | } 50 | else 51 | { 52 | m_time += SpinSpeed * Time.deltaTime; 53 | 54 | float x = 15 * Mathf.Cos(m_time * .95f); 55 | float y = 10; // *Mathf.Sin(m_time * 1f) * Mathf.Cos(m_time * 1f); 56 | float z = 0f; // *Mathf.Sin(m_time * .9f); 57 | 58 | m_transform.position = m_initial_Position + new Vector3(x, z, y); 59 | 60 | // Drawing light patterns because they can be cool looking. 61 | //if (frames > 2) 62 | // Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f); 63 | 64 | m_prevPOS = m_transform.position; 65 | frames += 1; 66 | } 67 | } 68 | } 69 | } -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 13 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | 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m_LightsUseLinearIntensity: 0 61 | m_LightsUseColorTemperature: 0 62 | m_LogWhenShaderIsCompiled: 0 63 | m_AllowEnlightenSupportForUpgradedProject: 0 64 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/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 | 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8878a782f4334ecbbcf683b3ac780966, type: 3} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | - _DetailAlbedoMap: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | - _DetailMask: 31 | m_Texture: {fileID: 0} 32 | m_Scale: {x: 1, y: 1} 33 | m_Offset: {x: 0, y: 0} 34 | - _DetailNormalMap: 35 | m_Texture: {fileID: 0} 36 | m_Scale: {x: 1, y: 1} 37 | m_Offset: {x: 0, y: 0} 38 | - _EmissionMap: 39 | m_Texture: {fileID: 0} 40 | m_Scale: {x: 1, y: 1} 41 | m_Offset: {x: 0, y: 0} 42 | - _MainTex: 43 | m_Texture: {fileID: 2800000, guid: 602cb87b6a29443b8636370ea0751574, type: 3} 44 | m_Scale: {x: 1, y: 1} 45 | m_Offset: {x: 0, y: 0} 46 | - _MetallicGlossMap: 47 | m_Texture: {fileID: 0} 48 | m_Scale: {x: 1, y: 1} 49 | m_Offset: {x: 0, y: 0} 50 | - _OcclusionMap: 51 | m_Texture: {fileID: 0} 52 | m_Scale: {x: 1, y: 1} 53 | m_Offset: {x: 0, y: 0} 54 | - _ParallaxMap: 55 | m_Texture: {fileID: 0} 56 | m_Scale: {x: 1, y: 1} 57 | m_Offset: {x: 0, y: 0} 58 | - _SpecGlossMap: 59 | m_Texture: {fileID: 0} 60 | m_Scale: {x: 1, y: 1} 61 | m_Offset: {x: 0, y: 0} 62 | m_Floats: 63 | - _BumpScale: 0.5 64 | - _Cutoff: 0.5 65 | - _DetailNormalMapScale: 1 66 | - _DstBlend: 0 67 | - _EmissionScaleUI: 0 68 | - _GlossMapScale: 1 69 | - _Glossiness: 0.233 70 | - _GlossyReflections: 1 71 | - _Metallic: 0 72 | - _Mode: 0 73 | - _OcclusionStrength: 1 74 | - _Parallax: 0.02 75 | - _SmoothnessTextureChannel: 1 76 | - _SpecularHighlights: 1 77 | - _SrcBlend: 1 78 | - _UVSec: 0 79 | - _ZWrite: 1 80 | m_Colors: 81 | - _Color: {r: 1, g: 1, b: 1, a: 0.712} 82 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 0} 83 | - _EmissionColorUI: {r: 1, g: 1, b: 1, a: 1} 84 | - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} 85 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | 4 | namespace TMPro.Examples 5 | { 6 | public class TMP_TextEventCheck : MonoBehaviour 7 | { 8 | 9 | public TMP_TextEventHandler TextEventHandler; 10 | 11 | private TMP_Text m_TextComponent; 12 | 13 | void OnEnable() 14 | { 15 | if (TextEventHandler != null) 16 | { 17 | // Get a reference to the text component 18 | m_TextComponent = TextEventHandler.GetComponent(); 19 | 20 | TextEventHandler.onCharacterSelection.AddListener(OnCharacterSelection); 21 | TextEventHandler.onSpriteSelection.AddListener(OnSpriteSelection); 22 | TextEventHandler.onWordSelection.AddListener(OnWordSelection); 23 | TextEventHandler.onLineSelection.AddListener(OnLineSelection); 24 | TextEventHandler.onLinkSelection.AddListener(OnLinkSelection); 25 | } 26 | } 27 | 28 | 29 | void OnDisable() 30 | { 31 | if (TextEventHandler != null) 32 | { 33 | TextEventHandler.onCharacterSelection.RemoveListener(OnCharacterSelection); 34 | TextEventHandler.onSpriteSelection.RemoveListener(OnSpriteSelection); 35 | TextEventHandler.onWordSelection.RemoveListener(OnWordSelection); 36 | TextEventHandler.onLineSelection.RemoveListener(OnLineSelection); 37 | TextEventHandler.onLinkSelection.RemoveListener(OnLinkSelection); 38 | } 39 | } 40 | 41 | 42 | void OnCharacterSelection(char c, int index) 43 | { 44 | Debug.Log("Character [" + c + "] at Index: " + index + " has been selected."); 45 | } 46 | 47 | void OnSpriteSelection(char c, int index) 48 | { 49 | Debug.Log("Sprite [" + c + "] at Index: " + index + " has been selected."); 50 | } 51 | 52 | void OnWordSelection(string word, int firstCharacterIndex, int length) 53 | { 54 | Debug.Log("Word [" + word + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected."); 55 | } 56 | 57 | void OnLineSelection(string lineText, int firstCharacterIndex, int length) 58 | { 59 | Debug.Log("Line [" + lineText + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected."); 60 | } 61 | 62 | void OnLinkSelection(string linkID, string linkText, int linkIndex) 63 | { 64 | if (m_TextComponent != null) 65 | { 66 | TMP_LinkInfo linkInfo = m_TextComponent.textInfo.linkInfo[linkIndex]; 67 | } 68 | 69 | Debug.Log("Link Index: " + linkIndex + " with ID [" + linkID + "] and Text \"" + linkText + "\" has been selected."); 70 | } 71 | 72 | } 73 | } 74 | -------------------------------------------------------------------------------- /Assets/OpenAI_Scripts/OpenAI_Vission.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.IO; 4 | using UnityEngine; 5 | using UnityEngine.Networking; 6 | 7 | public class AIVision : MonoBehaviour 8 | { 9 | [SerializeField] private string openAIUrl = "https://api.openai.com/v1/chat/completions"; 10 | [SerializeField] private string apiKey = "YOUR_API_KEY"; 11 | 12 | public string[] imageUrls; 13 | public string queryMessage = "What are in these images? Is there any difference between them?"; 14 | 15 | void Start() 16 | { 17 | if (imageUrls.Length > 0) 18 | { 19 | StartCoroutine(PostImageQueryRequest(imageUrls)); 20 | } 21 | } 22 | 23 | public void OnClickSend() 24 | { 25 | StartCoroutine(PostImageQueryRequest(imageUrls)); 26 | } 27 | 28 | IEnumerator PostImageQueryRequest(string[] urls) 29 | { 30 | var requestBody = new 31 | { 32 | model = "gpt-4-vision-preview", 33 | messages = BuildImageQueryMessages(urls), 34 | max_tokens = 300 35 | }; 36 | 37 | string json = JsonUtility.ToJson(requestBody); 38 | 39 | using (UnityWebRequest webRequest = UnityWebRequest.Post(openAIUrl, "POST")) 40 | { 41 | byte[] jsonToSend = new System.Text.UTF8Encoding().GetBytes(json); 42 | webRequest.uploadHandler = new UploadHandlerRaw(jsonToSend); 43 | webRequest.uploadHandler.contentType = "application/json"; 44 | webRequest.downloadHandler = new DownloadHandlerBuffer(); 45 | webRequest.SetRequestHeader("Content-Type", "application/json"); 46 | webRequest.SetRequestHeader("Authorization", "Bearer " + apiKey); 47 | 48 | yield return webRequest.SendWebRequest(); 49 | 50 | if (webRequest.result != UnityWebRequest.Result.Success) 51 | { 52 | Debug.LogError("Error: " + webRequest.error); 53 | } 54 | else 55 | { 56 | Debug.Log("Response: " + webRequest.downloadHandler.text); 57 | } 58 | } 59 | } 60 | 61 | private object[] BuildImageQueryMessages(string[] urls) 62 | { 63 | var messages = new List 64 | { 65 | new { type = "text", text = queryMessage } 66 | }; 67 | 68 | foreach (var url in urls) 69 | { 70 | messages.Add(new { type = "image_url", image_url = url }); 71 | } 72 | 73 | return messages.ToArray(); 74 | } 75 | 76 | public void LoadImagesFromFile(string filePath) 77 | { 78 | if (!File.Exists(filePath)) 79 | { 80 | Debug.LogError("File not found: " + filePath); 81 | return; 82 | } 83 | 84 | try 85 | { 86 | string[] lines = File.ReadAllLines(filePath); 87 | StartCoroutine(PostImageQueryRequest(lines)); 88 | } 89 | catch (IOException e) 90 | { 91 | Debug.LogError("Error reading the file: " + e.Message); 92 | } 93 | } 94 | } 95 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class TextMeshSpawner : MonoBehaviour 9 | { 10 | 11 | public int SpawnType = 0; 12 | public int NumberOfNPC = 12; 13 | 14 | public Font TheFont; 15 | 16 | private TextMeshProFloatingText floatingText_Script; 17 | 18 | void Awake() 19 | { 20 | 21 | } 22 | 23 | void Start() 24 | { 25 | 26 | for (int i = 0; i < NumberOfNPC; i++) 27 | { 28 | if (SpawnType == 0) 29 | { 30 | // TextMesh Pro Implementation 31 | //go.transform.localScale = new Vector3(2, 2, 2); 32 | GameObject go = new GameObject(); //"NPC " + i); 33 | go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); 34 | 35 | //go.transform.position = new Vector3(0, 1.01f, 0); 36 | //go.renderer.castShadows = false; 37 | //go.renderer.receiveShadows = false; 38 | //go.transform.rotation = Quaternion.Euler(0, Random.Range(0, 360), 0); 39 | 40 | TextMeshPro textMeshPro = go.AddComponent(); 41 | //textMeshPro.FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont; 42 | //textMeshPro.anchor = AnchorPositions.Bottom; 43 | textMeshPro.fontSize = 96; 44 | 45 | textMeshPro.text = "!"; 46 | textMeshPro.color = new Color32(255, 255, 0, 255); 47 | //textMeshPro.Text = "!"; 48 | 49 | 50 | // Spawn Floating Text 51 | floatingText_Script = go.AddComponent(); 52 | floatingText_Script.SpawnType = 0; 53 | } 54 | else 55 | { 56 | // TextMesh Implementation 57 | GameObject go = new GameObject(); //"NPC " + i); 58 | go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); 59 | 60 | //go.transform.position = new Vector3(0, 1.01f, 0); 61 | 62 | TextMesh textMesh = go.AddComponent(); 63 | textMesh.GetComponent().sharedMaterial = TheFont.material; 64 | textMesh.font = TheFont; 65 | textMesh.anchor = TextAnchor.LowerCenter; 66 | textMesh.fontSize = 96; 67 | 68 | textMesh.color = new Color32(255, 255, 0, 255); 69 | textMesh.text = "!"; 70 | 71 | // Spawn Floating Text 72 | floatingText_Script = go.AddComponent(); 73 | floatingText_Script.SpawnType = 1; 74 | } 75 | } 76 | } 77 | 78 | } 79 | } 80 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class TeleType : MonoBehaviour 9 | { 10 | 11 | 12 | //[Range(0, 100)] 13 | //public int RevealSpeed = 50; 14 | 15 | private string label01 = "Example of using <#ffa000>Graphics Inline with Text in TextMesh<#40a0ff>Pro and Unity"; 16 | private string label02 = "Example of using <#ffa000>Graphics Inline with Text in TextMesh<#40a0ff>Pro and Unity"; 17 | 18 | 19 | private TMP_Text m_textMeshPro; 20 | 21 | 22 | void Awake() 23 | { 24 | // Get Reference to TextMeshPro Component 25 | m_textMeshPro = GetComponent(); 26 | m_textMeshPro.text = label01; 27 | m_textMeshPro.enableWordWrapping = true; 28 | m_textMeshPro.alignment = TextAlignmentOptions.Top; 29 | 30 | 31 | 32 | //if (GetComponentInParent(typeof(Canvas)) as Canvas == null) 33 | //{ 34 | // GameObject canvas = new GameObject("Canvas", typeof(Canvas)); 35 | // gameObject.transform.SetParent(canvas.transform); 36 | // canvas.GetComponent().renderMode = RenderMode.ScreenSpaceOverlay; 37 | 38 | // // Set RectTransform Size 39 | // gameObject.GetComponent().sizeDelta = new Vector2(500, 300); 40 | // m_textMeshPro.fontSize = 48; 41 | //} 42 | 43 | 44 | } 45 | 46 | 47 | IEnumerator Start() 48 | { 49 | 50 | // Force and update of the mesh to get valid information. 51 | m_textMeshPro.ForceMeshUpdate(); 52 | 53 | 54 | int totalVisibleCharacters = m_textMeshPro.textInfo.characterCount; // Get # of Visible Character in text object 55 | int counter = 0; 56 | int visibleCount = 0; 57 | 58 | while (true) 59 | { 60 | visibleCount = counter % (totalVisibleCharacters + 1); 61 | 62 | m_textMeshPro.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display? 63 | 64 | // Once the last character has been revealed, wait 1.0 second and start over. 65 | if (visibleCount >= totalVisibleCharacters) 66 | { 67 | yield return new WaitForSeconds(1.0f); 68 | m_textMeshPro.text = label02; 69 | yield return new WaitForSeconds(1.0f); 70 | m_textMeshPro.text = label01; 71 | yield return new WaitForSeconds(1.0f); 72 | } 73 | 74 | counter += 1; 75 | 76 | yield return new WaitForSeconds(0.05f); 77 | } 78 | 79 | //Debug.Log("Done revealing the text."); 80 | } 81 | 82 | } 83 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/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/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _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 | _CullMode ("Cull Mode", Float) = 0 15 | _ColorMask ("Color Mask", Float) = 15 16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 19 | } 20 | 21 | SubShader 22 | { 23 | Tags 24 | { 25 | "Queue"="Transparent" 26 | "IgnoreProjector"="True" 27 | "RenderType"="Transparent" 28 | "PreviewType"="Plane" 29 | "CanUseSpriteAtlas"="True" 30 | } 31 | 32 | Stencil 33 | { 34 | Ref [_Stencil] 35 | Comp [_StencilComp] 36 | Pass [_StencilOp] 37 | ReadMask [_StencilReadMask] 38 | WriteMask [_StencilWriteMask] 39 | } 40 | 41 | Cull [_CullMode] 42 | Lighting Off 43 | ZWrite Off 44 | ZTest [unity_GUIZTestMode] 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask [_ColorMask] 47 | 48 | Pass 49 | { 50 | Name "Default" 51 | CGPROGRAM 52 | #pragma vertex vert 53 | #pragma fragment frag 54 | #pragma target 2.0 55 | 56 | #include "UnityCG.cginc" 57 | #include "UnityUI.cginc" 58 | 59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 61 | 62 | struct appdata_t 63 | { 64 | float4 vertex : POSITION; 65 | float4 color : COLOR; 66 | float2 texcoord : TEXCOORD0; 67 | UNITY_VERTEX_INPUT_INSTANCE_ID 68 | }; 69 | 70 | struct v2f 71 | { 72 | float4 vertex : SV_POSITION; 73 | fixed4 color : COLOR; 74 | float2 texcoord : TEXCOORD0; 75 | float4 worldPosition : TEXCOORD1; 76 | UNITY_VERTEX_OUTPUT_STEREO 77 | }; 78 | 79 | sampler2D _MainTex; 80 | fixed4 _Color; 81 | fixed4 _TextureSampleAdd; 82 | float4 _ClipRect; 83 | float4 _MainTex_ST; 84 | 85 | v2f vert(appdata_t v) 86 | { 87 | v2f OUT; 88 | UNITY_SETUP_INSTANCE_ID(v); 89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 90 | OUT.worldPosition = v.vertex; 91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 92 | 93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 94 | 95 | OUT.color = v.color * _Color; 96 | return OUT; 97 | } 98 | 99 | fixed4 frag(v2f IN) : SV_Target 100 | { 101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 102 | 103 | #ifdef UNITY_UI_CLIP_RECT 104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 105 | #endif 106 | 107 | #ifdef UNITY_UI_ALPHACLIP 108 | clip (color.a - 0.001); 109 | #endif 110 | 111 | return color; 112 | } 113 | ENDCG 114 | } 115 | } 116 | } 117 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity OpenAI-API Integration 2 | [![Twitter Follow](https://img.shields.io/twitter/follow/youtube?label=Follow&logo=Github&style=social)](https://github.com/himanshuskyrockets) [![Twitter Follow](https://img.shields.io/twitter/follow/youtube?label=subscribe&logo=youtube&style=social)](https://www.youtube.com/watch?v=2nc4Hkyl9Q0) [![Medium.com](https://img.shields.io/badge/medium-.com-blue)](https://medium.com/@Clubwritter) [![Twitter Follow](https://img.shields.io/twitter/follow/youtube?label=Follow&logo=twitter&style=social)](https://twitter.com/superman_space) [![Support](https://img.shields.io/badge/-Support-green)](https://github.com/sponsors/himanshuskyrockets/) 3 | 4 |
5 | 6 | **Integrate openai GPT-3 language model and ChatGPT API into a Unity project. 7 |
It can be a useful way to add natural language processing capabilities to your application.** 8 | 9 |
10 | 11 | ### notice 12 | 13 | ``` 14 | Note: 15 | I am unable to complete this project further because my OpenAI API key credits have been expired😥 16 | 17 | Now onwards, you are the captain🧢 of this project. I want you to sail🚢 it towards success. 18 | ``` 19 | 20 | ## Installation 21 | (1) Obtain an API key for the OpenAI API. You will need this to make requests to the API. 22 | 23 | https://beta.openai.com/account/api-keys 24 | 25 | ![image](https://user-images.githubusercontent.com/84278213/214848674-4f0b2539-3982-4b69-b6c5-b6657f109f70.png) 26 | 27 | (2) Choose the OpenAI model you want to use. There are several models available, including ChatGPT and GPT-3. 28 | 29 | ![image](https://user-images.githubusercontent.com/84278213/214849126-0090d54b-102e-4821-bf91-45eb80573a4d.png) 30 | 31 | 32 | (3) Copy the Script and Modify According to your needs 33 | 34 | 35 | (4) Display the generated text in your Unity project. This can be done using a UI text element. 36 | 37 | 38 | # Features 39 | - Create NPC for your game 40 | - Create a AI Powered ChatBot 41 | - Create Powerful Tools with your choice of Customisation 42 | 43 | *************************************************************************************************** 44 | 45 | ERRORS NOTICE 46 | 47 | You may get some error in **APILoader** so use **GPT3.cs** Script. You can customize the script according to your needs and contribute to this Github profile. 48 | 49 | [![OpenAI Platform Error Codes Documentation](https://img.shields.io/badge/OpenAI%20Platform-Error%20Codes%20Documentation-blue?style=flat-square)](https://platform.openai.com/docs/guides/error-codes) 50 | 51 | 52 | 53 | FOR ANY-OTHER ISSUEs, PLEASE WRITE IT ON THE ISSUEs SECTION 54 | *************************************************************************************************** 55 | 56 | # **Unity Interface ⤵️** 57 | 58 | 59 | ![image](https://user-images.githubusercontent.com/84278213/227189100-becca7f1-3406-480a-be8c-d81a9d70c0b4.png) 60 | 61 | ![image](https://user-images.githubusercontent.com/84278213/227187013-2ad56aba-844f-4978-9088-4a387a758f65.png) 62 | 63 | 64 | 65 | 66 | 67 | ************************************************************** 68 | # [Show your support by ⭐️ our Repo!](https://github.com/sponsors/himanshuskyrockets/) 69 | 70 | 71 | *************************************************************** 72 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class Benchmark04 : MonoBehaviour 9 | { 10 | 11 | public int SpawnType = 0; 12 | 13 | public int MinPointSize = 12; 14 | public int MaxPointSize = 64; 15 | public int Steps = 4; 16 | 17 | private Transform m_Transform; 18 | //private TextMeshProFloatingText floatingText_Script; 19 | //public Material material; 20 | 21 | 22 | void Start() 23 | { 24 | m_Transform = transform; 25 | 26 | float lineHeight = 0; 27 | float orthoSize = Camera.main.orthographicSize = Screen.height / 2; 28 | float ratio = (float)Screen.width / Screen.height; 29 | 30 | for (int i = MinPointSize; i <= MaxPointSize; i += Steps) 31 | { 32 | if (SpawnType == 0) 33 | { 34 | // TextMesh Pro Implementation 35 | GameObject go = new GameObject("Text - " + i + " Pts"); 36 | 37 | if (lineHeight > orthoSize * 2) return; 38 | 39 | go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 0); 40 | 41 | TextMeshPro textMeshPro = go.AddComponent(); 42 | 43 | //textMeshPro.fontSharedMaterial = material; 44 | //textMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont; 45 | //textMeshPro.anchor = AnchorPositions.Left; 46 | textMeshPro.rectTransform.pivot = new Vector2(0, 0.5f); 47 | 48 | textMeshPro.enableWordWrapping = false; 49 | textMeshPro.extraPadding = true; 50 | textMeshPro.isOrthographic = true; 51 | textMeshPro.fontSize = i; 52 | 53 | textMeshPro.text = i + " pts - Lorem ipsum dolor sit..."; 54 | textMeshPro.color = new Color32(255, 255, 255, 255); 55 | 56 | lineHeight += i; 57 | } 58 | else 59 | { 60 | // TextMesh Implementation 61 | // Causes crashes since atlas needed exceeds 4096 X 4096 62 | /* 63 | GameObject go = new GameObject("Arial " + i); 64 | 65 | //if (lineHeight > orthoSize * 2 * 0.9f) return; 66 | 67 | go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 1); 68 | 69 | TextMesh textMesh = go.AddComponent(); 70 | textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; 71 | textMesh.renderer.sharedMaterial = textMesh.font.material; 72 | textMesh.anchor = TextAnchor.MiddleLeft; 73 | textMesh.fontSize = i * 10; 74 | 75 | textMesh.color = new Color32(255, 255, 255, 255); 76 | textMesh.text = i + " pts - Lorem ipsum dolor sit..."; 77 | 78 | lineHeight += i; 79 | */ 80 | } 81 | } 82 | } 83 | 84 | } 85 | } 86 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: LiberationSans SDF - Outline 11 | m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3} 12 | m_ShaderKeywords: OUTLINE_ON 13 | m_LightmapFlags: 5 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _BumpMap: 23 | m_Texture: {fileID: 0} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | - _Cube: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | - _FaceTex: 31 | m_Texture: {fileID: 0} 32 | m_Scale: {x: 1, y: 1} 33 | m_Offset: {x: 0, y: 0} 34 | - _MainTex: 35 | m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee, 36 | type: 2} 37 | m_Scale: {x: 1, y: 1} 38 | m_Offset: {x: 0, y: 0} 39 | - _OutlineTex: 40 | m_Texture: {fileID: 0} 41 | m_Scale: {x: 1, y: 1} 42 | m_Offset: {x: 0, y: 0} 43 | m_Floats: 44 | - _Ambient: 0.5 45 | - _Bevel: 0.5 46 | - _BevelClamp: 0 47 | - _BevelOffset: 0 48 | - _BevelRoundness: 0 49 | - _BevelWidth: 0 50 | - _BumpFace: 0 51 | - _BumpOutline: 0 52 | - _ColorMask: 15 53 | - _Diffuse: 0.5 54 | - _FaceDilate: 0.1 55 | - _FaceUVSpeedX: 0 56 | - _FaceUVSpeedY: 0 57 | - _GlowInner: 0.05 58 | - _GlowOffset: 0 59 | - _GlowOuter: 0.05 60 | - _GlowPower: 0.75 61 | - _GradientScale: 10 62 | - _LightAngle: 3.1416 63 | - _MaskSoftnessX: 0 64 | - _MaskSoftnessY: 0 65 | - _OutlineSoftness: 0 66 | - _OutlineUVSpeedX: 0 67 | - _OutlineUVSpeedY: 0 68 | - _OutlineWidth: 0.1 69 | - _PerspectiveFilter: 0.875 70 | - _Reflectivity: 10 71 | - _ScaleRatioA: 0.9 72 | - _ScaleRatioB: 0.73125 73 | - _ScaleRatioC: 0.64125 74 | - _ScaleX: 1 75 | - _ScaleY: 1 76 | - _ShaderFlags: 0 77 | - _Sharpness: 0 78 | - _SpecularPower: 2 79 | - _Stencil: 0 80 | - _StencilComp: 8 81 | - _StencilOp: 0 82 | - _StencilReadMask: 255 83 | - _StencilWriteMask: 255 84 | - _TextureHeight: 1024 85 | - _TextureWidth: 1024 86 | - _UnderlayDilate: 0 87 | - _UnderlayOffsetX: 0 88 | - _UnderlayOffsetY: 0 89 | - _UnderlaySoftness: 0 90 | - _VertexOffsetX: 0 91 | - _VertexOffsetY: 0 92 | - _WeightBold: 0.75 93 | - _WeightNormal: 0 94 | m_Colors: 95 | - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} 96 | - _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0} 97 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1} 98 | - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5} 99 | - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767} 100 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} 101 | - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1} 102 | - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} 103 | - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} 104 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} 105 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Resources/Fonts & Materials/Anton SDF - Outline.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: Anton SDF - Outline 11 | m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3} 12 | m_ShaderKeywords: OUTLINE_ON 13 | m_LightmapFlags: 5 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _BumpMap: 23 | m_Texture: {fileID: 0} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | - _Cube: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | - _FaceTex: 31 | m_Texture: {fileID: 0} 32 | m_Scale: {x: 1, y: 1} 33 | m_Offset: {x: 0, y: 0} 34 | - _MainTex: 35 | m_Texture: {fileID: 28933816116536082, guid: 8a89fa14b10d46a99122fd4f73fca9a2, 36 | type: 2} 37 | m_Scale: {x: 1, y: 1} 38 | m_Offset: {x: 0, y: 0} 39 | - _OutlineTex: 40 | m_Texture: {fileID: 0} 41 | m_Scale: {x: 1, y: 1} 42 | m_Offset: {x: 0, y: 0} 43 | m_Floats: 44 | - _Ambient: 0.5 45 | - _Bevel: 0.5 46 | - _BevelClamp: 0 47 | - _BevelOffset: 0 48 | - _BevelRoundness: 0 49 | - _BevelWidth: 0 50 | - _BumpFace: 0 51 | - _BumpOutline: 0 52 | - _ColorMask: 15 53 | - _Diffuse: 0.5 54 | - _FaceDilate: 0.1 55 | - _FaceUVSpeedX: 0 56 | - _FaceUVSpeedY: 0 57 | - _GlowInner: 0.05 58 | - _GlowOffset: 0 59 | - _GlowOuter: 0.05 60 | - _GlowPower: 0.75 61 | - _GradientScale: 10 62 | - _LightAngle: 3.1416 63 | - _MaskSoftnessX: 0 64 | - _MaskSoftnessY: 0 65 | - _OutlineSoftness: 0 66 | - _OutlineUVSpeedX: 0 67 | - _OutlineUVSpeedY: 0 68 | - _OutlineWidth: 0.1 69 | - _PerspectiveFilter: 0.875 70 | - _Reflectivity: 10 71 | - _ScaleRatioA: 0.8333333 72 | - _ScaleRatioB: 0.6770833 73 | - _ScaleRatioC: 0.59375 74 | - _ScaleX: 1 75 | - _ScaleY: 1 76 | - _ShaderFlags: 0 77 | - _Sharpness: 0 78 | - _SpecularPower: 2 79 | - _Stencil: 0 80 | - _StencilComp: 8 81 | - _StencilOp: 0 82 | - _StencilReadMask: 255 83 | - _StencilWriteMask: 255 84 | - _TextureHeight: 1024 85 | - _TextureWidth: 1024 86 | - _UnderlayDilate: 0 87 | - _UnderlayOffsetX: 0 88 | - _UnderlayOffsetY: 0 89 | - _UnderlaySoftness: 0 90 | - _VertexOffsetX: 0 91 | - _VertexOffsetY: 0 92 | - _WeightBold: 0.75 93 | - _WeightNormal: 0 94 | m_Colors: 95 | - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} 96 | - _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0} 97 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1} 98 | - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5} 99 | - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767} 100 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} 101 | - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1} 102 | - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} 103 | - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} 104 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} 105 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class VertexColorCycler : MonoBehaviour 9 | { 10 | 11 | private TMP_Text m_TextComponent; 12 | 13 | void Awake() 14 | { 15 | m_TextComponent = GetComponent(); 16 | } 17 | 18 | 19 | void Start() 20 | { 21 | StartCoroutine(AnimateVertexColors()); 22 | } 23 | 24 | 25 | /// 26 | /// Method to animate vertex colors of a TMP Text object. 27 | /// 28 | /// 29 | IEnumerator AnimateVertexColors() 30 | { 31 | // Force the text object to update right away so we can have geometry to modify right from the start. 32 | m_TextComponent.ForceMeshUpdate(); 33 | 34 | TMP_TextInfo textInfo = m_TextComponent.textInfo; 35 | int currentCharacter = 0; 36 | 37 | Color32[] newVertexColors; 38 | Color32 c0 = m_TextComponent.color; 39 | 40 | while (true) 41 | { 42 | int characterCount = textInfo.characterCount; 43 | 44 | // If No Characters then just yield and wait for some text to be added 45 | if (characterCount == 0) 46 | { 47 | yield return new WaitForSeconds(0.25f); 48 | continue; 49 | } 50 | 51 | // Get the index of the material used by the current character. 52 | int materialIndex = textInfo.characterInfo[currentCharacter].materialReferenceIndex; 53 | 54 | // Get the vertex colors of the mesh used by this text element (character or sprite). 55 | newVertexColors = textInfo.meshInfo[materialIndex].colors32; 56 | 57 | // Get the index of the first vertex used by this text element. 58 | int vertexIndex = textInfo.characterInfo[currentCharacter].vertexIndex; 59 | 60 | // Only change the vertex color if the text element is visible. 61 | if (textInfo.characterInfo[currentCharacter].isVisible) 62 | { 63 | c0 = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); 64 | 65 | newVertexColors[vertexIndex + 0] = c0; 66 | newVertexColors[vertexIndex + 1] = c0; 67 | newVertexColors[vertexIndex + 2] = c0; 68 | newVertexColors[vertexIndex + 3] = c0; 69 | 70 | // New function which pushes (all) updated vertex data to the appropriate meshes when using either the Mesh Renderer or CanvasRenderer. 71 | m_TextComponent.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32); 72 | 73 | // This last process could be done to only update the vertex data that has changed as opposed to all of the vertex data but it would require extra steps and knowing what type of renderer is used. 74 | // These extra steps would be a performance optimization but it is unlikely that such optimization will be necessary. 75 | } 76 | 77 | currentCharacter = (currentCharacter + 1) % characterCount; 78 | 79 | yield return new WaitForSeconds(0.05f); 80 | } 81 | } 82 | 83 | } 84 | } 85 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Resources/Fonts & Materials/Anton SDF - 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_FaceColor: {r: 1, g: 1, b: 1, a: 1} 100 | - _GlowColor: {r: 0, g: 0.3793165, b: 1, a: 0.5} 101 | - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767} 102 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} 103 | - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1} 104 | - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} 105 | - _SpecColor: {r: 0, g: 0, b: 0, a: 1} 106 | - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} 107 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} 108 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field SSD" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _CullMode ("Cull Mode", Float) = 0 58 | _ColorMask ("Color Mask", Float) = 15 59 | } 60 | 61 | SubShader { 62 | Tags { 63 | "Queue"="Transparent" 64 | "IgnoreProjector"="True" 65 | "RenderType"="Transparent" 66 | } 67 | 68 | Stencil 69 | { 70 | Ref [_Stencil] 71 | Comp [_StencilComp] 72 | Pass [_StencilOp] 73 | ReadMask [_StencilReadMask] 74 | WriteMask [_StencilWriteMask] 75 | } 76 | 77 | Cull [_CullMode] 78 | ZWrite Off 79 | Lighting Off 80 | Fog { Mode Off } 81 | ZTest [unity_GUIZTestMode] 82 | Blend One OneMinusSrcAlpha 83 | ColorMask [_ColorMask] 84 | 85 | Pass { 86 | CGPROGRAM 87 | #pragma vertex VertShader 88 | #pragma fragment PixShader 89 | #pragma shader_feature __ OUTLINE_ON 90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 91 | 92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 94 | 95 | #include "UnityCG.cginc" 96 | #include "UnityUI.cginc" 97 | #include "TMPro_Properties.cginc" 98 | 99 | #include "TMPro_Mobile.cginc" 100 | 101 | ENDCG 102 | } 103 | } 104 | 105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 106 | } 107 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Resources/Fonts & Materials/Anton SDF - 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_MainTex: 35 | m_Texture: {fileID: 28933816116536082, guid: 8a89fa14b10d46a99122fd4f73fca9a2, 36 | type: 2} 37 | m_Scale: {x: 1, y: 1} 38 | m_Offset: {x: 0, y: 0} 39 | - _OutlineTex: 40 | m_Texture: {fileID: 2800000, guid: 1cdc5b506b1a4a33a53c30669ced1f51, type: 3} 41 | m_Scale: {x: 1, y: 1} 42 | m_Offset: {x: 0, y: 0} 43 | m_Floats: 44 | - _Ambient: 0.5 45 | - _Bevel: 0.25 46 | - _BevelClamp: 0.345 47 | - _BevelOffset: 0 48 | - _BevelRoundness: 0 49 | - _BevelWidth: 0 50 | - _BumpFace: 0 51 | - _BumpOutline: 0 52 | - _ColorMask: 15 53 | - _Diffuse: 0.5 54 | - _FaceDilate: 0 55 | - _FaceUVSpeedX: 0.1 56 | - _FaceUVSpeedY: 0 57 | - _GlowInner: 0.05 58 | - _GlowOffset: 0 59 | - _GlowOuter: 0.05 60 | - _GlowPower: 0.75 61 | - _GradientScale: 10 62 | - _LightAngle: 3.1416 63 | - _MaskSoftnessX: 0 64 | - _MaskSoftnessY: 0 65 | - _OutlineSoftness: 0 66 | - _OutlineUVSpeedX: 0 67 | - _OutlineUVSpeedY: 0 68 | - _OutlineWidth: 0.15 69 | - _PerspectiveFilter: 0.875 70 | - _Reflectivity: 10 71 | - _ScaleRatioA: 0.9 72 | - _ScaleRatioB: 0.7875 73 | - _ScaleRatioC: 0.7875 74 | - _ScaleX: 1 75 | - _ScaleY: 1 76 | - _ShaderFlags: 1 77 | - _Sharpness: 0 78 | - _SpecularPower: 2 79 | - _Stencil: 0 80 | - _StencilComp: 8 81 | - _StencilOp: 0 82 | - _StencilReadMask: 255 83 | - _StencilWriteMask: 255 84 | - _TextureHeight: 1024 85 | - _TextureWidth: 1024 86 | - _UnderlayDilate: 0 87 | - _UnderlayOffsetX: 0.75 88 | - _UnderlayOffsetY: -0.75 89 | - _UnderlaySoftness: 0.1 90 | - _VertexOffsetX: 0 91 | - _VertexOffsetY: 0 92 | - _WeightBold: 0.5 93 | - _WeightNormal: 0 94 | m_Colors: 95 | - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} 96 | - _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0} 97 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1} 98 | - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5} 99 | - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767} 100 | - _OutlineColor: {r: 0.5882353, g: 0.5882353, b: 0.5882353, a: 1} 101 | - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1} 102 | - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} 103 | - _SpecularColor: {r: 0.9921569, g: 0.90196085, b: 0.40000004, a: 1} 104 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} 105 | --------------------------------------------------------------------------------