├── .gitattributes ├── .gitignore ├── .vsconfig ├── Assets ├── Animation.meta ├── Animation │ ├── An_Headbob.anim │ ├── An_Headbob.anim.meta │ ├── An_InteractTextPopout.anim │ ├── An_InteractTextPopout.anim.meta │ ├── An_InteractTextPopup.anim │ ├── An_InteractTextPopup.anim.meta │ ├── An_InteractTextStart.anim │ └── An_InteractTextStart.anim.meta ├── Art.meta ├── Art │ ├── M_CullTextNotoSans.mat │ ├── M_CullTextNotoSans.mat.meta │ ├── M_DefaultSkybox.mat │ ├── M_DefaultSkybox.mat.meta │ ├── M_DefaultWhite.mat │ ├── M_DefaultWhite.mat.meta │ ├── M_Lightbulb.mat │ ├── M_Lightbulb.mat.meta │ ├── M_Metal.mat │ ├── M_Metal.mat.meta │ ├── M_MetalProc.mat │ ├── M_MetalProc.mat.meta │ ├── M_Pipe.mat │ ├── M_Pipe.mat.meta │ ├── M_Player.mat │ ├── M_Player.mat.meta │ ├── M_RedButton.mat │ ├── M_RedButton.mat.meta │ ├── M_ScifiDoor.mat │ ├── M_ScifiDoor.mat.meta │ ├── M_Shaderball.mat │ ├── M_Shaderball.mat.meta │ ├── M_Slide.mat │ ├── M_Slide.mat.meta │ ├── M_TeleportPad.mat │ ├── M_TeleportPad.mat.meta │ ├── M_TeleporterBeam.mat │ ├── M_TeleporterBeam.mat.meta │ ├── M_TestPage.mat │ ├── M_TestPage.mat.meta │ ├── M_TiledFloor.mat │ ├── M_TiledFloor.mat.meta │ ├── M_TiledWall.mat │ ├── M_TiledWall.mat.meta │ ├── M_Trampoline.mat │ ├── M_Trampoline.mat.meta │ ├── M_UIFrostedBlur.mat │ ├── M_UIFrostedBlur.mat.meta │ ├── NotoSans.ttf │ ├── NotoSans.ttf.meta │ ├── SM_Calendar.fbx │ ├── SM_Calendar.fbx.meta │ ├── SM_Desk.fbx │ ├── SM_Desk.fbx.meta │ ├── SM_Door.fbx │ ├── SM_Door.fbx.meta │ ├── SM_Drawers.fbx │ ├── SM_Drawers.fbx.meta │ ├── SM_ElevatorPost.fbx │ ├── SM_ElevatorPost.fbx.meta │ ├── SM_FilingCabinet.fbx │ ├── SM_FilingCabinet.fbx.meta │ ├── SM_FoldedChair.fbx │ ├── SM_FoldedChair.fbx.meta │ ├── SM_FoldingChair.fbx │ ├── SM_FoldingChair.fbx.meta │ ├── SM_Keyboard.fbx │ ├── SM_Keyboard.fbx.meta │ ├── SM_Ladder.fbx │ ├── SM_Ladder.fbx.meta │ ├── SM_Light.fbx │ ├── SM_Light.fbx.meta │ ├── SM_LightSwitch.fbx │ ├── SM_LightSwitch.fbx.meta │ ├── SM_Mouse.fbx │ ├── SM_Mouse.fbx.meta │ ├── SM_Pen.fbx │ ├── SM_Pen.fbx.meta │ ├── SM_PipeValve.fbx │ ├── SM_PipeValve.fbx.meta │ ├── SM_SciFiDoor.fbx │ ├── SM_SciFiDoor.fbx.meta │ ├── SM_Screen.fbx │ ├── SM_Screen.fbx.meta │ ├── SM_Shaderball.fbx │ ├── SM_Shaderball.fbx.meta │ ├── SM_Slide.fbx │ ├── SM_Slide.fbx.meta │ ├── SM_StairsPrimative.fbx │ ├── SM_StairsPrimative.fbx.meta │ ├── SM_StickyNotes.fbx │ ├── SM_StickyNotes.fbx.meta │ ├── SM_Teacup.fbx │ ├── SM_Teacup.fbx.meta │ ├── SM_TestPage.fbx │ ├── SM_TestPage.fbx.meta │ ├── SM_TrashCan.fbx │ ├── SM_TrashCan.fbx.meta │ ├── S_CullText.shader │ ├── S_CullText.shader.meta │ ├── S_DoubleSidedTrans.shader │ ├── S_DoubleSidedTrans.shader.meta │ ├── S_TintedUIBlur.shader │ ├── S_TintedUIBlur.shader.meta │ ├── S_Triplanar.shader │ ├── S_Triplanar.shader.meta │ ├── Sp_Crosshair.png │ ├── Sp_Crosshair.png.meta │ ├── Sp_TestPage.png │ ├── Sp_TestPage.png.meta │ ├── T_Pipes_Diff.png │ ├── T_Pipes_Diff.png.meta │ ├── T_ScifiDoor_Diff.png │ ├── T_ScifiDoor_Diff.png.meta │ ├── T_Steel_Normal.jpg │ ├── T_Steel_Normal.jpg.meta │ ├── T_TeleporterBeam.png │ ├── T_TeleporterBeam.png.meta │ ├── T_TestPage.png │ ├── T_TestPage.png.meta │ ├── T_TileTex.png │ ├── T_TileTex.png.meta │ ├── T_TileTex2.png │ ├── T_TileTex2.png.meta │ ├── T_Valve_Diff.png │ ├── T_Valve_Diff.png.meta │ ├── T_defSkybox.png │ └── T_defSkybox.png.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ ├── SampleScene_Profiles.meta │ └── SampleScene_Profiles │ │ ├── Post-process Volume Profile.asset │ │ └── Post-process Volume Profile.asset.meta ├── Scripts.meta ├── Scripts │ ├── CharacterPush.cs │ ├── CharacterPush.cs.meta │ ├── Door.cs │ ├── Door.cs.meta │ ├── Drawers.cs │ ├── Drawers.cs.meta │ ├── Elevator.cs │ ├── Elevator.cs.meta │ ├── ElevatorButton.cs │ ├── ElevatorButton.cs.meta │ ├── GrabbableObject.cs │ ├── GrabbableObject.cs.meta │ ├── InspectNote.cs │ ├── InspectNote.cs.meta │ ├── Interact.cs │ ├── Interact.cs.meta │ ├── Lightswitch.cs │ ├── Lightswitch.cs.meta │ ├── MouseLook.cs │ ├── MouseLook.cs.meta │ ├── PlayerMovement.cs │ ├── PlayerMovement.cs.meta │ ├── Quit.cs │ ├── Quit.cs.meta │ ├── ScifiDoor.cs │ ├── ScifiDoor.cs.meta │ ├── Squint.cs │ ├── Squint.cs.meta │ ├── Teleporter.cs │ ├── Teleporter.cs.meta │ ├── TimedObjectActivator.cs │ ├── TimedObjectActivator.cs.meta │ ├── Trampoline.cs │ ├── Trampoline.cs.meta │ ├── Valve.cs │ └── Valve.cs.meta ├── Sfx.meta └── Sfx │ ├── Sfx_Crash_Hard.mp3 │ ├── Sfx_Crash_Hard.mp3.meta │ ├── Sfx_Crash_Soft.mp3 │ ├── Sfx_Crash_Soft.mp3.meta │ ├── Sfx_Crouch.mp3 │ ├── Sfx_Crouch.mp3.meta │ ├── Sfx_DoorShut.mp3 │ ├── Sfx_DoorShut.mp3.meta │ ├── Sfx_DoorSwingClose.mp3 │ ├── Sfx_DoorSwingClose.mp3.meta │ ├── Sfx_DoorSwingOpen.mp3 │ ├── Sfx_DoorSwingOpen.mp3.meta │ ├── Sfx_Door_Locked.mp3 │ ├── Sfx_Door_Locked.mp3.meta │ ├── Sfx_Door_Open.mp3 │ ├── Sfx_Door_Open.mp3.meta │ ├── Sfx_Drawer Close.mp3 │ ├── Sfx_Drawer Close.mp3.meta │ ├── Sfx_Drawer Open.mp3 │ ├── Sfx_Drawer Open.mp3.meta │ ├── Sfx_Footsteps.ogg │ ├── Sfx_Footsteps.ogg.meta │ ├── Sfx_GetUp.mp3 │ ├── Sfx_GetUp.mp3.meta │ ├── Sfx_LadderClimb.mp3 │ ├── Sfx_LadderClimb.mp3.meta │ ├── Sfx_PaperShuffleIn.mp3 │ ├── Sfx_PaperShuffleIn.mp3.meta │ ├── Sfx_PaperShuffleOut.mp3 │ ├── Sfx_PaperShuffleOut.mp3.meta │ ├── Sfx_PickUp.mp3 │ ├── Sfx_PickUp.mp3.meta │ ├── Sfx_Slide.mp3 │ ├── Sfx_Slide.mp3.meta │ ├── Sfx_SqueakingValvet.mp3 │ ├── Sfx_SqueakingValvet.mp3.meta │ ├── Sfx_Switch2_Turn.mp3 │ ├── Sfx_Switch2_Turn.mp3.meta │ ├── Sfx_Switch2_Turn2.mp3 │ ├── Sfx_Switch2_Turn2.mp3.meta │ ├── Sfx_Switch_Down.mp3 │ ├── Sfx_Switch_Down.mp3.meta │ ├── Sfx_Switch_Up.mp3 │ ├── Sfx_Switch_Up.mp3.meta │ ├── Sfx_Throw.mp3 │ ├── Sfx_Throw.mp3.meta │ ├── Sfx_Tramp01.mp3 │ ├── Sfx_Tramp01.mp3.meta │ ├── Sfx_Tramp02.mp3 │ ├── Sfx_Tramp02.mp3.meta │ ├── Sfx_Tramp03.mp3 │ ├── Sfx_Tramp03.mp3.meta │ ├── Sfx_Tramp04.mp3 │ └── Sfx_Tramp04.mp3.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Packages │ └── com.unity.testtools.codecoverage │ │ └── Settings.json ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── showcase.gif /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | *.app 63 | 64 | # Crashlytics generated file 65 | crashlytics-build.properties 66 | 67 | # Packed Addressables 68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 69 | 70 | # Temporary auto-generated Android Assets 71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 72 | /[Aa]ssets/[Ss]treamingAssets/aa/* 73 | -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | 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{instanceID: 0} 99 | autoGenerateAvatarMappingIfUnspecified: 1 100 | animationType: 2 101 | humanoidOversampling: 1 102 | avatarSetup: 0 103 | addHumanoidExtraRootOnlyWhenUsingAvatar: 1 104 | importBlendShapeDeformPercent: 1 105 | remapMaterialsIfMaterialImportModeIsNone: 0 106 | additionalBone: 0 107 | userData: 108 | assetBundleName: 109 | assetBundleVariant: 110 | -------------------------------------------------------------------------------- /Assets/Art/S_CullText.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/S_CullText" { 2 | Properties{ 3 | _MainTex("Font Texture", 2D) = "white" {} 4 | _Color("Text Color", Color) = (1,1,1,1) 5 | } 6 | 7 | SubShader{ 8 | Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 9 | Lighting Off Cull Back ZWrite Off Fog{ Mode Off } 10 | Blend SrcAlpha OneMinusSrcAlpha 11 | Pass{ 12 | Color[_Color] 13 | SetTexture[_MainTex]{ 14 | combine primary, texture * primary 15 | } 16 | } 17 | } 18 | } -------------------------------------------------------------------------------- /Assets/Art/S_CullText.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3d8c5c614819d8f41a60eadba15c66d3 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Art/S_DoubleSidedTrans.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/S_DoubleSidedTrans" { 2 | Properties { 3 | _Color ("Main Color", Color) = (1,1,1,1) 4 | _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} 5 | } 6 | 7 | SubShader { 8 | Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} 9 | LOD 200 10 | Cull Off 11 | 12 | CGPROGRAM 13 | #pragma surface surf Lambert alpha:blend 14 | 15 | sampler2D _MainTex; 16 | fixed4 _Color; 17 | 18 | struct Input { 19 | float2 uv_MainTex; 20 | }; 21 | 22 | void surf (Input IN, inout SurfaceOutput o) { 23 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; 24 | o.Albedo = c.rgb; 25 | o.Alpha = c.a; 26 | } 27 | ENDCG 28 | } 29 | 30 | Fallback "Legacy Shaders/Transparent/VertexLit" 31 | } 32 | -------------------------------------------------------------------------------- /Assets/Art/S_DoubleSidedTrans.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: afb7aeba254beaa4bb377fc36c89834a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Art/S_TintedUIBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 27f6e90d24b91e3469100ab20ec68230 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Art/S_Triplanar.shader: -------------------------------------------------------------------------------- 1 | //Non-UV based tiling shader 2 | Shader "Custom/S_Triplanar" 3 | { 4 | Properties 5 | { 6 | _Color ("Color", Color) = (1,1,1,1) 7 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 8 | _Glossiness("Smoothness", Range(0,1)) = 0.5 9 | _Metallic("Metallic", Range(0,1)) = 0.0 10 | _Scale("Scale", float) = 1 11 | } 12 | SubShader 13 | { 14 | Tags { "RenderType"="Opaque" } 15 | LOD 200 16 | 17 | CGPROGRAM 18 | // Physically based Standard lighting model, and enable shadows on all light types 19 | #pragma surface surf Standard fullforwardshadows 20 | 21 | // Use shader model 3.0 target, to get nicer looking lighting 22 | #pragma target 3.0 23 | 24 | sampler2D _MainTex; 25 | float _Scale; 26 | 27 | struct Input 28 | { 29 | float2 uv_MainTex; 30 | float3 worldPos; 31 | float3 worldNormal; 32 | }; 33 | 34 | half _Glossiness; 35 | half _Metallic; 36 | 37 | UNITY_INSTANCING_BUFFER_START(Props) 38 | UNITY_INSTANCING_BUFFER_END(Props) 39 | 40 | void surf (Input IN, inout SurfaceOutputStandard o) 41 | { 42 | // Albedo comes from a texture tinted by color 43 | //fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; 44 | float3 worldPos = IN.worldPos / _Scale; 45 | float3 normal = IN.worldNormal; 46 | float3 blends = abs(normal); 47 | blends /= blends.x + blends.y + blends.z; 48 | 49 | float3 projX = tex2D(_MainTex, worldPos.yz) * blends.x; 50 | float3 projY = tex2D(_MainTex, worldPos.xz) * blends.y; 51 | float3 projZ = tex2D(_MainTex, worldPos.xy) * blends.z; 52 | 53 | o.Albedo = projX + projY + projZ; 54 | // Metallic and smoothness come from slider variables 55 | o.Metallic = _Metallic; 56 | o.Smoothness = _Glossiness; 57 | } 58 | ENDCG 59 | } 60 | FallBack "Diffuse" 61 | } 62 | -------------------------------------------------------------------------------- /Assets/Art/S_Triplanar.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7c652b68e66b0b940aa9f9c82f5a286a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Art/Sp_Crosshair.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stevenharmongames/Unity-FirstPersonInteractionToolkit/2059440a71496f23cfbf3d68d3f6a8e4e939ca7b/Assets/Art/Sp_Crosshair.png 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externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/SampleScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9fc0d4010bbf28b4594072e72b8655ab 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes/SampleScene_Profiles.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f2db93403ab8b474b96216b2c7572e9e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/SampleScene_Profiles/Post-process Volume Profile.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 77ef423bc3c18e641bec92e2c17519fc 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2af7d1fbca05d684caecca3730222a8c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/CharacterPush.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | /* 6 | 7 | First Person Interaction Toolkit by Steven Harmon stevenharmongames.com 8 | Licensed under the MPL 2.0. https://www.mozilla.org/en-US/MPL/2.0/FAQ/ 9 | Please use in your walking sims/horror/adventure/puzzle games! Drop me a line and share what make with it! :) 10 | 11 | */ 12 | public class CharacterPush : MonoBehaviour { 13 | 14 | // this script pushes all rigidbodies that the character touches 15 | float pushPower = 5.0f; 16 | float weight = 6.0f; 17 | 18 | void OnControllerColliderHit(ControllerColliderHit hit) 19 | { 20 | Rigidbody body = hit.collider.attachedRigidbody; 21 | Vector3 force; 22 | 23 | // no rigidbody 24 | if (body == null || body.isKinematic) { 25 | return; 26 | } 27 | 28 | // We use gravity and weight to push things down, we use 29 | // our velocity and push power to push things other directions 30 | if (hit.moveDirection.y < -0.3f) 31 | { 32 | force = new Vector3(0, -0.5f, 0) * 10 * weight; 33 | } 34 | else 35 | { 36 | force = hit.controller.velocity * pushPower; 37 | } 38 | 39 | // Apply the push 40 | body.AddForceAtPosition(force, hit.point); 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /Assets/Scripts/CharacterPush.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a02e0f250dd37fc47bf8e57aa09c4f90 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Door.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 55ca3b25db40e0342850bfdb318ba26f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Drawers.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5104e81a2705d0d43b9bab263bec5768 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Elevator.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | /* 6 | 7 | First Person Interaction Toolkit by Steven Harmon stevenharmongames.com 8 | Licensed under the MPL 2.0. https://www.mozilla.org/en-US/MPL/2.0/FAQ/ 9 | Please use in your walking sims/horror/adventure/puzzle games! Drop me a line and share what make with it! :) 10 | 11 | */ 12 | 13 | public class Elevator : MonoBehaviour 14 | { 15 | private bool movingDown = false; 16 | private bool movingUp = false; 17 | public float minHeight = 0.025f; 18 | public float maxHeight = 8.723f; 19 | 20 | public void CallUp() 21 | { 22 | movingUp = true; 23 | movingDown = false; 24 | } 25 | 26 | public void CallDown() 27 | { 28 | movingUp = false; 29 | movingDown = true; 30 | } 31 | 32 | void FixedUpdate() 33 | { 34 | if (movingDown) 35 | { 36 | if (transform.position.y >= minHeight) 37 | { 38 | Vector3 tempPos = new Vector3(transform.position.x, transform.position.y - Time.deltaTime, transform.position.z); 39 | transform.position = tempPos; 40 | } 41 | } 42 | if(movingUp) 43 | { 44 | if (transform.position.y <= maxHeight) 45 | { 46 | Vector3 tempPos = new Vector3(transform.position.x, transform.position.y + Time.deltaTime, transform.position.z); 47 | transform.position = tempPos; 48 | } 49 | } 50 | } 51 | } 52 | 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-------------------------------------------------------------------------------- /Assets/Scripts/Quit.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | /* 7 | 8 | First Person Interaction Toolkit by Steven Harmon stevenharmongames.com 9 | Licensed under the MPL 2.0. https://www.mozilla.org/en-US/MPL/2.0/FAQ/ 10 | Please use in your walking sims/horror/adventure/puzzle games! Drop me a line and share what make with it! :) 11 | 12 | */ 13 | public class Quit : MonoBehaviour 14 | { 15 | private bool fullscreen = true; 16 | 17 | void Update() 18 | { 19 | if (Input.GetKeyDown(KeyCode.Escape)) 20 | { 21 | #if UNITY_EDITOR 22 | if (EditorApplication.isPlaying) 23 | { 24 | EditorApplication.isPlaying = false; 25 | } 26 | #else 27 | Application.Quit(); 28 | #endif 29 | } 30 | if (Input.GetKeyDown(KeyCode.F11)) 31 | { 32 | ToggleFullscreen(); 33 | } 34 | } 35 | 36 | public void ToggleFullscreen() 37 | { 38 | fullscreen = !fullscreen; 39 | if (fullscreen) 40 | { 41 | Screen.fullScreenMode = FullScreenMode.ExclusiveFullScreen; 42 | } 43 | else 44 | { 45 | Screen.fullScreenMode = FullScreenMode.Windowed; 46 | } 47 | } 48 | } 49 | -------------------------------------------------------------------------------- /Assets/Scripts/Quit.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fa59c2636b51b1a4ea96e9eab43cc657 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ScifiDoor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | /* 6 | 7 | First Person Interaction Toolkit by Steven Harmon stevenharmongames.com 8 | Licensed under the MPL 2.0. https://www.mozilla.org/en-US/MPL/2.0/FAQ/ 9 | Please use in your walking sims/horror/adventure/puzzle games! Drop me a line and share what make with it! :) 10 | 11 | */ 12 | 13 | public class ScifiDoor : MonoBehaviour 14 | { 15 | [Header("Updates Scifi door positions based on Valve.cs script")] 16 | public Transform leftDoor; 17 | public Transform rightDoor; 18 | 19 | public void UpdatePerc(float percentage) 20 | { 21 | float negPerc = percentage * -1; 22 | leftDoor.localPosition = new Vector3(negPerc, 0, 0); 23 | rightDoor.localPosition = new Vector3(percentage, 0, 0); 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Assets/Scripts/ScifiDoor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0ffc2de35a1c09342bcc4a0f9b75e25e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Squint.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fdb55d3d23f04354fb0a801e6daf7d32 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Teleporter.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | /* 6 | 7 | First Person Interaction Toolkit by Steven Harmon stevenharmongames.com 8 | Licensed under the MPL 2.0. https://www.mozilla.org/en-US/MPL/2.0/FAQ/ 9 | Please use in your walking sims/horror/adventure/puzzle games! Drop me a line and share what make with it! :) 10 | 11 | */ 12 | 13 | public class Teleporter : MonoBehaviour 14 | { 15 | [Header("Teleports player OnTriggerEnter")] 16 | [Tooltip("Other teleport pad")] 17 | public Transform teleportDestination; 18 | 19 | // Update is called once per frame 20 | void OnTriggerEnter(Collider coll) 21 | { 22 | if (coll.tag == "Interactable") 23 | { 24 | coll.transform.parent = null; 25 | //teleport while correcting height (so you don't teleport inside or under the floor) 26 | coll.transform.position = new Vector3(teleportDestination.position.x, teleportDestination.position.y + coll.bounds.max.y, teleportDestination.position.z); 27 | coll.attachedRigidbody.isKinematic = false; 28 | } 29 | else 30 | { 31 | if(coll.tag == "Player") 32 | { 33 | //disable character controller, otherwise it would be overridenssss 34 | coll.GetComponent().enabled = false; 35 | //teleport while correcting height (so you don't teleport inside or under the floor) 36 | coll.transform.position = new Vector3(teleportDestination.position.x, teleportDestination.position.y + coll.bounds.max.y, teleportDestination.position.z); 37 | coll.GetComponent().enabled = true; 38 | } 39 | } 40 | } 41 | } 42 | -------------------------------------------------------------------------------- /Assets/Scripts/Teleporter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 765d9f4dd865c3349be09ba4c83436d2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/TimedObjectActivator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0de01475c2b679d438778ed9eee72854 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Trampoline.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | /* 6 | 7 | First Person Interaction Toolkit by Steven Harmon stevenharmongames.com 8 | Licensed under the MPL 2.0. https://www.mozilla.org/en-US/MPL/2.0/FAQ/ 9 | Please use in your walking sims/horror/adventure/puzzle games! Drop me a line and share what make with it! :) 10 | 11 | */ 12 | 13 | public class Trampoline : MonoBehaviour 14 | { 15 | private Vector3 newVelocity = Vector3.zero; 16 | private Renderer trampRend; 17 | private Color originColor; 18 | public Color targetColor = Color.yellow; 19 | 20 | void Start() 21 | { 22 | trampRend = GetComponent(); 23 | originColor = trampRend.material.color; 24 | } 25 | 26 | private void OnTriggerEnter(Collider coll) 27 | { 28 | Rigidbody collRigid = coll.gameObject.GetComponent(); 29 | Vector3 normalVel = collRigid.velocity.normalized; 30 | newVelocity = new Vector3(normalVel.x * .1f, .2f+ Mathf.Abs(normalVel.y)*1.3f, normalVel.z * .1f); 31 | if (collRigid != null) 32 | { 33 | 34 | collRigid.AddForce(newVelocity, ForceMode.Impulse); 35 | } 36 | trampRend.material.color = targetColor; 37 | } 38 | 39 | private void OnCollisionExit() 40 | { 41 | trampRend.material.color = originColor; 42 | } 43 | } 44 | 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-------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | Supported Unity version : **2022.3.19f1** 2 | 3 | # Unity-First Person Interaction Toolkit 4 | 5 | ![overview gif](showcase.gif) 6 | 7 | The Unity-FirstPersonInteractionToolkit is a template project for first person adventure games made with love for free use. The project contains an advanced first person character controller and a variety of simple scripts for various interactions as well as some template art and sound assets for rapid level design prototyping. Please feel free to improve upon with a pull request and send whatever you make with it! 8 | 9 | ## Prerequisites 10 | 11 | You need to [install Unity engine](https://unity.com/download). 12 | 13 | ## How to run 14 | 15 | 1. Download (green "Code" button, then "Download ZIP") or clone this github repository 16 | 2. Launch Unity Hub. Click on the **Add** button, select the unzipped/extracted download, then click the **Open** option. 17 | 3. The project should be loaded and upon opening may prompt you to install the supported version of unity or upgrade (at your own risk). 18 | 19 | ## Controls 20 | 21 | Move the character with WASD on the keyboard. 22 | Use the mouse to rotate the camera. 23 | All of the interactions are done via mouse left or right click OR optionally E and Q keys. 24 | Hold left shift to run 25 | Toggle left ctrl to crouch 26 | Press Space bar to jump 27 | Press ESC to quit 28 | 29 | ## Project Highlights 30 | 31 | [![click to play demo video](https://i.imgur.com/kw21mGm.png)](https://www.youtube.com/watch?v=SL4f88X0zAI) 32 | 33 | * **Modular interaction system** with dynamic UI crosshair / popup text anims / object highlight 34 | * **Pickup**, inspect (rotate), throw object, and return to original position 35 | * **Physics based doors** that can be open, closed, and locked 36 | * **Ladder** (half life 2 style based on look direction) 37 | * **Elevator** with buttons to call the lift up/down 38 | * **Valve** + Scifi Door (turnable wheel that controls 0<->1 value that can smoothly open doors or control other things) 39 | * **Read note** (UI popup) 40 | * **Drawers** open and closeable drawers that can hold physics objects 41 | * **Light switch** (toggleable) 42 | * **Teleport** triggers (walk in trigger area or place item, teleport to position without error / clipping through floor - height adjusted) 43 | * **Trampoline** (based on incoming velocity, applies opposite upward force to objects / characters) 44 | * **Slide** (no script, just weeeeeee!) 45 | 46 | # License 47 | 48 | The Unity-FirstPersonInteractionToolkit is licensed under the [MPL 2.0](https://www.mozilla.org/en-US/MPL/2.0/FAQ/). 49 | 50 | -------------------------------------------------------------------------------- /showcase.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stevenharmongames/Unity-FirstPersonInteractionToolkit/2059440a71496f23cfbf3d68d3f6a8e4e939ca7b/showcase.gif --------------------------------------------------------------------------------