├── .DS_Store
├── .vscode
└── settings.json
├── 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
│ │ ├── 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
│ │ │ ├── Brushed Metal 3.jpg
│ │ │ ├── Mask Zig-n-Zag.psd
│ │ │ ├── Fruit Jelly (B&W).jpg
│ │ │ ├── Small Crate_normal.jpg
│ │ │ ├── Small Crate_diffuse.jpg
│ │ │ ├── Floor Tiles 1 - diffuse.jpg
│ │ │ ├── Sunny Days - Seamless.jpg
│ │ │ ├── Wipe Pattern - Circle.psd
│ │ │ ├── Wipe Pattern - Diagonal.psd
│ │ │ ├── Gradient Diagonal (Color).jpg
│ │ │ ├── Gradient Vertical (Color).jpg
│ │ │ ├── Gradient Horizontal (Color).jpg
│ │ │ ├── Wipe Pattern - Radial Double.psd
│ │ │ ├── Wipe Pattern - Radial Quad.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
│ │ │ ├── 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
│ ├── 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
├── TutorialInfo
│ ├── Icons
│ │ └── URP.png
│ ├── Layout.wlt.meta
│ ├── Icons.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ └── ReadmeEditor.cs.meta
│ │ ├── Readme.cs
│ │ └── Readme.cs.meta
├── images
│ ├── StartMenuButton.jpg
│ └── StartMenuBackground.jpg
├── XR.meta
├── MetaXR.meta
├── Oculus.meta
├── Prefabs.meta
├── Prefabs
│ ├── DataExtractor.prefab.meta
│ └── DataExtractor.prefab
├── Scenes.meta
├── Scenes
│ ├── HumanoidTeleop.unity.meta
│ └── SampleScene.unity.meta
├── Scripts.meta
├── images.meta
├── Resources.meta
├── Settings.meta
├── TextMesh Pro.meta
├── TutorialInfo.meta
├── XR
│ ├── Loaders.meta
│ ├── Settings.meta
│ ├── Loaders
│ │ ├── OculusLoader.asset.meta
│ │ └── OculusLoader.asset
│ ├── Settings
│ │ ├── OculusSettings.asset.meta
│ │ └── OculusSettings.asset
│ └── XRGeneralSettingsPerBuildTarget.asset.meta
├── StreamingAssets.meta
├── Readme.asset.meta
├── Settings
│ ├── URP-Balanced.asset.meta
│ ├── URP-HighFidelity.asset.meta
│ ├── URP-Performant.asset.meta
│ ├── SampleSceneProfile.asset.meta
│ ├── URP-Balanced-Renderer.asset.meta
│ ├── URP-HighFidelity-Renderer.asset.meta
│ ├── URP-Performant-Renderer.asset.meta
│ ├── URP-Performant-Renderer.asset
│ ├── URP-Balanced-Renderer.asset
│ └── SampleSceneProfile.asset
├── Resources
│ ├── InputActions.asset.meta
│ ├── OVRBuildConfig.asset.meta
│ ├── MetaXRAudioSettings.asset.meta
│ ├── MetaXRAcousticSettings.asset.meta
│ ├── OVROverlayCanvasSettings.asset.meta
│ ├── OVRPlatformToolSettings.asset.meta
│ ├── OculusRuntimeSettings.asset.meta
│ ├── ImmersiveDebuggerSettings.asset.meta
│ ├── MetaXRAcousticMaterialMapping.asset.meta
│ ├── OVRBuildConfig.asset
│ ├── MetaXRAudioSettings.asset
│ ├── InputActions.asset
│ ├── MetaXRAcousticMaterialMapping.asset
│ ├── MetaXRAcousticSettings.asset
│ ├── OVROverlayCanvasSettings.asset
│ ├── OVRPlatformToolSettings.asset
│ ├── OculusRuntimeSettings.asset
│ └── ImmersiveDebuggerSettings.asset
├── MetaXR
│ ├── MetaXRProjectSettings.asset.meta
│ └── MetaXRProjectSettings.asset
├── Oculus
│ ├── OculusProjectConfig.asset.meta
│ └── OculusProjectConfig.asset
├── UniversalRenderPipelineGlobalSettings.asset.meta
├── Scripts
│ └── DataExtractorScript.cs.meta
├── Readme.asset
└── UniversalRenderPipelineGlobalSettings.asset
├── ProjectSettings
├── ProjectVersion.txt
├── XRPackageSettings.asset
├── CommonBurstAotSettings.json
├── ClusterInputManager.asset
├── PresetManager.asset
├── XRSettings.asset
├── VersionControlSettings.asset
├── TimeManager.asset
├── VFXManager.asset
├── BurstAotSettings_StandaloneWindows.json
├── URPProjectSettings.asset
├── BurstAotSettings_Android.json
├── BurstAotSettings_StandaloneOSX.json
├── TimelineSettings.asset
├── EditorBuildSettings.asset
├── AudioManager.asset
├── ShaderGraphSettings.asset
├── TagManager.asset
├── UnityConnectSettings.asset
├── PackageManagerSettings.asset
├── EditorSettings.asset
├── MemorySettings.asset
├── DynamicsManager.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
└── GraphicsSettings.asset
├── .vsconfig
├── .env.example
├── .gitignore
├── Packages
└── manifest.json
└── README.md
/.DS_Store:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/.DS_Store
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/.vscode/settings.json:
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1 | {
2 | "workbench.colorTheme": "Default Dark Modern"
3 | }
4 |
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/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt:
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1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇$¥₩ #
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/ProjectSettings/ProjectVersion.txt:
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1 | m_EditorVersion: 2022.3.24f1
2 | m_EditorVersionWithRevision: 2022.3.24f1 (334eb2a0b267)
3 |
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/ProjectSettings/XRPackageSettings.asset:
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1 | {
2 | "m_Settings": [
3 | "RemoveLegacyInputHelpersForReload"
4 | ]
5 | }
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/.vsconfig:
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1 | {
2 | "version": "1.0",
3 | "components": [
4 | "Microsoft.VisualStudio.Workload.ManagedGame"
5 | ]
6 | }
7 |
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/Assets/TutorialInfo/Icons/URP.png:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TutorialInfo/Icons/URP.png
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/Assets/images/StartMenuButton.jpg:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/images/StartMenuButton.jpg
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/Assets/images/StartMenuBackground.jpg:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/images/StartMenuBackground.jpg
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/ProjectSettings/CommonBurstAotSettings.json:
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1 | {
2 | "MonoBehaviour": {
3 | "Version": 4,
4 | "DisabledWarnings": ""
5 | }
6 | }
7 |
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/Assets/TextMesh Pro/Sprites/EmojiOne.png:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Sprites/EmojiOne.png
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/Assets/TextMesh Pro/Fonts/LiberationSans.ttf:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Fonts/LiberationSans.ttf
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/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt:
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1 | )]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°"†‡℃〆%,.
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/.env.example:
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1 | # Humanoid server URL for hand tracking data
2 | # Replace with your server's IP address
3 | # Example: ws://192.168.1.100:3000
4 | URL=ws://your.ip.address:3000
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/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf
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/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf
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/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold.ttf:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold.ttf
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/Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold.ttf:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold.ttf
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/ProjectSettings/ClusterInputManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!236 &1
4 | ClusterInputManager:
5 | m_ObjectHideFlags: 0
6 | m_Inputs: []
7 |
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/Assets/TextMesh Pro/Examples & Extras/Textures/Floor Cement.jpg:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Textures/Floor Cement.jpg
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/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf
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/Assets/TextMesh Pro/Examples & Extras/Sprites/Default Sprites.png:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Sprites/Default Sprites.png
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/Assets/TextMesh Pro/Examples & Extras/Sprites/DropCap Numbers.psd:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Sprites/DropCap Numbers.psd
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/Assets/TextMesh Pro/Examples & Extras/Textures/Brushed Metal 3.jpg:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Textures/Brushed Metal 3.jpg
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/Assets/TextMesh Pro/Examples & Extras/Textures/Mask Zig-n-Zag.psd:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Textures/Mask Zig-n-Zag.psd
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/Assets/TextMesh Pro/Examples & Extras/Textures/Fruit Jelly (B&W).jpg:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Textures/Fruit Jelly (B&W).jpg
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/Assets/TextMesh Pro/Examples & Extras/Textures/Small Crate_normal.jpg:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Textures/Small Crate_normal.jpg
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/Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF
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/Assets/TextMesh Pro/Examples & Extras/Textures/Small Crate_diffuse.jpg:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Textures/Small Crate_diffuse.jpg
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/Assets/TextMesh Pro/Examples & Extras/Textures/Floor Tiles 1 - diffuse.jpg:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Textures/Floor Tiles 1 - diffuse.jpg
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/Assets/TextMesh Pro/Examples & Extras/Textures/Sunny Days - Seamless.jpg:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Textures/Sunny Days - Seamless.jpg
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/Assets/TextMesh Pro/Examples & Extras/Textures/Wipe Pattern - Circle.psd:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Textures/Wipe Pattern - Circle.psd
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/Assets/TextMesh Pro/Examples & Extras/Textures/Wipe Pattern - Diagonal.psd:
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https://raw.githubusercontent.com/uwrealitylabs/humanoid-teleop/HEAD/Assets/TextMesh Pro/Examples & Extras/Textures/Wipe Pattern - Diagonal.psd
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/ProjectSettings/PresetManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!1386491679 &1
4 | PresetManager:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_DefaultPresets: {}
8 |
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1 | using System;
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9 | public bool loadedLayout;
10 |
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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 |
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/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs:
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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 |
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19 | text: This template includes the settings and assets you need to start creating with the Universal Render Pipeline.
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24 | linkText: Read more about URP
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/Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs:
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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 |
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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 |
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/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs:
--------------------------------------------------------------------------------
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 |
--------------------------------------------------------------------------------
/.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 | *.unitypackage.meta
63 | *.app
64 |
65 | # Crashlytics generated file
66 | crashlytics-build.properties
67 |
68 | # Packed Addressables
69 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
70 |
71 | # Temporary auto-generated Android Assets
72 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
73 | /[Aa]ssets/[Ss]treamingAssets/aa/*
74 |
75 | .env
76 | .DS_Store
77 | .vscode/
--------------------------------------------------------------------------------
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62 | - name:
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66 | - name:
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68 | - name:
69 | cost: 1
70 | - name:
71 | cost: 1
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73 | m_Settings:
74 | - serializedVersion: 2
75 | agentTypeID: 0
76 | agentRadius: 0.5
77 | agentHeight: 2
78 | agentSlope: 45
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85 | manualTileSize: 0
86 | tileSize: 256
87 | accuratePlacement: 0
88 | debug:
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90 | m_SettingNames:
91 | - Humanoid
92 |
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25 | m_defaultFontAssetPath: Fonts & Materials/
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27 | m_defaultAutoSizeMinRatio: 0.5
28 | m_defaultAutoSizeMaxRatio: 2
29 | m_defaultTextMeshProTextContainerSize: {x: 20, y: 5}
30 | m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
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45 | type: 3}
46 | m_UseModernHangulLineBreakingRules: 0
47 |
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/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 |
--------------------------------------------------------------------------------
/Packages/manifest.json:
--------------------------------------------------------------------------------
1 | {
2 | "dependencies": {
3 | "com.meta.xr.sdk.all": "78.0.0",
4 | "com.unity.collab-proxy": "2.7.1",
5 | "com.unity.ide.rider": "3.0.28",
6 | "com.unity.ide.visualstudio": "2.0.22",
7 | "com.unity.ide.vscode": "1.2.5",
8 | "com.unity.render-pipelines.universal": "14.0.10",
9 | "com.unity.test-framework": "1.1.33",
10 | "com.unity.textmeshpro": "3.0.6",
11 | "com.unity.timeline": "1.7.6",
12 | "com.unity.ugui": "1.0.0",
13 | "com.unity.visualscripting": "1.9.2",
14 | "com.unity.xr.oculus": "4.2.0",
15 | "xyz.candycoded.env": "https://github.com/CandyCoded/env.git#v1.1.5",
16 | "com.unity.modules.ai": "1.0.0",
17 | "com.unity.modules.androidjni": "1.0.0",
18 | "com.unity.modules.animation": "1.0.0",
19 | "com.unity.modules.assetbundle": "1.0.0",
20 | "com.unity.modules.audio": "1.0.0",
21 | "com.unity.modules.cloth": "1.0.0",
22 | "com.unity.modules.director": "1.0.0",
23 | "com.unity.modules.imageconversion": "1.0.0",
24 | "com.unity.modules.imgui": "1.0.0",
25 | "com.unity.modules.jsonserialize": "1.0.0",
26 | "com.unity.modules.particlesystem": "1.0.0",
27 | "com.unity.modules.physics": "1.0.0",
28 | "com.unity.modules.physics2d": "1.0.0",
29 | "com.unity.modules.screencapture": "1.0.0",
30 | "com.unity.modules.terrain": "1.0.0",
31 | "com.unity.modules.terrainphysics": "1.0.0",
32 | "com.unity.modules.tilemap": "1.0.0",
33 | "com.unity.modules.ui": "1.0.0",
34 | "com.unity.modules.uielements": "1.0.0",
35 | "com.unity.modules.umbra": "1.0.0",
36 | "com.unity.modules.unityanalytics": "1.0.0",
37 | "com.unity.modules.unitywebrequest": "1.0.0",
38 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
39 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
40 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
41 | "com.unity.modules.unitywebrequestwww": "1.0.0",
42 | "com.unity.modules.vehicles": "1.0.0",
43 | "com.unity.modules.video": "1.0.0",
44 | "com.unity.modules.vr": "1.0.0",
45 | "com.unity.modules.wind": "1.0.0",
46 | "com.unity.modules.xr": "1.0.0"
47 | }
48 | }
49 |
--------------------------------------------------------------------------------
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15 | m_MaxRotationSpeed: 360
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17 | m_BaumgarteTimeOfImpactScale: 0.75
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19 | m_LinearSleepTolerance: 0.01
20 | m_AngularSleepTolerance: 2
21 | m_DefaultContactOffset: 0.01
22 | m_JobOptions:
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24 | useMultithreading: 0
25 | useConsistencySorting: 0
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27 | m_NewContactsPerJob: 30
28 | m_CollideContactsPerJob: 100
29 | m_ClearFlagsPerJob: 200
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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
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46 | m_AutoSyncTransforms: 0
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48 | m_ShowColliderSleep: 1
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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 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Humanoid Teleoperation
2 |
3 | Unity/C# repository for Humanoid Teleoperation
4 |
5 | # Setup
6 |
7 | Before running the project, you need to set up the
8 | [Humanoid Server](https://github.com/uwrealitylabs/humanoid-server) repository:
9 |
10 | 1. Copy the `.env.example` file to create your own `.env` file
11 | 2. Edit the `.env` file and replace the placeholder URL with your WebSocket
12 | server's address:
13 | ```
14 | URL=ws://your.ip.address:3000
15 | ```
16 | Replace `your.ip.address` with your computer's IP address (e.g.,
17 | `192.168.1.100`). You can find your IP address using:
18 | - Windows: `ipconfig | findstr /i "IPv4"` in Command Prompt
19 | - macOS/Linux: `ifconfig | grep 'broadcast' | awk '{print $2}'` in Terminal
20 | 3. Make sure your Quest headset and development machine are on the same network
21 | 4. The `.env` file should be in the project root directory (same level as the
22 | `Assets` folder)
23 |
24 | ## Unity 2022.3.24f1
25 |
26 | Unity is the editor that we use to create 3D/XR applications. We will be using
27 | it as our engine for the project.
28 |
29 | 1. Download the [Unity Hub](https://unity.com/download), then use it to install
30 | Editor version 2022.3.24f1.
31 | 2. Create a Unity account to go along with your install
32 | 3. [Clone](https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository)
33 | the repository.
34 | 4. Open Unity Hub, choose "Add" and select the cloned folder. This will add the
35 | project to your Unity Hub, where you can then launch the project.
36 |
37 | ## Oculus PC App
38 |
39 | If you want to run the project on a Quest headset to test its functionality, you
40 | will need to install the
41 | [Oculus PC App](https://www.meta.com/help/quest/articles/headsets-and-accessories/oculus-rift-s/install-app-for-link/).
42 | Note that this only supports Windows PCs. To connect your Quest headset to your
43 | PC, you can use a Link Cable (requires USB3.0 port on your computer) or Air Link
44 | (requires strong Wifi connection that Quest can independently connect to:
45 | eduroam is not compatible). Once connected to your PC, launch Link Mode on your
46 | Quest if it's not automatically started. In Unity, ensure Oculus is added to the
47 | list of active loaders (Edit > Project Settings > Meta XR). Then, you can simply
48 | start Play Mode and the app will be displayed to the Quest headset.
49 |
--------------------------------------------------------------------------------
/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 | }
--------------------------------------------------------------------------------
/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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/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs:
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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 |
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/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 |
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/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs:
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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