├── .gitignore ├── Assets ├── HybridTutorials.meta ├── HybridTutorials │ ├── InteractionWithGameobject.meta │ └── InteractionWithGameobject │ │ ├── BulletController.cs │ │ ├── BulletController.cs.meta │ │ ├── CharacterController.cs │ │ ├── CharacterController.cs.meta │ │ ├── Example_01.unity │ │ ├── Example_01.unity.meta │ │ ├── Example_01_Init.cs │ │ ├── Example_01_Init.cs.meta │ │ ├── FindTargetSystem.cs │ │ ├── FindTargetSystem.cs.meta │ │ ├── HandleTargetSystem.cs │ │ ├── HandleTargetSystem.cs.meta │ │ ├── SceneData.meta │ │ ├── SceneData │ │ ├── Bullet Material.mat │ │ ├── Bullet Material.mat.meta │ │ ├── BulletPrefab.prefab │ │ ├── BulletPrefab.prefab.meta │ │ ├── TeamA.mat │ │ ├── TeamA.mat.meta │ │ ├── TeamA.prefab │ │ ├── TeamA.prefab.meta │ │ ├── TeamB.mat │ │ ├── TeamB.mat.meta │ │ ├── TeamB.prefab │ │ ├── TeamB.prefab.meta │ │ ├── TeamC.mat │ │ ├── TeamC.mat.meta │ │ ├── TeamC.prefab │ │ └── TeamC.prefab.meta │ │ ├── WriteLocalTransformSystem.cs │ │ └── WriteLocalTransformSystem.cs.meta ├── Settings.meta └── Settings │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── URP-Balanced-Renderer.asset │ ├── URP-Balanced-Renderer.asset.meta │ ├── URP-Balanced.asset │ ├── URP-Balanced.asset.meta │ ├── URP-HighFidelity-Renderer.asset │ ├── URP-HighFidelity-Renderer.asset.meta │ ├── URP-HighFidelity.asset │ ├── URP-HighFidelity.asset.meta │ ├── URP-Performant-Renderer.asset │ ├── URP-Performant-Renderer.asset.meta │ ├── URP-Performant.asset │ ├── URP-Performant.asset.meta │ ├── UniversalRenderPipelineGlobalSettings.asset │ └── UniversalRenderPipelineGlobalSettings.asset.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json └── ProjectSettings ├── AudioManager.asset ├── BurstAotSettings_StandaloneWindows.json ├── ClusterInputManager.asset ├── CommonBurstAotSettings.json ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── EntitiesClientSettings.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 ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset /.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 74 | -------------------------------------------------------------------------------- /Assets/HybridTutorials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3520f9d5e6c4d4722819843c5045fd90 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/HybridTutorials/InteractionWithGameobject.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f9e7e2466e5abea41a639a79a506ce44 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/HybridTutorials/InteractionWithGameobject/BulletController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace HybridTutorials.InteractionWithGameobject 6 | { 7 | /// 8 | /// tutorial by vietdungdev 9 | /// class dieu khien vien dan 10 | /// 11 | [RequireComponent(typeof(Rigidbody))] 12 | public class BulletController : MonoBehaviour 13 | { 14 | private List mPool; 15 | private Transform mTarget; 16 | private Transform mOwner; 17 | 18 | private void Awake() 19 | { 20 | var body = GetComponent(); 21 | body.isKinematic = true; 22 | var collider = GetComponent(); 23 | collider.isTrigger = true; 24 | } 25 | 26 | private void OnDisable() 27 | { 28 | mTarget = null; 29 | } 30 | 31 | //co the viet trong ECS nhung ko nam trong muc dich cua tutorial nay 32 | private void Update() 33 | { 34 | if (mTarget == null) 35 | return; 36 | 37 | Vector3 direct = (mTarget.position - transform.position).normalized; 38 | transform.forward = direct; 39 | transform.position += direct * 10 * Time.deltaTime; 40 | } 41 | 42 | private void OnTriggerEnter(Collider other) 43 | { 44 | if (other.transform == mOwner) 45 | return; 46 | 47 | if (other.TryGetComponent(out var controller) == false) 48 | return; 49 | 50 | controller.OnDamage(100); 51 | 52 | Despawn(); 53 | } 54 | 55 | public void SetData(Transform owner, Transform target, List pool) 56 | { 57 | mOwner = owner; 58 | mTarget = target; 59 | mPool = pool; 60 | } 61 | 62 | private void Despawn() 63 | { 64 | if (mPool == null) 65 | { 66 | Destroy(gameObject); 67 | return; 68 | } 69 | 70 | gameObject.SetActive(false); 71 | mPool.Add(this); 72 | } 73 | } 74 | } -------------------------------------------------------------------------------- /Assets/HybridTutorials/InteractionWithGameobject/BulletController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cb7dcb5efdf4d5247a33824e14dd64f0 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/HybridTutorials/InteractionWithGameobject/CharacterController.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Collections; 3 | using Unity.Transforms; 4 | using Unity.Burst; 5 | using Unity.Mathematics; 6 | using System.Collections.Generic; 7 | using UnityEngine; 8 | using Unity.Jobs; 9 | 10 | namespace HybridTutorials.InteractionWithGameobject 11 | { 12 | /// 13 | /// tutorial by vietdungdev 14 | /// class Monobehaviour dung de viet nhung thu kho thuc hien voi ecs nhu he thong skill... 15 | /// 16 | public class CharacterController : MonoBehaviour 17 | { 18 | public TeamId mTeam; 19 | public TeamId targetMask; 20 | 21 | protected Entity m_Entity; 22 | 23 | 24 | public BulletController prefabBulllet; 25 | 26 | private List bulletPool = new List(); 27 | 28 | private float shootTime = 0; 29 | 30 | // Start is called before the first frame update 31 | void Awake() 32 | { 33 | var world = World.DefaultGameObjectInjectionWorld; 34 | var manager = world.EntityManager; 35 | 36 | m_Entity = manager.CreateEntity(); 37 | manager.SetName(m_Entity, name); 38 | 39 | world.EntityManager.AddComponent(m_Entity); 40 | 41 | world.EntityManager.AddComponentData(m_Entity, new TeamInfo 42 | { 43 | mTeam = this.mTeam 44 | }); 45 | 46 | world.EntityManager.AddComponent(m_Entity); 47 | world.EntityManager.AddComponentData(m_Entity, new TargetRequest 48 | { 49 | targets = this.targetMask 50 | }); 51 | 52 | world.EntityManager.AddComponentObject(m_Entity, transform); 53 | world.EntityManager.AddComponentObject(m_Entity, this); 54 | } 55 | 56 | void OnDestroy() 57 | { 58 | var world = World.DefaultGameObjectInjectionWorld; 59 | if (world == null) 60 | return; 61 | 62 | var manager = world.EntityManager; 63 | manager.DestroyEntity(m_Entity); 64 | } 65 | 66 | public void SpawnBullet(Transform target) 67 | { 68 | if (Time.time - shootTime < 1) 69 | return; 70 | 71 | shootTime = Time.time; 72 | 73 | BulletController bullet = null; 74 | if (bulletPool.Count == 0) 75 | bullet = GameObject.Instantiate(prefabBulllet); 76 | else 77 | { 78 | bullet = bulletPool[bulletPool.Count - 1]; 79 | bulletPool.RemoveAt(bulletPool.Count - 1); 80 | } 81 | 82 | bullet.SetData(transform, target, bulletPool); 83 | bullet.transform.position = transform.position; 84 | bullet.gameObject.SetActive(true); 85 | } 86 | 87 | public void OnDamage(float dmg) 88 | { 89 | Debug.Log($"{gameObject.name} receive damage {dmg}"); 90 | } 91 | } 92 | 93 | [System.Flags] 94 | public enum TeamId 95 | { 96 | None = 0, 97 | TeamA = 1 << 0, 98 | TeamB = 1 << 1, 99 | TeamC = 1 << 2, 100 | } 101 | 102 | public struct TeamInfo : IComponentData 103 | { 104 | public TeamId mTeam; 105 | } 106 | 107 | public struct TargetRequest : IComponentData 108 | { 109 | public TeamId targets; 110 | } 111 | 112 | public struct TargetResult : IComponentData 113 | { 114 | public Entity mTarget; 115 | } 116 | } -------------------------------------------------------------------------------- /Assets/HybridTutorials/InteractionWithGameobject/CharacterController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 56afdf7599dd8fa498daf36876265592 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 27b8fbfad5d3cf543b4a709052d05d5b 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/HybridTutorials/InteractionWithGameobject/Example_01_Init.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Collections; 3 | using Unity.Transforms; 4 | using Unity.Burst; 5 | using Unity.Mathematics; 6 | using System.Collections.Generic; 7 | using UnityEngine; 8 | using Unity.Jobs; 9 | 10 | namespace HybridTutorials.InteractionWithGameobject 11 | { 12 | /// 13 | /// tutorial by vietdungdev 14 | /// class khoi tao system manual 15 | /// 16 | public class Example_01_Init : MonoBehaviour 17 | { 18 | // Start is called before the first frame update 19 | void Start() 20 | { 21 | var world = World.DefaultGameObjectInjectionWorld; 22 | 23 | var findTargetSystem = world.CreateSystem(); 24 | var handleTargetSystem = world.CreateSystem(); 25 | var writeLocalTransformSystem = world.CreateSystem(); 26 | 27 | var simulationGroup = world.GetExistingSystemManaged(); 28 | simulationGroup.AddSystemToUpdateList(findTargetSystem); 29 | simulationGroup.AddSystemToUpdateList(handleTargetSystem); 30 | simulationGroup.AddSystemToUpdateList(writeLocalTransformSystem); 31 | simulationGroup.SortSystems(); 32 | } 33 | } 34 | } -------------------------------------------------------------------------------- /Assets/HybridTutorials/InteractionWithGameobject/Example_01_Init.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 851e892c68b15ef4e9a460ed64eac8ce 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/HybridTutorials/InteractionWithGameobject/FindTargetSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Collections; 3 | using Unity.Transforms; 4 | using Unity.Burst; 5 | using Unity.Mathematics; 6 | using System.Collections.Generic; 7 | using UnityEngine; 8 | using Unity.Jobs; 9 | 10 | namespace HybridTutorials.InteractionWithGameobject 11 | { 12 | /// 13 | /// tutorial by vietdungdev 14 | /// tim muc tieu gan nhat theo vi tri cua entity(localtransform), chay multi thread voi burst 15 | /// 16 | [BurstCompile] 17 | [RequireMatchingQueriesForUpdate] 18 | [UpdateInGroup(typeof(SimulationSystemGroup))] 19 | [UpdateBefore(typeof(FixedStepSimulationSystemGroup))] 20 | [DisableAutoCreation] 21 | public partial struct FindTargetSystem : ISystem 22 | { 23 | [BurstCompile] 24 | public void OnCreate(ref SystemState state) 25 | { 26 | state.RequireForUpdate(); 27 | state.RequireForUpdate(); 28 | state.RequireForUpdate(); 29 | } 30 | 31 | [BurstCompile] 32 | public void OnUpdate(ref SystemState state) 33 | { 34 | var targetQuery = SystemAPI.QueryBuilder().WithAll().Build(); 35 | 36 | var entities = targetQuery.ToEntityArray(state.WorldUpdateAllocator); 37 | var infos = targetQuery.ToComponentDataArray(state.WorldUpdateAllocator); 38 | var transforms = targetQuery.ToComponentDataArray(state.WorldUpdateAllocator); 39 | 40 | var find = new FindNearestJob 41 | { 42 | AllInfos = infos, 43 | AllEntities = entities, 44 | AllTransforms = transforms 45 | }; 46 | state.Dependency = find.ScheduleParallel(state.Dependency); 47 | } 48 | 49 | 50 | [BurstCompile] 51 | public partial struct FindNearestJob : IJobEntity 52 | { 53 | [ReadOnly] public NativeArray AllInfos; 54 | 55 | [ReadOnly] public NativeArray AllTransforms; 56 | 57 | [ReadOnly] public NativeArray AllEntities; 58 | 59 | public void Execute(ref TargetResult result, in TargetRequest targetRequest, in LocalTransform transform) 60 | { 61 | var closestDistSq = 999f; 62 | var closestEntity = Entity.Null; 63 | 64 | for (int i = 0; i < AllTransforms.Length; i += 1) 65 | { 66 | if (HasTarget(targetRequest.targets, AllInfos[i].mTeam) == false) 67 | continue; 68 | 69 | var distSq = math.distancesq(AllTransforms[i].Position, transform.Position); 70 | if (distSq < closestDistSq) 71 | { 72 | closestDistSq = distSq; 73 | closestEntity = AllEntities[i]; 74 | } 75 | } 76 | 77 | result.mTarget = closestEntity; 78 | } 79 | 80 | public bool HasTarget(TeamId targetMask, TeamId enemyId) => (targetMask & enemyId) == enemyId; 81 | } 82 | } 83 | } -------------------------------------------------------------------------------- /Assets/HybridTutorials/InteractionWithGameobject/FindTargetSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4284325b7d7da914f94e8627e9d5d45a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/HybridTutorials/InteractionWithGameobject/HandleTargetSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Collections; 3 | using Unity.Transforms; 4 | using Unity.Burst; 5 | using Unity.Mathematics; 6 | using System.Collections.Generic; 7 | using UnityEngine; 8 | using Unity.Jobs; 9 | 10 | namespace HybridTutorials.InteractionWithGameobject 11 | { 12 | /// 13 | /// tutorial by vietdungdev 14 | /// goi sang Monobehaviour, chay o main thread, ko co Burst 15 | /// 16 | [RequireMatchingQueriesForUpdate] 17 | [UpdateInGroup(typeof(SimulationSystemGroup))] 18 | [DisableAutoCreation] 19 | public partial class HandleTargetSystem : SystemBase 20 | { 21 | protected override void OnUpdate() 22 | { 23 | Entities.ForEach((CharacterController characterController, in TeamInfo teamInfo, in TargetResult targetResult) => 24 | { 25 | if (targetResult.mTarget == Entity.Null) 26 | return; 27 | 28 | var targetTransform = EntityManager.GetComponentObject(targetResult.mTarget); 29 | if (targetTransform == null) 30 | return; 31 | 32 | //trigger your skill system 33 | characterController.SpawnBullet(targetTransform); 34 | 35 | #if UNITY_EDITOR 36 | var color = Color.blue; 37 | if (teamInfo.mTeam == TeamId.TeamB) 38 | color = Color.yellow; 39 | else if (teamInfo.mTeam == TeamId.TeamC) 40 | color = Color.cyan; 41 | Debug.DrawLine(characterController.transform.position, targetTransform.position, color); 42 | #endif 43 | }).WithoutBurst().Run(); 44 | } 45 | } 46 | } -------------------------------------------------------------------------------- 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PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/HybridTutorials/InteractionWithGameobject/WriteLocalTransformSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Transforms; 3 | using Unity.Burst; 4 | using Unity.Collections; 5 | using UnityEngine; 6 | using UnityEngine.Jobs; 7 | using static Unity.Entities.SystemAPI; 8 | 9 | namespace HybridTutorials.InteractionWithGameobject 10 | { 11 | /// 12 | /// tutorial by vietdungdev 13 | /// ghi position cua gameobject vao entity(localtransform) 14 | /// 15 | [BurstCompile] 16 | [RequireMatchingQueriesForUpdate] 17 | [UpdateInGroup(typeof(SimulationSystemGroup), OrderFirst = true)] 18 | [UpdateBefore(typeof(FixedStepSimulationSystemGroup))] 19 | [DisableAutoCreation] 20 | public partial struct WriteLocalTransformSystem : ISystem 21 | { 22 | ComponentLookup m_TransformLookup; 23 | 24 | public void OnCreate(ref SystemState state) 25 | { 26 | state.RequireForUpdate(); 27 | state.RequireForUpdate(); 28 | 29 | m_TransformLookup = state.GetComponentLookup(); 30 | } 31 | 32 | [BurstCompile] 33 | public void OnUpdate(ref SystemState state) 34 | { 35 | m_TransformLookup.Update(ref state); 36 | 37 | var m_Query = QueryBuilder().WithAll().WithAllRW().Build(); 38 | var entities = m_Query.ToEntityArray(state.WorldUpdateAllocator); 39 | var transformAcessArray = m_Query.GetTransformAccessArray(); 40 | 41 | state.Dependency = new WriteAgentTransformJob 42 | { 43 | Entities = entities, 44 | TransformLookup = m_TransformLookup, 45 | }.Schedule(transformAcessArray, state.Dependency); 46 | } 47 | 48 | [BurstCompile] 49 | struct WriteAgentTransformJob : IJobParallelForTransform 50 | { 51 | [ReadOnly] 52 | public NativeArray Entities; 53 | 54 | [NativeDisableParallelForRestriction] 55 | public ComponentLookup TransformLookup; 56 | 57 | public void Execute(int index, [ReadOnly] TransformAccess transformAccess) 58 | { 59 | Entity entity = Entities[index]; 60 | 61 | var transform = TransformLookup[entity]; 62 | transform.Position = transformAccess.position; 63 | transform.Rotation = transformAccess.rotation; 64 | TransformLookup[entity] = transform; 65 | } 66 | } 67 | } 68 | } 69 | -------------------------------------------------------------------------------- /Assets/HybridTutorials/InteractionWithGameobject/WriteLocalTransformSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 10b5fabf4a218e54082125554f3439c1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2024 Lonely Gamedev 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "2.3.1", 4 | "com.unity.entities.graphics": "1.0.10", 5 | "com.unity.feature.development": "1.0.1", 6 | "com.unity.ide.rider": "3.0.28", 7 | "com.unity.ide.visualstudio": "2.0.22", 8 | "com.unity.ide.vscode": "1.2.5", 9 | "com.unity.render-pipelines.universal": "14.0.11", 10 | "com.unity.textmeshpro": "3.0.6", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.visualscripting": "1.9.4", 13 | "com.unity.modules.ai": "1.0.0", 14 | "com.unity.modules.androidjni": "1.0.0", 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