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diff --git a/Assets/StarterAssets.meta b/Assets/StarterAssets.meta
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diff --git a/Assets/StarterAssets/Editor.meta b/Assets/StarterAssets/Editor.meta
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+++ b/Assets/StarterAssets/Editor.meta
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diff --git a/Assets/StarterAssets/Editor/FirstPersonStarterAssetsDeployMenu.cs b/Assets/StarterAssets/Editor/FirstPersonStarterAssetsDeployMenu.cs
new file mode 100644
index 0000000..c3ba97f
--- /dev/null
+++ b/Assets/StarterAssets/Editor/FirstPersonStarterAssetsDeployMenu.cs
@@ -0,0 +1,67 @@
+using System.IO;
+using System.Linq;
+using System.Text;
+using UnityEditor;
+using UnityEngine;
+
+namespace StarterAssets
+{
+ public partial class StarterAssetsDeployMenu : ScriptableObject
+ {
+#if STARTER_ASSETS_PACKAGES_CHECKED
+ ///
+ /// Check the capsule, main camera, cinemachine virtual camera, camera target and references
+ ///
+ [MenuItem(MenuRoot + "/Reset First Person Controller", false)]
+ static void ResetFirstPersonControllerCapsule()
+ {
+ var firstPersonControllers = FindObjectsOfType();
+ var player = firstPersonControllers.FirstOrDefault(controller => controller.CompareTag(PlayerTag));
+
+ GameObject playerGameObject = null;
+
+ // player
+ if (player == null)
+ {
+ if (TryLocatePrefab(PlayerCapsulePrefabName, null, new []{typeof(FirstPersonController)}, out GameObject prefab, out string _))
+ {
+ HandleInstantiatingPrefab(prefab, out playerGameObject);
+ }
+ else
+ {
+ Debug.LogError("Couldn't find player armature prefab");
+ }
+ }
+ else
+ {
+ playerGameObject = player.gameObject;
+ }
+
+ if (playerGameObject != null)
+ {
+ // cameras
+ CheckCameras(playerGameObject.transform, GetFirstPersonPrefabPath());
+ }
+ }
+
+ static string GetFirstPersonPrefabPath()
+ {
+ if (TryLocatePrefab(PlayerCapsulePrefabName, null, new[] { typeof(FirstPersonController), typeof(StarterAssetsInputs) }, out GameObject _, out string prefabPath))
+ {
+ var pathString = new StringBuilder();
+ var currentDirectory = new FileInfo(prefabPath).Directory;
+ while (currentDirectory.Name != "Assets")
+ {
+ pathString.Insert(0, $"/{currentDirectory.Name}");
+ currentDirectory = currentDirectory.Parent;
+ }
+
+ pathString.Insert(0, currentDirectory.Name);
+ return pathString.ToString();
+ }
+
+ return null;
+ }
+#endif
+ }
+}
\ No newline at end of file
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new file mode 100644
index 0000000..bce9765
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@@ -0,0 +1,3 @@
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diff --git a/Assets/StarterAssets/Editor/PackageChecker.meta b/Assets/StarterAssets/Editor/PackageChecker.meta
new file mode 100644
index 0000000..5602757
--- /dev/null
+++ b/Assets/StarterAssets/Editor/PackageChecker.meta
@@ -0,0 +1,8 @@
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+folderAsset: yes
+DefaultImporter:
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+ userData:
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+ assetBundleVariant:
diff --git a/Assets/StarterAssets/Editor/PackageChecker/PackageCheckerSettings.json b/Assets/StarterAssets/Editor/PackageChecker/PackageCheckerSettings.json
new file mode 100644
index 0000000..29de3ba
--- /dev/null
+++ b/Assets/StarterAssets/Editor/PackageChecker/PackageCheckerSettings.json
@@ -0,0 +1,7 @@
+{
+ "EditorFolderRoot": "Assets/StarterAssets/",
+ "PackagesToAdd": [
+ "com.unity.cinemachine",
+ "com.unity.inputsystem"
+ ]
+}
\ No newline at end of file
diff --git a/Assets/StarterAssets/Editor/PackageChecker/PackageCheckerSettings.json.meta b/Assets/StarterAssets/Editor/PackageChecker/PackageCheckerSettings.json.meta
new file mode 100644
index 0000000..8e80aa3
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@@ -0,0 +1,7 @@
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+guid: e66efd4e9f93a024c8e15367baae48cc
+TextScriptImporter:
+ externalObjects: {}
+ userData:
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index 0000000..ffd6237
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new file mode 100644
index 0000000..f7fd51a
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+++ b/Assets/StarterAssets/Editor/PackageChecker/StarterAssetsPackageChecker.dll.meta
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+ validateReferences: 1
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+ - first:
+ Any:
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+ - first:
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+ second:
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diff --git a/Assets/StarterAssets/Editor/StarterAssetsDeployMenu.cs b/Assets/StarterAssets/Editor/StarterAssetsDeployMenu.cs
new file mode 100644
index 0000000..7820f1a
--- /dev/null
+++ b/Assets/StarterAssets/Editor/StarterAssetsDeployMenu.cs
@@ -0,0 +1,169 @@
+using System;
+using System.Linq;
+using StarterAssetsPackageChecker;
+using UnityEditor;
+using UnityEngine;
+using Object = UnityEngine.Object;
+#if STARTER_ASSETS_PACKAGES_CHECKED
+using Cinemachine;
+#endif
+
+namespace StarterAssets
+{
+ // This class needs to be a scriptable object to support dynamic determination of StarterAssets install path
+ public partial class StarterAssetsDeployMenu : ScriptableObject
+ {
+ public const string MenuRoot = "Tools/Starter Assets";
+
+ // prefab names
+ private const string MainCameraPrefabName = "MainCamera";
+ private const string PlayerCapsulePrefabName = "PlayerCapsule";
+
+ // names in hierarchy
+ private const string CinemachineVirtualCameraName = "PlayerFollowCamera";
+
+ // tags
+ private const string PlayerTag = "Player";
+ private const string MainCameraTag = "MainCamera";
+ private const string CinemachineTargetTag = "CinemachineTarget";
+
+ private static GameObject _cinemachineVirtualCamera;
+
+ ///
+ /// Deletes the scripting define set by the Package Checker.
+ /// See Assets/Editor/PackageChecker/PackageChecker.cs for more information
+ ///
+ [MenuItem(MenuRoot + "/Reinstall Dependencies", false)]
+ static void ResetPackageChecker()
+ {
+ PackageChecker.RemovePackageCheckerScriptingDefine();
+ }
+
+#if STARTER_ASSETS_PACKAGES_CHECKED
+ private static void CheckCameras(Transform targetParent, string prefabFolder)
+ {
+ CheckMainCamera(prefabFolder);
+
+ GameObject vcam = GameObject.Find(CinemachineVirtualCameraName);
+
+ if (!vcam)
+ {
+ if (TryLocatePrefab(CinemachineVirtualCameraName, new string[]{prefabFolder}, new[] { typeof(CinemachineVirtualCamera) }, out GameObject vcamPrefab, out string _))
+ {
+ HandleInstantiatingPrefab(vcamPrefab, out vcam);
+ _cinemachineVirtualCamera = vcam;
+ }
+ else
+ {
+ Debug.LogError("Couldn't find Cinemachine Virtual Camera prefab");
+ }
+ }
+ else
+ {
+ _cinemachineVirtualCamera = vcam;
+ }
+
+ GameObject[] targets = GameObject.FindGameObjectsWithTag(CinemachineTargetTag);
+ GameObject target = targets.FirstOrDefault(t => t.transform.IsChildOf(targetParent));
+ if (target == null)
+ {
+ target = new GameObject("PlayerCameraRoot");
+ target.transform.SetParent(targetParent);
+ target.transform.localPosition = new Vector3(0f, 1.375f, 0f);
+ target.tag = CinemachineTargetTag;
+ Undo.RegisterCreatedObjectUndo(target, "Created new cinemachine target");
+ }
+
+ CheckVirtualCameraFollowReference(target, _cinemachineVirtualCamera);
+ }
+
+ private static void CheckMainCamera(string inFolder)
+ {
+ GameObject[] mainCameras = GameObject.FindGameObjectsWithTag(MainCameraTag);
+
+ if (mainCameras.Length < 1)
+ {
+ // if there are no MainCameras, add one
+ if (TryLocatePrefab(MainCameraPrefabName, new string[]{inFolder}, new[] { typeof(CinemachineBrain), typeof(Camera) }, out GameObject camera, out string _))
+ {
+ HandleInstantiatingPrefab(camera, out _);
+ }
+ else
+ {
+ Debug.LogError("Couldn't find Starter Assets Main Camera prefab");
+ }
+ }
+ else
+ {
+ // make sure the found camera has a cinemachine brain (we only need 1)
+ if (!mainCameras[0].TryGetComponent(out CinemachineBrain cinemachineBrain))
+ mainCameras[0].AddComponent();
+ }
+ }
+
+ private static void CheckVirtualCameraFollowReference(GameObject target,
+ GameObject cinemachineVirtualCamera)
+ {
+ var serializedObject =
+ new SerializedObject(cinemachineVirtualCamera.GetComponent());
+ var serializedProperty = serializedObject.FindProperty("m_Follow");
+ serializedProperty.objectReferenceValue = target.transform;
+ serializedObject.ApplyModifiedProperties();
+ }
+
+ private static bool TryLocatePrefab(string name, string[] inFolders, System.Type[] requiredComponentTypes, out GameObject prefab, out string path)
+ {
+ // Locate the player armature
+ string[] allPrefabs = AssetDatabase.FindAssets("t:Prefab", inFolders);
+ for (int i = 0; i < allPrefabs.Length; ++i)
+ {
+ string assetPath = AssetDatabase.GUIDToAssetPath(allPrefabs[i]);
+
+ if (assetPath.Contains("/StarterAssets/"))
+ {
+ Object loadedObj = AssetDatabase.LoadMainAssetAtPath(assetPath);
+
+ if (PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.NotAPrefab &&
+ PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.MissingAsset)
+ {
+ GameObject loadedGo = loadedObj as GameObject;
+ bool hasRequiredComponents = true;
+ foreach (var componentType in requiredComponentTypes)
+ {
+ if (!loadedGo.TryGetComponent(componentType, out _))
+ {
+ hasRequiredComponents = false;
+ break;
+ }
+ }
+
+ if (hasRequiredComponents)
+ {
+ if (loadedGo.name == name)
+ {
+ prefab = loadedGo;
+ path = assetPath;
+ return true;
+ }
+ }
+ }
+ }
+ }
+
+ prefab = null;
+ path = null;
+ return false;
+ }
+
+ private static void HandleInstantiatingPrefab(GameObject prefab, out GameObject prefabInstance)
+ {
+ prefabInstance = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
+ Undo.RegisterCreatedObjectUndo(prefabInstance, "Instantiate Starter Asset Prefab");
+
+ prefabInstance.transform.localPosition = Vector3.zero;
+ prefabInstance.transform.localEulerAngles = Vector3.zero;
+ prefabInstance.transform.localScale = Vector3.one;
+ }
+#endif
+ }
+}
\ No newline at end of file
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new file mode 100644
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diff --git a/Assets/StarterAssets/Environment/RenderPipelineProfiles/StarterAssetsHDRPVolumeProfile.asset.meta b/Assets/StarterAssets/Environment/RenderPipelineProfiles/StarterAssetsHDRPVolumeProfile.asset.meta
new file mode 100644
index 0000000..aa917ef
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diff --git a/Assets/StarterAssets/Environment/Shaders.meta b/Assets/StarterAssets/Environment/Shaders.meta
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diff --git a/Assets/StarterAssets/Environment/Shaders/Built-in_RP.meta b/Assets/StarterAssets/Environment/Shaders/Built-in_RP.meta
new file mode 100644
index 0000000..d42336e
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diff --git a/Assets/StarterAssets/Environment/Shaders/Built-in_RP/Triplanar.shader b/Assets/StarterAssets/Environment/Shaders/Built-in_RP/Triplanar.shader
new file mode 100644
index 0000000..e817319
--- /dev/null
+++ b/Assets/StarterAssets/Environment/Shaders/Built-in_RP/Triplanar.shader
@@ -0,0 +1,149 @@
+Shader "Starter Assets/Triplanar" {
+Properties{
+ _MainTex("Albedo (RGB)", 2D) = "white" {}
+ [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
+ _Glossiness("Smoothness", Range(0, 1)) = 0.5
+ [Gamma] _Metallic("Metallic", Range(0, 1)) = 0
+ [NoScaleOffset] _OcclusionMap("Occlusion", 2D) = "white" {}
+ _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
+}
+SubShader{
+ Tags { "RenderType" = "Opaque" }
+ LOD 200
+
+ CGPROGRAM
+ // Physically based Standard lighting model, and enable shadows on all light types
+ #pragma surface surf Standard fullforwardshadows
+
+ // Use shader model 3.0 target, to get nicer looking lighting
+ #pragma target 3.0
+
+ #include "UnityStandardUtils.cginc"
+
+ // flip UVs horizontally to correct for back side projection
+ #define TRIPLANAR_CORRECT_PROJECTED_U
+
+ // offset UVs to prevent obvious mirroring
+ // #define TRIPLANAR_UV_OFFSET
+
+ // Reoriented Normal Mapping
+ // Altered to take normals (-1 to 1 ranges) rather than unsigned normal maps (0 to 1 ranges)
+ half3 blend_rnm(half3 n1, half3 n2)
+ {
+ n1.z += 1;
+ n2.xy = -n2.xy;
+
+ return n1 * dot(n1, n2) / n1.z - n2;
+ }
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+
+ sampler2D _BumpMap;
+ sampler2D _OcclusionMap;
+
+ half _Glossiness;
+ half _Metallic;
+
+ half _OcclusionStrength;
+
+ struct Input {
+ float3 worldPos;
+ float3 worldNormal;
+ INTERNAL_DATA
+ };
+
+ float3 WorldToTangentNormalVector(Input IN, float3 normal) {
+ float3 t2w0 = WorldNormalVector(IN, float3(1,0,0));
+ float3 t2w1 = WorldNormalVector(IN, float3(0,1,0));
+ float3 t2w2 = WorldNormalVector(IN, float3(0,0,1));
+ float3x3 t2w = float3x3(t2w0, t2w1, t2w2);
+ return normalize(mul(t2w, normal));
+ }
+
+ void surf(Input IN, inout SurfaceOutputStandard o) {
+ // work around bug where IN.worldNormal is always (0,0,0)!
+ IN.worldNormal = WorldNormalVector(IN, float3(0,0,1));
+
+ // calculate triplanar blend
+ half3 triblend = saturate(pow(IN.worldNormal, 4));
+ triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
+
+ // calculate triplanar uvs
+ // applying texture scale and offset values ala TRANSFORM_TEX macro
+ float2 uvX = IN.worldPos.zy * _MainTex_ST.xy + _MainTex_ST.zy;
+ float2 uvY = IN.worldPos.xz * _MainTex_ST.xy + _MainTex_ST.zy;
+ float2 uvZ = IN.worldPos.xy * _MainTex_ST.xy + _MainTex_ST.zy;
+
+ // offset UVs to prevent obvious mirroring
+ #if defined(TRIPLANAR_UV_OFFSET)
+ uvY += 0.33;
+ uvZ += 0.67;
+ #endif
+
+ // minor optimization of sign(). prevents return value of 0
+ half3 axisSign = IN.worldNormal < 0 ? -1 : 1;
+
+ // flip UVs horizontally to correct for back side projection
+ #if defined(TRIPLANAR_CORRECT_PROJECTED_U)
+ uvX.x *= axisSign.x;
+ uvY.x *= axisSign.y;
+ uvZ.x *= -axisSign.z;
+ #endif
+
+ // albedo textures
+ fixed4 colX = tex2D(_MainTex, uvX);
+ fixed4 colY = tex2D(_MainTex, uvY);
+ fixed4 colZ = tex2D(_MainTex, uvZ);
+ fixed4 col = colX * triblend.x + colY * triblend.y + colZ * triblend.z;
+
+ // occlusion textures
+ half occX = tex2D(_OcclusionMap, uvX).g;
+ half occY = tex2D(_OcclusionMap, uvY).g;
+ half occZ = tex2D(_OcclusionMap, uvZ).g;
+ half occ = LerpOneTo(occX * triblend.x + occY * triblend.y + occZ * triblend.z, _OcclusionStrength);
+
+ // tangent space normal maps
+ half3 tnormalX = UnpackNormal(tex2D(_BumpMap, uvX));
+ half3 tnormalY = UnpackNormal(tex2D(_BumpMap, uvY));
+ half3 tnormalZ = UnpackNormal(tex2D(_BumpMap, uvZ));
+
+ // flip normal maps' x axis to account for flipped UVs
+ #if defined(TRIPLANAR_CORRECT_PROJECTED_U)
+ tnormalX.x *= axisSign.x;
+ tnormalY.x *= axisSign.y;
+ tnormalZ.x *= -axisSign.z;
+ #endif
+
+ half3 absVertNormal = abs(IN.worldNormal);
+
+ // swizzle world normals to match tangent space and apply reoriented normal mapping blend
+ tnormalX = blend_rnm(half3(IN.worldNormal.zy, absVertNormal.x), tnormalX);
+ tnormalY = blend_rnm(half3(IN.worldNormal.xz, absVertNormal.y), tnormalY);
+ tnormalZ = blend_rnm(half3(IN.worldNormal.xy, absVertNormal.z), tnormalZ);
+
+ // apply world space sign to tangent space Z
+ tnormalX.z *= axisSign.x;
+ tnormalY.z *= axisSign.y;
+ tnormalZ.z *= axisSign.z;
+
+ // sizzle tangent normals to match world normal and blend together
+ half3 worldNormal = normalize(
+ tnormalX.zyx * triblend.x +
+ tnormalY.xzy * triblend.y +
+ tnormalZ.xyz * triblend.z
+ );
+
+ // set surface ouput properties
+ o.Albedo = col.rgb;
+ o.Metallic = _Metallic;
+ o.Smoothness = _Glossiness;
+ o.Occlusion = occ;
+
+ // convert world space normals into tangent normals
+ o.Normal = WorldToTangentNormalVector(IN, worldNormal);
+ }
+ ENDCG
+ }
+ FallBack "Diffuse"
+}
diff --git a/Assets/StarterAssets/Environment/Shaders/Built-in_RP/Triplanar.shader.meta b/Assets/StarterAssets/Environment/Shaders/Built-in_RP/Triplanar.shader.meta
new file mode 100644
index 0000000..2595eb9
--- /dev/null
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@@ -0,0 +1,9 @@
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diff --git a/Assets/StarterAssets/Environment/Shaders/URP_HDRP_ShaderGraph.meta b/Assets/StarterAssets/Environment/Shaders/URP_HDRP_ShaderGraph.meta
new file mode 100644
index 0000000..4477d50
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diff --git a/Assets/StarterAssets/Environment/Shaders/URP_HDRP_ShaderGraph/UrpTriplanar.shadergraph b/Assets/StarterAssets/Environment/Shaders/URP_HDRP_ShaderGraph/UrpTriplanar.shadergraph
new file mode 100644
index 0000000..80edac5
--- /dev/null
+++ b/Assets/StarterAssets/Environment/Shaders/URP_HDRP_ShaderGraph/UrpTriplanar.shadergraph
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diff --git a/Assets/StarterAssets/FirstPersonController/Scripts/BasicRigidBodyPush.cs b/Assets/StarterAssets/FirstPersonController/Scripts/BasicRigidBodyPush.cs
new file mode 100644
index 0000000..c222c11
--- /dev/null
+++ b/Assets/StarterAssets/FirstPersonController/Scripts/BasicRigidBodyPush.cs
@@ -0,0 +1,35 @@
+using UnityEngine;
+
+public class BasicRigidBodyPush : MonoBehaviour
+{
+ public LayerMask pushLayers;
+ public bool canPush;
+ [Range(0.5f, 5f)] public float strength = 1.1f;
+
+ private void OnControllerColliderHit(ControllerColliderHit hit)
+ {
+ if (canPush) PushRigidBodies(hit);
+ }
+
+ private void PushRigidBodies(ControllerColliderHit hit)
+ {
+ // https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
+
+ // make sure we hit a non kinematic rigidbody
+ Rigidbody body = hit.collider.attachedRigidbody;
+ if (body == null || body.isKinematic) return;
+
+ // make sure we only push desired layer(s)
+ var bodyLayerMask = 1 << body.gameObject.layer;
+ if ((bodyLayerMask & pushLayers.value) == 0) return;
+
+ // We dont want to push objects below us
+ if (hit.moveDirection.y < -0.3f) return;
+
+ // Calculate push direction from move direction, horizontal motion only
+ Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
+
+ // Apply the push and take strength into account
+ body.AddForce(pushDir * strength, ForceMode.Impulse);
+ }
+}
\ No newline at end of file
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diff --git a/Assets/StarterAssets/FirstPersonController/Scripts/FirstPersonController.cs b/Assets/StarterAssets/FirstPersonController/Scripts/FirstPersonController.cs
new file mode 100644
index 0000000..675b4be
--- /dev/null
+++ b/Assets/StarterAssets/FirstPersonController/Scripts/FirstPersonController.cs
@@ -0,0 +1,268 @@
+using UnityEngine;
+#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
+using UnityEngine.InputSystem;
+#endif
+
+namespace StarterAssets
+{
+ [RequireComponent(typeof(CharacterController))]
+#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
+ [RequireComponent(typeof(PlayerInput))]
+#endif
+ public class FirstPersonController : MonoBehaviour
+ {
+ [Header("Player")]
+ [Tooltip("Move speed of the character in m/s")]
+ public float MoveSpeed = 4.0f;
+ [Tooltip("Sprint speed of the character in m/s")]
+ public float SprintSpeed = 6.0f;
+ [Tooltip("Rotation speed of the character")]
+ public float RotationSpeed = 1.0f;
+ [Tooltip("Acceleration and deceleration")]
+ public float SpeedChangeRate = 10.0f;
+
+ [Space(10)]
+ [Tooltip("The height the player can jump")]
+ public float JumpHeight = 1.2f;
+ [Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
+ public float Gravity = -15.0f;
+
+ [Space(10)]
+ [Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
+ public float JumpTimeout = 0.1f;
+ [Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
+ public float FallTimeout = 0.15f;
+
+ [Header("Player Grounded")]
+ [Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
+ public bool Grounded = true;
+ [Tooltip("Useful for rough ground")]
+ public float GroundedOffset = -0.14f;
+ [Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
+ public float GroundedRadius = 0.5f;
+ [Tooltip("What layers the character uses as ground")]
+ public LayerMask GroundLayers;
+
+ [Header("Cinemachine")]
+ [Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
+ public GameObject CinemachineCameraTarget;
+ [Tooltip("How far in degrees can you move the camera up")]
+ public float TopClamp = 90.0f;
+ [Tooltip("How far in degrees can you move the camera down")]
+ public float BottomClamp = -90.0f;
+
+ // cinemachine
+ private float _cinemachineTargetPitch;
+
+ // player
+ private float _speed;
+ private float _rotationVelocity;
+ private float _verticalVelocity;
+ private float _terminalVelocity = 53.0f;
+
+ // timeout deltatime
+ private float _jumpTimeoutDelta;
+ private float _fallTimeoutDelta;
+
+
+#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
+ private PlayerInput _playerInput;
+#endif
+ private CharacterController _controller;
+ private StarterAssetsInputs _input;
+ private GameObject _mainCamera;
+
+ private const float _threshold = 0.01f;
+
+ private bool IsCurrentDeviceMouse
+ {
+ get
+ {
+ #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
+ return _playerInput.currentControlScheme == "KeyboardMouse";
+ #else
+ return false;
+ #endif
+ }
+ }
+
+ private void Awake()
+ {
+ // get a reference to our main camera
+ if (_mainCamera == null)
+ {
+ _mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
+ }
+ }
+
+ private void Start()
+ {
+ _controller = GetComponent();
+ _input = GetComponent();
+#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
+ _playerInput = GetComponent();
+#else
+ Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
+#endif
+
+ // reset our timeouts on start
+ _jumpTimeoutDelta = JumpTimeout;
+ _fallTimeoutDelta = FallTimeout;
+ }
+
+ private void Update()
+ {
+ JumpAndGravity();
+ GroundedCheck();
+ Move();
+ }
+
+ private void LateUpdate()
+ {
+ CameraRotation();
+ }
+
+ private void GroundedCheck()
+ {
+ // set sphere position, with offset
+ Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
+ Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
+ }
+
+ private void CameraRotation()
+ {
+ // if there is an input
+ if (_input.look.sqrMagnitude >= _threshold)
+ {
+ //Don't multiply mouse input by Time.deltaTime
+ float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
+
+ _cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier;
+ _rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier;
+
+ // clamp our pitch rotation
+ _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
+
+ // Update Cinemachine camera target pitch
+ CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f);
+
+ // rotate the player left and right
+ transform.Rotate(Vector3.up * _rotationVelocity);
+ }
+ }
+
+ private void Move()
+ {
+ // set target speed based on move speed, sprint speed and if sprint is pressed
+ float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
+
+ // a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
+
+ // note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
+ // if there is no input, set the target speed to 0
+ if (_input.move == Vector2.zero) targetSpeed = 0.0f;
+
+ // a reference to the players current horizontal velocity
+ float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
+
+ float speedOffset = 0.1f;
+ float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
+
+ // accelerate or decelerate to target speed
+ if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset)
+ {
+ // creates curved result rather than a linear one giving a more organic speed change
+ // note T in Lerp is clamped, so we don't need to clamp our speed
+ _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate);
+
+ // round speed to 3 decimal places
+ _speed = Mathf.Round(_speed * 1000f) / 1000f;
+ }
+ else
+ {
+ _speed = targetSpeed;
+ }
+
+ // normalise input direction
+ Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
+
+ // note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
+ // if there is a move input rotate player when the player is moving
+ if (_input.move != Vector2.zero)
+ {
+ // move
+ inputDirection = transform.right * _input.move.x + transform.forward * _input.move.y;
+ }
+
+ // move the player
+ _controller.Move(inputDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
+ }
+
+ private void JumpAndGravity()
+ {
+ if (Grounded)
+ {
+ // reset the fall timeout timer
+ _fallTimeoutDelta = FallTimeout;
+
+ // stop our velocity dropping infinitely when grounded
+ if (_verticalVelocity < 0.0f)
+ {
+ _verticalVelocity = -2f;
+ }
+
+ // Jump
+ if (_input.jump && _jumpTimeoutDelta <= 0.0f)
+ {
+ // the square root of H * -2 * G = how much velocity needed to reach desired height
+ _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
+ }
+
+ // jump timeout
+ if (_jumpTimeoutDelta >= 0.0f)
+ {
+ _jumpTimeoutDelta -= Time.deltaTime;
+ }
+ }
+ else
+ {
+ // reset the jump timeout timer
+ _jumpTimeoutDelta = JumpTimeout;
+
+ // fall timeout
+ if (_fallTimeoutDelta >= 0.0f)
+ {
+ _fallTimeoutDelta -= Time.deltaTime;
+ }
+
+ // if we are not grounded, do not jump
+ _input.jump = false;
+ }
+
+ // apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
+ if (_verticalVelocity < _terminalVelocity)
+ {
+ _verticalVelocity += Gravity * Time.deltaTime;
+ }
+ }
+
+ private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
+ {
+ if (lfAngle < -360f) lfAngle += 360f;
+ if (lfAngle > 360f) lfAngle -= 360f;
+ return Mathf.Clamp(lfAngle, lfMin, lfMax);
+ }
+
+ private void OnDrawGizmosSelected()
+ {
+ Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
+ Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
+
+ if (Grounded) Gizmos.color = transparentGreen;
+ else Gizmos.color = transparentRed;
+
+ // when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
+ Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/StarterAssets/FirstPersonController/Scripts/FirstPersonController.cs.meta b/Assets/StarterAssets/FirstPersonController/Scripts/FirstPersonController.cs.meta
new file mode 100644
index 0000000..bde0fdf
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+++ b/Assets/StarterAssets/FirstPersonController/Scripts/FirstPersonController.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/StarterAssets/InputSystem.meta b/Assets/StarterAssets/InputSystem.meta
new file mode 100644
index 0000000..5d31ac9
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+++ b/Assets/StarterAssets/InputSystem.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/StarterAssets/InputSystem/StarterAssets.inputactions b/Assets/StarterAssets/InputSystem/StarterAssets.inputactions
new file mode 100644
index 0000000..13307f4
--- /dev/null
+++ b/Assets/StarterAssets/InputSystem/StarterAssets.inputactions
@@ -0,0 +1,270 @@
+{
+ "name": "StarterAssets",
+ "maps": [
+ {
+ "name": "Player",
+ "id": "f62a4b92-ef5e-4175-8f4c-c9075429d32c",
+ "actions": [
+ {
+ "name": "Move",
+ "type": "Value",
+ "id": "6bc1aaf4-b110-4ff7-891e-5b9fe6f32c4d",
+ "expectedControlType": "Vector2",
+ "processors": "",
+ "interactions": ""
+ },
+ {
+ "name": "Look",
+ "type": "Value",
+ "id": "2690c379-f54d-45be-a724-414123833eb4",
+ "expectedControlType": "Vector2",
+ "processors": "",
+ "interactions": ""
+ },
+ {
+ "name": "Jump",
+ "type": "Button",
+ "id": "8c4abdf8-4099-493a-aa1a-129acec7c3df",
+ "expectedControlType": "Button",
+ "processors": "",
+ "interactions": ""
+ },
+ {
+ "name": "Sprint",
+ "type": "PassThrough",
+ "id": "980e881e-182c-404c-8cbf-3d09fdb48fef",
+ "expectedControlType": "",
+ "processors": "",
+ "interactions": ""
+ }
+ ],
+ "bindings": [
+ {
+ "name": "WASD",
+ "id": "b7594ddb-26c9-4ba2-bd5a-901468929edc",
+ "path": "2DVector(mode=1)",
+ "interactions": "",
+ "processors": "",
+ "groups": "",
+ "action": "Move",
+ "isComposite": true,
+ "isPartOfComposite": false
+ },
+ {
+ "name": "up",
+ "id": "2063a8b5-6a45-43de-851b-65f3d46e7b58",
+ "path": "/w",
+ "interactions": "",
+ "processors": "",
+ "groups": "KeyboardMouse",
+ "action": "Move",
+ "isComposite": false,
+ "isPartOfComposite": true
+ },
+ {
+ "name": "down",
+ "id": "64e4d037-32e1-4fb9-80e4-fc7330404dfe",
+ "path": "/s",
+ "interactions": "",
+ "processors": "",
+ "groups": "KeyboardMouse",
+ "action": "Move",
+ "isComposite": false,
+ "isPartOfComposite": true
+ },
+ {
+ "name": "left",
+ "id": "0fce8b11-5eab-4e4e-a741-b732e7b20873",
+ "path": "/a",
+ "interactions": "",
+ "processors": "",
+ "groups": "KeyboardMouse",
+ "action": "Move",
+ "isComposite": false,
+ "isPartOfComposite": true
+ },
+ {
+ "name": "right",
+ "id": "7bdda0d6-57a8-47c8-8238-8aecf3110e47",
+ "path": "/d",
+ "interactions": "",
+ "processors": "",
+ "groups": "KeyboardMouse",
+ "action": "Move",
+ "isComposite": false,
+ "isPartOfComposite": true
+ },
+ {
+ "name": "up",
+ "id": "bb94b405-58d3-4998-8535-d705c1218a98",
+ "path": "/upArrow",
+ "interactions": "",
+ "processors": "",
+ "groups": "KeyboardMouse",
+ "action": "Move",
+ "isComposite": false,
+ "isPartOfComposite": true
+ },
+ {
+ "name": "down",
+ "id": "929d9071-7dd0-4368-9743-6793bb98087e",
+ "path": "/downArrow",
+ "interactions": "",
+ "processors": "",
+ "groups": "KeyboardMouse",
+ "action": "Move",
+ "isComposite": false,
+ "isPartOfComposite": true
+ },
+ {
+ "name": "left",
+ "id": "28abadba-06ff-4d37-bb70-af2f1e35a3b9",
+ "path": "/leftArrow",
+ "interactions": "",
+ "processors": "",
+ "groups": "KeyboardMouse",
+ "action": "Move",
+ "isComposite": false,
+ "isPartOfComposite": true
+ },
+ {
+ "name": "right",
+ "id": "45f115b6-9b4f-4ba8-b500-b94c93bf7d7e",
+ "path": "/rightArrow",
+ "interactions": "",
+ "processors": "",
+ "groups": "KeyboardMouse",
+ "action": "Move",
+ "isComposite": false,
+ "isPartOfComposite": true
+ },
+ {
+ "name": "",
+ "id": "e2f9aa65-db06-4c5b-a2e9-41bc8acb9517",
+ "path": "/leftStick",
+ "interactions": "",
+ "processors": "StickDeadzone",
+ "groups": "Gamepad",
+ "action": "Move",
+ "isComposite": false,
+ "isPartOfComposite": false
+ },
+ {
+ "name": "",
+ "id": "ed66cbff-2900-4a62-8896-696503cfcd31",
+ "path": "/delta",
+ "interactions": "",
+ "processors": "InvertVector2(invertX=false),ScaleVector2(x=0.05,y=0.05)",
+ "groups": "KeyboardMouse",
+ "action": "Look",
+ "isComposite": false,
+ "isPartOfComposite": false
+ },
+ {
+ "name": "",
+ "id": "d1d171b6-19d8-47a6-ba3a-71b6a8e7b3c0",
+ "path": "/rightStick",
+ "interactions": "",
+ "processors": "InvertVector2(invertX=false),StickDeadzone,ScaleVector2(x=300,y=300)",
+ "groups": "Gamepad",
+ "action": "Look",
+ "isComposite": false,
+ "isPartOfComposite": false
+ },
+ {
+ "name": "",
+ "id": "1bd55a0b-761e-4ae4-89ae-8ec127e08a29",
+ "path": "/space",
+ "interactions": "",
+ "processors": "",
+ "groups": "KeyboardMouse",
+ "action": "Jump",
+ "isComposite": false,
+ "isPartOfComposite": false
+ },
+ {
+ "name": "",
+ "id": "9f973413-5e27-4239-acee-38c4a63feeba",
+ "path": "/buttonSouth",
+ "interactions": "",
+ "processors": "",
+ "groups": "Gamepad",
+ "action": "Jump",
+ "isComposite": false,
+ "isPartOfComposite": false
+ },
+ {
+ "name": "",
+ "id": "dc65b89f-9bd3-43fb-92af-d0d87ba5faa4",
+ "path": "/leftShift",
+ "interactions": "",
+ "processors": "",
+ "groups": "KeyboardMouse",
+ "action": "Sprint",
+ "isComposite": false,
+ "isPartOfComposite": false
+ },
+ {
+ "name": "",
+ "id": "c8fcd86e-dcfd-4f88-8e93-b638cdbf3320",
+ "path": "/leftTrigger",
+ "interactions": "",
+ "processors": "",
+ "groups": "Gamepad",
+ "action": "Sprint",
+ "isComposite": false,
+ "isPartOfComposite": false
+ }
+ ]
+ }
+ ],
+ "controlSchemes": [
+ {
+ "name": "KeyboardMouse",
+ "bindingGroup": "KeyboardMouse",
+ "devices": [
+ {
+ "devicePath": "",
+ "isOptional": false,
+ "isOR": false
+ },
+ {
+ "devicePath": "",
+ "isOptional": false,
+ "isOR": false
+ }
+ ]
+ },
+ {
+ "name": "Gamepad",
+ "bindingGroup": "Gamepad",
+ "devices": [
+ {
+ "devicePath": "",
+ "isOptional": true,
+ "isOR": false
+ },
+ {
+ "devicePath": "",
+ "isOptional": true,
+ "isOR": false
+ },
+ {
+ "devicePath": "",
+ "isOptional": true,
+ "isOR": false
+ }
+ ]
+ },
+ {
+ "name": "Xbox Controller",
+ "bindingGroup": "Xbox Controller",
+ "devices": []
+ },
+ {
+ "name": "PS4 Controller",
+ "bindingGroup": "PS4 Controller",
+ "devices": []
+ }
+ ]
+}
\ No newline at end of file
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diff --git a/Assets/StarterAssets/InputSystem/StarterAssets.inputsettings.asset b/Assets/StarterAssets/InputSystem/StarterAssets.inputsettings.asset
new file mode 100644
index 0000000..9a03d18
--- /dev/null
+++ b/Assets/StarterAssets/InputSystem/StarterAssets.inputsettings.asset
@@ -0,0 +1,26 @@
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diff --git a/Assets/StarterAssets/InputSystem/StarterAssetsInputs.cs b/Assets/StarterAssets/InputSystem/StarterAssetsInputs.cs
new file mode 100644
index 0000000..b7f61f4
--- /dev/null
+++ b/Assets/StarterAssets/InputSystem/StarterAssetsInputs.cs
@@ -0,0 +1,80 @@
+using UnityEngine;
+#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
+using UnityEngine.InputSystem;
+#endif
+
+namespace StarterAssets
+{
+ public class StarterAssetsInputs : MonoBehaviour
+ {
+ [Header("Character Input Values")]
+ public Vector2 move;
+ public Vector2 look;
+ public bool jump;
+ public bool sprint;
+
+ [Header("Movement Settings")]
+ public bool analogMovement;
+
+ [Header("Mouse Cursor Settings")]
+ public bool cursorLocked = true;
+ public bool cursorInputForLook = true;
+
+#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
+ public void OnMove(InputValue value)
+ {
+ MoveInput(value.Get());
+ }
+
+ public void OnLook(InputValue value)
+ {
+ if(cursorInputForLook)
+ {
+ LookInput(value.Get());
+ }
+ }
+
+ public void OnJump(InputValue value)
+ {
+ JumpInput(value.isPressed);
+ }
+
+ public void OnSprint(InputValue value)
+ {
+ SprintInput(value.isPressed);
+ }
+#endif
+
+
+ public void MoveInput(Vector2 newMoveDirection)
+ {
+ move = newMoveDirection;
+ }
+
+ public void LookInput(Vector2 newLookDirection)
+ {
+ look = newLookDirection;
+ }
+
+ public void JumpInput(bool newJumpState)
+ {
+ jump = newJumpState;
+ }
+
+ public void SprintInput(bool newSprintState)
+ {
+ sprint = newSprintState;
+ }
+
+ private void OnApplicationFocus(bool hasFocus)
+ {
+ SetCursorState(cursorLocked);
+ }
+
+ private void SetCursorState(bool newState)
+ {
+ Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
+ }
+ }
+
+}
\ No newline at end of file
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new file mode 100644
index 0000000..dbfb25a
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diff --git a/Assets/StarterAssets/Mobile/Prefabs/VirtualInputs/UI_Virtual_TouchZone.prefab.meta b/Assets/StarterAssets/Mobile/Prefabs/VirtualInputs/UI_Virtual_TouchZone.prefab.meta
new file mode 100644
index 0000000..d5630a7
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diff --git a/Assets/StarterAssets/Mobile/Scripts.meta b/Assets/StarterAssets/Mobile/Scripts.meta
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diff --git a/Assets/StarterAssets/Mobile/Scripts/CanvasInputs.meta b/Assets/StarterAssets/Mobile/Scripts/CanvasInputs.meta
new file mode 100644
index 0000000..566f32f
--- /dev/null
+++ b/Assets/StarterAssets/Mobile/Scripts/CanvasInputs.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/StarterAssets/Mobile/Scripts/CanvasInputs/UICanvasControllerInput.cs b/Assets/StarterAssets/Mobile/Scripts/CanvasInputs/UICanvasControllerInput.cs
new file mode 100644
index 0000000..c22981b
--- /dev/null
+++ b/Assets/StarterAssets/Mobile/Scripts/CanvasInputs/UICanvasControllerInput.cs
@@ -0,0 +1,33 @@
+using UnityEngine;
+
+namespace StarterAssets
+{
+ public class UICanvasControllerInput : MonoBehaviour
+ {
+
+ [Header("Output")]
+ public StarterAssetsInputs starterAssetsInputs;
+
+ public void VirtualMoveInput(Vector2 virtualMoveDirection)
+ {
+ starterAssetsInputs.MoveInput(virtualMoveDirection);
+ }
+
+ public void VirtualLookInput(Vector2 virtualLookDirection)
+ {
+ starterAssetsInputs.LookInput(virtualLookDirection);
+ }
+
+ public void VirtualJumpInput(bool virtualJumpState)
+ {
+ starterAssetsInputs.JumpInput(virtualJumpState);
+ }
+
+ public void VirtualSprintInput(bool virtualSprintState)
+ {
+ starterAssetsInputs.SprintInput(virtualSprintState);
+ }
+
+ }
+
+}
diff --git a/Assets/StarterAssets/Mobile/Scripts/CanvasInputs/UICanvasControllerInput.cs.meta b/Assets/StarterAssets/Mobile/Scripts/CanvasInputs/UICanvasControllerInput.cs.meta
new file mode 100644
index 0000000..96039d0
--- /dev/null
+++ b/Assets/StarterAssets/Mobile/Scripts/CanvasInputs/UICanvasControllerInput.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/StarterAssets/Mobile/Scripts/Utilities.meta b/Assets/StarterAssets/Mobile/Scripts/Utilities.meta
new file mode 100644
index 0000000..0f5fd43
--- /dev/null
+++ b/Assets/StarterAssets/Mobile/Scripts/Utilities.meta
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diff --git a/Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs b/Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs
new file mode 100644
index 0000000..d9100ce
--- /dev/null
+++ b/Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs
@@ -0,0 +1,35 @@
+/*
+The PlayerInput component has an auto-switch control scheme action that allows automatic changing of connected devices.
+IE: Switching from Keyboard to Gamepad in-game.
+When built to a mobile phone; in most cases, there is no concept of switching connected devices as controls are typically driven through what is on the device's hardware (Screen, Tilt, etc)
+In Input System 1.0.2, if the PlayerInput component has Auto Switch enabled, it will search the mobile device for connected devices; which is very costly and results in bad performance.
+This is fixed in Input System 1.1.
+For the time-being; this script will disable a PlayerInput's auto switch control schemes; when project is built to mobile.
+*/
+
+using UnityEngine;
+#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
+using UnityEngine.InputSystem;
+#endif
+
+public class MobileDisableAutoSwitchControls : MonoBehaviour
+{
+
+#if ENABLE_INPUT_SYSTEM && (UNITY_IOS || UNITY_ANDROID) && STARTER_ASSETS_PACKAGES_CHECKED
+
+ [Header("Target")]
+ public PlayerInput playerInput;
+
+ void Start()
+ {
+ DisableAutoSwitchControls();
+ }
+
+ void DisableAutoSwitchControls()
+ {
+ playerInput.neverAutoSwitchControlSchemes = true;
+ }
+
+#endif
+
+}
diff --git a/Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs.meta b/Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs.meta
new file mode 100644
index 0000000..bbb08c4
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diff --git a/Assets/StarterAssets/Mobile/Scripts/VirtualInputs.meta b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs.meta
new file mode 100644
index 0000000..498a3fb
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+++ b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs.meta
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diff --git a/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs
new file mode 100644
index 0000000..8090f02
--- /dev/null
+++ b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs
@@ -0,0 +1,41 @@
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.Events;
+
+public class UIVirtualButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler
+{
+ [System.Serializable]
+ public class BoolEvent : UnityEvent { }
+ [System.Serializable]
+ public class Event : UnityEvent { }
+
+ [Header("Output")]
+ public BoolEvent buttonStateOutputEvent;
+ public Event buttonClickOutputEvent;
+
+ public void OnPointerDown(PointerEventData eventData)
+ {
+ OutputButtonStateValue(true);
+ }
+
+ public void OnPointerUp(PointerEventData eventData)
+ {
+ OutputButtonStateValue(false);
+ }
+
+ public void OnPointerClick(PointerEventData eventData)
+ {
+ OutputButtonClickEvent();
+ }
+
+ void OutputButtonStateValue(bool buttonState)
+ {
+ buttonStateOutputEvent.Invoke(buttonState);
+ }
+
+ void OutputButtonClickEvent()
+ {
+ buttonClickOutputEvent.Invoke();
+ }
+
+}
diff --git a/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs.meta b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs.meta
new file mode 100644
index 0000000..1847085
--- /dev/null
+++ b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs
new file mode 100644
index 0000000..7e605b6
--- /dev/null
+++ b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs
@@ -0,0 +1,113 @@
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.Events;
+
+public class UIVirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
+{
+ [System.Serializable]
+ public class Event : UnityEvent { }
+
+ [Header("Rect References")]
+ public RectTransform containerRect;
+ public RectTransform handleRect;
+
+ [Header("Settings")]
+ public float joystickRange = 50f;
+ public float magnitudeMultiplier = 1f;
+ public bool invertXOutputValue;
+ public bool invertYOutputValue;
+
+ [Header("Output")]
+ public Event joystickOutputEvent;
+
+ void Start()
+ {
+ SetupHandle();
+ }
+
+ private void SetupHandle()
+ {
+ if(handleRect)
+ {
+ UpdateHandleRectPosition(Vector2.zero);
+ }
+ }
+
+ public void OnPointerDown(PointerEventData eventData)
+ {
+ OnDrag(eventData);
+ }
+
+ public void OnDrag(PointerEventData eventData)
+ {
+
+ RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out Vector2 position);
+
+ position = ApplySizeDelta(position);
+
+ Vector2 clampedPosition = ClampValuesToMagnitude(position);
+
+ Vector2 outputPosition = ApplyInversionFilter(position);
+
+ OutputPointerEventValue(outputPosition * magnitudeMultiplier);
+
+ if(handleRect)
+ {
+ UpdateHandleRectPosition(clampedPosition * joystickRange);
+ }
+
+ }
+
+ public void OnPointerUp(PointerEventData eventData)
+ {
+ OutputPointerEventValue(Vector2.zero);
+
+ if(handleRect)
+ {
+ UpdateHandleRectPosition(Vector2.zero);
+ }
+ }
+
+ private void OutputPointerEventValue(Vector2 pointerPosition)
+ {
+ joystickOutputEvent.Invoke(pointerPosition);
+ }
+
+ private void UpdateHandleRectPosition(Vector2 newPosition)
+ {
+ handleRect.anchoredPosition = newPosition;
+ }
+
+ Vector2 ApplySizeDelta(Vector2 position)
+ {
+ float x = (position.x/containerRect.sizeDelta.x) * 2.5f;
+ float y = (position.y/containerRect.sizeDelta.y) * 2.5f;
+ return new Vector2(x, y);
+ }
+
+ Vector2 ClampValuesToMagnitude(Vector2 position)
+ {
+ return Vector2.ClampMagnitude(position, 1);
+ }
+
+ Vector2 ApplyInversionFilter(Vector2 position)
+ {
+ if(invertXOutputValue)
+ {
+ position.x = InvertValue(position.x);
+ }
+
+ if(invertYOutputValue)
+ {
+ position.y = InvertValue(position.y);
+ }
+
+ return position;
+ }
+
+ float InvertValue(float value)
+ {
+ return -value;
+ }
+
+}
\ No newline at end of file
diff --git a/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs.meta b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs.meta
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index 0000000..584222b
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diff --git a/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualTouchZone.cs b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualTouchZone.cs
new file mode 100644
index 0000000..886e453
--- /dev/null
+++ b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualTouchZone.cs
@@ -0,0 +1,125 @@
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.Events;
+
+public class UIVirtualTouchZone : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
+{
+ [System.Serializable]
+ public class Event : UnityEvent { }
+
+ [Header("Rect References")]
+ public RectTransform containerRect;
+ public RectTransform handleRect;
+
+ [Header("Settings")]
+ public bool clampToMagnitude;
+ public float magnitudeMultiplier = 1f;
+ public bool invertXOutputValue;
+ public bool invertYOutputValue;
+
+ //Stored Pointer Values
+ private Vector2 pointerDownPosition;
+ private Vector2 currentPointerPosition;
+
+ [Header("Output")]
+ public Event touchZoneOutputEvent;
+
+ void Start()
+ {
+ SetupHandle();
+ }
+
+ private void SetupHandle()
+ {
+ if(handleRect)
+ {
+ SetObjectActiveState(handleRect.gameObject, false);
+ }
+ }
+
+ public void OnPointerDown(PointerEventData eventData)
+ {
+
+ RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out pointerDownPosition);
+
+ if(handleRect)
+ {
+ SetObjectActiveState(handleRect.gameObject, true);
+ UpdateHandleRectPosition(pointerDownPosition);
+ }
+ }
+
+ public void OnDrag(PointerEventData eventData)
+ {
+
+ RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out currentPointerPosition);
+
+ Vector2 positionDelta = GetDeltaBetweenPositions(pointerDownPosition, currentPointerPosition);
+
+ Vector2 clampedPosition = ClampValuesToMagnitude(positionDelta);
+
+ Vector2 outputPosition = ApplyInversionFilter(clampedPosition);
+
+ OutputPointerEventValue(outputPosition * magnitudeMultiplier);
+ }
+
+ public void OnPointerUp(PointerEventData eventData)
+ {
+ pointerDownPosition = Vector2.zero;
+ currentPointerPosition = Vector2.zero;
+
+ OutputPointerEventValue(Vector2.zero);
+
+ if(handleRect)
+ {
+ SetObjectActiveState(handleRect.gameObject, false);
+ UpdateHandleRectPosition(Vector2.zero);
+ }
+ }
+
+ void OutputPointerEventValue(Vector2 pointerPosition)
+ {
+ touchZoneOutputEvent.Invoke(pointerPosition);
+ }
+
+ void UpdateHandleRectPosition(Vector2 newPosition)
+ {
+ handleRect.anchoredPosition = newPosition;
+ }
+
+ void SetObjectActiveState(GameObject targetObject, bool newState)
+ {
+ targetObject.SetActive(newState);
+ }
+
+ Vector2 GetDeltaBetweenPositions(Vector2 firstPosition, Vector2 secondPosition)
+ {
+ return secondPosition - firstPosition;
+ }
+
+ Vector2 ClampValuesToMagnitude(Vector2 position)
+ {
+ return Vector2.ClampMagnitude(position, 1);
+ }
+
+ Vector2 ApplyInversionFilter(Vector2 position)
+ {
+ if(invertXOutputValue)
+ {
+ position.x = InvertValue(position.x);
+ }
+
+ if(invertYOutputValue)
+ {
+ position.y = InvertValue(position.y);
+ }
+
+ return position;
+ }
+
+ float InvertValue(float value)
+ {
+ return -value;
+ }
+
+}
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diff --git a/Assets/StarterAssets/Readme.asset b/Assets/StarterAssets/Readme.asset
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+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
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+ m_Name: Readme
+ m_EditorClassIdentifier:
+ icon: {fileID: 2800000, guid: 44a17a5b205fcd349a24700e6f5615bd, type: 3}
+ title: Welcome to Starter Assets!
+ sections:
+ - heading: Starter Assets Readme
+ text:
+ linkText:
+ url:
+ - heading:
+ text: 'Starter Assets include First and Third Person Character controllers built
+ in a modular way as a solid foundation for any game genre. '
+ linkText: Starter Assets - First Person Character Controller
+ url: http://u3d.as/2z1q
+ - heading:
+ text:
+ linkText: Starter Assets - Third Person Character Controller
+ url: http://u3d.as/2z1r
+ - heading:
+ text: "The Starter Assets packages are compatible with Unity 2020.3 LTS and leverage
+ Unity\u2019s CharacterController component."
+ linkText:
+ url:
+ - heading: Important note
+ text: The Starter Assets packages require the Input System and Cinemachine packages
+ to work. See the documentation (Assets/StarterAssets/StarterAssets_Documentation.pdf)
+ for more information.
+ linkText:
+ url:
+ - heading: 'Get started '
+ text: In StarterAssets/ThirdPersonController/Scenes or StarterAssets/FirstPersonController/Scenes,
+ you will find the Playground Scene. Here you can use the Starter Assets controller
+ in a simple playground environment and start adjusting the controller settings
+ to your liking.
+ linkText:
+ url:
+ - heading: Documentation
+ text: See the documentation (Assets/StarterAssets/StarterAssets_Documentation.pdf)
+ for more information on how to set up the Starter Assets in a new Scene, in
+ HDRP/URP, or for mobile devices.
+ linkText:
+ url:
+ - heading: 'We want to hear your feedback! '
+ text:
+ linkText: Click here to let us know what you think about this package.
+ url: https://unitysoftware.co1.qualtrics.com/jfe/form/SV_5cg7IkyOprbHqia?packagename=starterassets
+ loadedLayout: 1
diff --git a/Assets/StarterAssets/Readme.asset.meta b/Assets/StarterAssets/Readme.asset.meta
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diff --git a/Assets/StarterAssets/StarterAssets_Documentation_v1.1.pdf b/Assets/StarterAssets/StarterAssets_Documentation_v1.1.pdf
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new file mode 100644
index 0000000..f77898f
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new file mode 100644
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diff --git a/Assets/StarterAssets/TutorialInfo/Scripts/Editor.meta b/Assets/StarterAssets/TutorialInfo/Scripts/Editor.meta
new file mode 100644
index 0000000..3fb00aa
--- /dev/null
+++ b/Assets/StarterAssets/TutorialInfo/Scripts/Editor.meta
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diff --git a/Assets/StarterAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs b/Assets/StarterAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
new file mode 100644
index 0000000..2e59477
--- /dev/null
+++ b/Assets/StarterAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
@@ -0,0 +1,158 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+using System;
+using System.IO;
+using System.Reflection;
+
+[CustomEditor(typeof(Readme))]
+[InitializeOnLoad]
+public class ReadmeEditor : Editor {
+
+ static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
+
+ static float kSpace = 16f;
+
+ static ReadmeEditor()
+ {
+ EditorApplication.delayCall += SelectReadmeAutomatically;
+ }
+
+ static void SelectReadmeAutomatically()
+ {
+ if (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))
+ {
+ var readme = SelectReadme();
+ SessionState.SetBool(kShowedReadmeSessionStateName, true);
+
+ if (readme && !readme.loadedLayout)
+ {
+ LoadLayout();
+ readme.loadedLayout = true;
+ }
+ }
+ }
+
+ static void LoadLayout()
+ {
+ var assembly = typeof(EditorApplication).Assembly;
+ var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
+ var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
+ method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false});
+ }
+
+ [MenuItem("Tutorial/Show Tutorial Instructions")]
+ static Readme SelectReadme()
+ {
+ var ids = AssetDatabase.FindAssets("Readme t:Readme");
+ if (ids.Length == 1)
+ {
+ var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
+
+ Selection.objects = new UnityEngine.Object[]{readmeObject};
+
+ return (Readme)readmeObject;
+ }
+ else
+ {
+ Debug.Log("Couldn't find a readme");
+ return null;
+ }
+ }
+
+ protected override void OnHeaderGUI()
+ {
+ var readme = (Readme)target;
+ Init();
+
+ var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f);
+
+ GUILayout.BeginHorizontal("In BigTitle");
+ {
+ GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
+ GUILayout.Label(readme.title, TitleStyle);
+ }
+ GUILayout.EndHorizontal();
+ }
+
+ public override void OnInspectorGUI()
+ {
+ var readme = (Readme)target;
+ Init();
+
+ foreach (var section in readme.sections)
+ {
+ if (!string.IsNullOrEmpty(section.heading))
+ {
+ GUILayout.Label(section.heading, HeadingStyle);
+ }
+ if (!string.IsNullOrEmpty(section.text))
+ {
+ GUILayout.Label(section.text, BodyStyle);
+ }
+ if (!string.IsNullOrEmpty(section.linkText))
+ {
+ if (LinkLabel(new GUIContent(section.linkText)))
+ {
+ Application.OpenURL(section.url);
+ }
+ }
+ GUILayout.Space(kSpace);
+ }
+ }
+
+
+ bool m_Initialized;
+
+ GUIStyle LinkStyle { get { return m_LinkStyle; } }
+ [SerializeField] GUIStyle m_LinkStyle;
+
+ GUIStyle TitleStyle { get { return m_TitleStyle; } }
+ [SerializeField] GUIStyle m_TitleStyle;
+
+ GUIStyle HeadingStyle { get { return m_HeadingStyle; } }
+ [SerializeField] GUIStyle m_HeadingStyle;
+
+ GUIStyle BodyStyle { get { return m_BodyStyle; } }
+ [SerializeField] GUIStyle m_BodyStyle;
+
+ void Init()
+ {
+ if (m_Initialized)
+ return;
+ m_BodyStyle = new GUIStyle(EditorStyles.label);
+ m_BodyStyle.wordWrap = true;
+ m_BodyStyle.fontSize = 14;
+
+ m_TitleStyle = new GUIStyle(m_BodyStyle);
+ m_TitleStyle.fontSize = 26;
+
+ m_HeadingStyle = new GUIStyle(m_BodyStyle);
+ m_HeadingStyle.fontSize = 18 ;
+
+ m_LinkStyle = new GUIStyle(m_BodyStyle);
+ m_LinkStyle.wordWrap = false;
+ // Match selection color which works nicely for both light and dark skins
+ m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f);
+ m_LinkStyle.stretchWidth = false;
+
+ m_Initialized = true;
+ }
+
+ bool LinkLabel (GUIContent label, params GUILayoutOption[] options)
+ {
+ var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
+
+ Handles.BeginGUI ();
+ Handles.color = LinkStyle.normal.textColor;
+ Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
+ Handles.color = Color.white;
+ Handles.EndGUI ();
+
+ EditorGUIUtility.AddCursorRect (position, MouseCursor.Link);
+
+ return GUI.Button (position, label, LinkStyle);
+ }
+}
+
diff --git a/Assets/StarterAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta b/Assets/StarterAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta
new file mode 100644
index 0000000..f038618
--- /dev/null
+++ b/Assets/StarterAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta
@@ -0,0 +1,12 @@
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+guid: 476cc7d7cd9874016adc216baab94a0a
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+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/StarterAssets/TutorialInfo/Scripts/Readme.cs b/Assets/StarterAssets/TutorialInfo/Scripts/Readme.cs
new file mode 100644
index 0000000..48843db
--- /dev/null
+++ b/Assets/StarterAssets/TutorialInfo/Scripts/Readme.cs
@@ -0,0 +1,14 @@
+using System;
+using UnityEngine;
+
+public class Readme : ScriptableObject {
+ public Texture2D icon;
+ public string title;
+ public Section[] sections;
+ public bool loadedLayout;
+
+ [Serializable]
+ public class Section {
+ public string heading, text, linkText, url;
+ }
+}
diff --git a/Assets/StarterAssets/TutorialInfo/Scripts/Readme.cs.meta b/Assets/StarterAssets/TutorialInfo/Scripts/Readme.cs.meta
new file mode 100644
index 0000000..0dd2604
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diff --git a/Assets/StarterAssets/license.txt b/Assets/StarterAssets/license.txt
new file mode 100644
index 0000000..3f19c88
--- /dev/null
+++ b/Assets/StarterAssets/license.txt
@@ -0,0 +1,2 @@
+This package is licensed under the Unity Companion License.
+For full license terms, please see: https://unity3d.com/legal/licenses/Unity_Companion_License
\ No newline at end of file
diff --git a/Assets/StarterAssets/license.txt.meta b/Assets/StarterAssets/license.txt.meta
new file mode 100644
index 0000000..c749929
--- /dev/null
+++ b/Assets/StarterAssets/license.txt.meta
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diff --git a/Packages/manifest.json b/Packages/manifest.json
new file mode 100644
index 0000000..1944fde
--- /dev/null
+++ b/Packages/manifest.json
@@ -0,0 +1,48 @@
+{
+ "dependencies": {
+ "com.unity.cinemachine": "2.8.9",
+ "com.unity.collab-proxy": "1.17.2",
+ "com.unity.feature.development": "1.0.1",
+ "com.unity.ide.rider": "3.0.15",
+ "com.unity.ide.visualstudio": "2.0.16",
+ "com.unity.ide.vscode": "1.2.5",
+ "com.unity.inputsystem": "1.4.2",
+ "com.unity.test-framework": "1.1.31",
+ "com.unity.textmeshpro": "3.0.6",
+ "com.unity.timeline": "1.6.4",
+ "com.unity.toolchain.linux-x86_64": "2.0.2",
+ "com.unity.ugui": "1.0.0",
+ "com.unity.visualscripting": "1.7.8",
+ "com.unity.modules.ai": "1.0.0",
+ "com.unity.modules.androidjni": "1.0.0",
+ "com.unity.modules.animation": "1.0.0",
+ "com.unity.modules.assetbundle": "1.0.0",
+ "com.unity.modules.audio": "1.0.0",
+ "com.unity.modules.cloth": "1.0.0",
+ "com.unity.modules.director": "1.0.0",
+ "com.unity.modules.imageconversion": "1.0.0",
+ "com.unity.modules.imgui": "1.0.0",
+ "com.unity.modules.jsonserialize": "1.0.0",
+ "com.unity.modules.particlesystem": "1.0.0",
+ "com.unity.modules.physics": "1.0.0",
+ "com.unity.modules.physics2d": "1.0.0",
+ "com.unity.modules.screencapture": "1.0.0",
+ "com.unity.modules.terrain": "1.0.0",
+ "com.unity.modules.terrainphysics": "1.0.0",
+ "com.unity.modules.tilemap": "1.0.0",
+ "com.unity.modules.ui": "1.0.0",
+ "com.unity.modules.uielements": "1.0.0",
+ "com.unity.modules.umbra": "1.0.0",
+ "com.unity.modules.unityanalytics": "1.0.0",
+ "com.unity.modules.unitywebrequest": "1.0.0",
+ "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
+ "com.unity.modules.unitywebrequestaudio": "1.0.0",
+ "com.unity.modules.unitywebrequesttexture": "1.0.0",
+ "com.unity.modules.unitywebrequestwww": "1.0.0",
+ "com.unity.modules.vehicles": "1.0.0",
+ "com.unity.modules.video": "1.0.0",
+ "com.unity.modules.vr": "1.0.0",
+ "com.unity.modules.wind": "1.0.0",
+ "com.unity.modules.xr": "1.0.0"
+ }
+}
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
new file mode 100644
index 0000000..104b186
--- /dev/null
+++ b/Packages/packages-lock.json
@@ -0,0 +1,457 @@
+{
+ "dependencies": {
+ "com.unity.cinemachine": {
+ "version": "2.8.9",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.test-framework": "1.1.31"
+ },
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.collab-proxy": {
+ "version": "1.17.2",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.services.core": "1.0.1"
+ },
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.editorcoroutines": {
+ "version": "1.0.0",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
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+ "com.unity.ide.vscode": "1.2.5",
+ "com.unity.editorcoroutines": "1.0.0",
+ "com.unity.performance.profile-analyzer": "1.1.1",
+ "com.unity.test-framework": "1.1.31",
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