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52
Assets/01-Readme First.txt
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Assets/01-Readme First.txt
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LibPd Unity Integration Examples
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--------------------------------
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This project is intended to demonstrate how to use the LibPdIntegration wrapper
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for LibPd in Unity. It is split into different scenes which each demonstrate a
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different aspect of the wrapper, and what you might want to do with it.
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At the time of writing, there are 2 scenes:
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- A Spatialisation scene, demonstrating how to spatialise PD patches within
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Unity.
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- A Unity -> LibPd scene, demonstrating how to communicate with a PD patch from
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Unity.
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More scenes will be added as the project develops.
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How LibPdIntegration Works:
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---------------------------
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This wrapper revolves a single C# script (LibPdInstance.cs), which communicates
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with the native libpd plugin. At the time of writing, there are plugins included
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for OSX and Windows (32-bit & 64-bit). Time and resources permitting, more
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platforms will be supported in future.
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Incorporating a PD patch into your Unity project requires you to add 2
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Components to a GameObject:
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1.) An AudioSource Component. This is necessary for Unity to perform audio
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processing on the GameObject. Without it your PD patch will not be run.
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2.) The LibPdInstance script. You can then give the script a reference to your
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PD patch in the Inspector.
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Note that the order of these Components matters. The AudioSource must come
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before LibPdInstance.
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See the example scenes for more information.
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Project Structure
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-----------------
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All assets are organised into folders categorised by type. As there are multiple
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scenes in this project, these can be found in the Scenes folder. Assets that are
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unique to a specific scene will reside in subfolders specifying the scene they
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belong to.
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PD Patch Location
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-----------------
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Due to the way Unity handles assets, all PD patches must reside within the
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Assets/StreamingAssets/PdAssets folder (you can implement further subfolders
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within that folder however).
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- Niall Moody (11/07/18).
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7
Assets/01-Readme First.txt.meta
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2
Assets/02-A note on PD patches.txt
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Assets/02-A note on PD patches.txt
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The included PD patches were designed to be viewed zoomed in (Ctrl +). Their
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layouts may be a bit messy when viewed at the default zoom level in PD.
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7
Assets/02-A note on PD patches.txt.meta
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40
Assets/03-Readme SpatialiseScene.txt
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Assets/03-Readme SpatialiseScene.txt
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SpatialiseScene Notes
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---------------------
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This scene demonstrates how to spatialise PD patches within Unity. Due to the
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way Unity spatialises sound, this is a slightly involved process.
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The first thing to note is that, by default, Unity only spatialises
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AudioSources. It won't apply spatialisation to any other audio producing
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Components (like LibPdInstance). In order to get around that limitation, we'll
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need to cheat the system a bit.
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After adding an AudioSource and LibPdInstance to a GameObject in your scene, the
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steps you'll need to take to spatialise your PD patch are:
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1.) Set the AudioSource's AudioClip to the included SpatialiserFix.wav file.
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2.) Set the AudioSource to Play On Awake and Loop.
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3.) Adjust the Spatial Blend slider to 1 (3D).
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4.) In your PD patch, multiply the 2 outputs of an adc~ object by the output of
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your patch before feeding it to the dac~ object.
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This process will ensure that the spatialisation applied to the AudioSource gets
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applied to the output of your patch. See FilteredNoise.pd for more information.
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Conversely, if you don't want to apply any spatialisation to your patch, you
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don't need to do any of the aforementioned steps.
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Alternative Approach
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--------------------
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An alternative, less-involved approach is to use Unity's OculusSpatializer
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plugin. When I tested it, this seemed to apply some odd filtering to the sound,
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so it's not used in this project, but you may prefer this approach.
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To use the OculusSpatializer plugin, the steps are:
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1.) Edit -> Project Settings... -> Audio.
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2.) Set Spatializer Plugin to OculusSpatializer.
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This will spatialise all audio for you, without any need for the aforementioned
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SpatialiserFix file and adc~ object in each patch.
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7
Assets/03-Readme SpatialiseScene.txt.meta
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34
Assets/04-Readme Unity2LibPdScene.txt
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Assets/04-Readme Unity2LibPdScene.txt
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Unity2LibPdScene Notes
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----------------------
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This scene demonstrates how to communicate from Unity to LibPd.
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At the time of writing, the scene provides examples for sending bangs and floats
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to a PD patch. These are by far the simplest ways to communicate with a PD
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patch, and use the SendBang() and SendFloat() functions provided by
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LibPdInstance.
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When called, SendBang() and SendFloat() will both send a bang or a float
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(respectively) to a named receive object in the PD patch.
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Steps necessary for sending a bang to a patch:
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1.) In your patch, add a receive object, and give it a name (e.g. receive test).
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2.) In the C# script you will use to trigger the bang, call SendBang() with the
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name of the receive object as its parameter
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(e.g. pdPatch.SendBang("test");).
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Steps necessary for sending a float to a patch:
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1.) In your patch, add a receive object, and give it a name (e.g. receive test).
|
||||
2.) In the C# script you will use to trigger the float, call SendFloat() with
|
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the name of the receive object as its first parameter, and the float value
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you want to send as its second parameter
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(e.g. pdPatch.SendFloat("test", 1.0f);).
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More examples of sending data to LibPd will be added in future. Until then you
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can look at the documentation for LibPdInstance.cs, or check out the sister
|
||||
LibPdIntegrationTests project, which is used to ensure the wrapper is
|
||||
functioning correctly and thus implements all possible LibPdInstance functions.
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7
Assets/04-Readme Unity2LibPdScene.txt.meta
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Assets/Plugins/x86/libwinpthread-1.dll
Normal file
BIN
Assets/Plugins/x86/libwinpthread-1.dll
Normal file
Binary file not shown.
85
Assets/Plugins/x86/libwinpthread-1.dll.meta
Normal file
85
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Normal file
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Assets/Scenes.meta
Normal file
8
Assets/Scenes.meta
Normal file
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1936
Assets/Scenes/MainScene.unity
Normal file
1936
Assets/Scenes/MainScene.unity
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Scenes/MainScene.unity.meta
Normal file
7
Assets/Scenes/MainScene.unity.meta
Normal file
|
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2039
Assets/Scenes/SpatialiseScene.unity
Normal file
2039
Assets/Scenes/SpatialiseScene.unity
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Scenes/SpatialiseScene.unity.meta
Normal file
7
Assets/Scenes/SpatialiseScene.unity.meta
Normal file
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1967
Assets/Scenes/Unity2LibPdScene.unity
Normal file
1967
Assets/Scenes/Unity2LibPdScene.unity
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Scenes/Unity2LibPdScene.unity.meta
Normal file
7
Assets/Scenes/Unity2LibPdScene.unity.meta
Normal file
|
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8
Assets/Scripts.meta
Normal file
8
Assets/Scripts.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 1bbe029c079fead4e975ec43275c7c52
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49
Assets/Scripts/GameManager.cs
Normal file
49
Assets/Scripts/GameManager.cs
Normal file
|
|
@ -0,0 +1,49 @@
|
|||
// GameManager.cs - Script used to let the player quit by pressing Escape.
|
||||
// -----------------------------------------------------------------------------
|
||||
// Copyright (c) 2018 Niall Moody
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
// -----------------------------------------------------------------------------
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// Script used to let the player quit by pressing Escape (in a build).
|
||||
public class GameManager : MonoBehaviour {
|
||||
|
||||
/// Used to ensure we don't create another instance of GameManager if we
|
||||
/// return to the MainScene.
|
||||
private static bool instantiated = false;
|
||||
|
||||
/// We use this to ensure our GameManager doesn't get destroyed when we switch scenes.
|
||||
void Awake () {
|
||||
if(!instantiated) {
|
||||
DontDestroyOnLoad(this.gameObject);
|
||||
instantiated = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// Listen for the user pressing Escape to quit.
|
||||
void Update() {
|
||||
if(Input.GetButton("Quit")) {
|
||||
Application.Quit();
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/GameManager.cs.meta
Normal file
11
Assets/Scripts/GameManager.cs.meta
Normal file
|
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1044
Assets/Scripts/LibPdInstance.cs
Normal file
1044
Assets/Scripts/LibPdInstance.cs
Normal file
File diff suppressed because it is too large
Load diff
11
Assets/Scripts/LibPdInstance.cs.meta
Normal file
11
Assets/Scripts/LibPdInstance.cs.meta
Normal file
|
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106
Assets/Scripts/PlayerMovement.cs
Normal file
106
Assets/Scripts/PlayerMovement.cs
Normal file
|
|
@ -0,0 +1,106 @@
|
|||
// PlayerMovement.cs - Simple first person movement script.
|
||||
// -----------------------------------------------------------------------------
|
||||
// Copyright (c) 2018 Niall Moody
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
// -----------------------------------------------------------------------------
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// Simple first person movement script, included so we don't need to include
|
||||
/// any Standard Assets (they're far heavier than we need).
|
||||
public class PlayerMovement : MonoBehaviour {
|
||||
/// Used to implement mouselook on the vertical axis.
|
||||
public Camera playerCamera;
|
||||
|
||||
/// Used to set the player's rotation around the y-axis.
|
||||
private float playerRotation;
|
||||
/// Used to implement mouselook on the vertical axis.
|
||||
private float viewY;
|
||||
|
||||
/// Used to let the player jump.
|
||||
private float jumpAmount;
|
||||
|
||||
/// We use this to hide the mouse cursor.
|
||||
void Start () {
|
||||
Cursor.visible = false;
|
||||
}
|
||||
|
||||
/// This is where we move the Player object and Camera.
|
||||
void Update () {
|
||||
//Get our current WASD speed.
|
||||
Vector3 strafe = new Vector3(Input.GetAxis("Horizontal") * 10.0f, 0.0f, 0.0f);
|
||||
float forwardSpeed = Input.GetAxis("Vertical") * 10.0f;
|
||||
|
||||
//Get our current mouse/camera rotation.
|
||||
playerRotation = Input.GetAxis("Mouse X") * 6.0f;
|
||||
viewY = Input.GetAxis("Mouse Y") * 4.0f;
|
||||
|
||||
//Don't let the player rotate the camera more than 90 degrees on the
|
||||
//y-axis.
|
||||
viewY = Mathf.Clamp(viewY, -90.0f, 90.0f);
|
||||
|
||||
//Rotate the camera up/down.
|
||||
playerCamera.transform.Rotate(new Vector3(-viewY, 0.0f, 0.0f));
|
||||
|
||||
//Rotate player (clamped so they can't move so fast they make themselves
|
||||
//sick).
|
||||
Mathf.Clamp(playerRotation, -5.0f, 5.0f);
|
||||
transform.Rotate(0.0f, playerRotation, 0.0f);
|
||||
|
||||
//Jump player.
|
||||
CharacterController controller = GetComponent<CharacterController>();
|
||||
Vector3 jumpVector = Vector3.zero;
|
||||
|
||||
//If the player is holding the jump button down, AND they're not yet
|
||||
//jumping AND on the ground, OR they are jumping but they've not reached
|
||||
//the top of the jump, increase their jumpAmount and move them
|
||||
//accordingly on the y-axis.
|
||||
if(Input.GetButton("Jump")) {
|
||||
if(((jumpAmount <= 0.0f) && controller.isGrounded) ||
|
||||
((jumpAmount > 0.0f) && (jumpAmount < 1.0f))) {
|
||||
jumpAmount += Time.deltaTime * 5.0f;
|
||||
|
||||
jumpVector.y = 4.0f + ((1.0f - jumpAmount) * 20.0f);
|
||||
}
|
||||
}
|
||||
//Otherwise, if they're on the ground but their jumpAmount is not 0,
|
||||
//reset it.
|
||||
else if((jumpAmount > 0.0f) && controller.isGrounded) {
|
||||
jumpAmount = 0.0f;
|
||||
}
|
||||
|
||||
//Move player.
|
||||
Vector3 moveDirection = Vector3.zero;
|
||||
|
||||
//Set the player's direction based on the direction of the mouse and
|
||||
//which WASD keys they're pressing.
|
||||
moveDirection = transform.rotation * ((Vector3.forward * forwardSpeed) + strafe);
|
||||
moveDirection.y = jumpVector.y;
|
||||
|
||||
//Apply gravity to the player's y-axis.
|
||||
moveDirection.y -= 6.0f;
|
||||
|
||||
//Finally, apply the updated direction to the player's Controller (this
|
||||
//will figure out any collisions with the ground, other objects, etc.).
|
||||
controller.Move(moveDirection * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/PlayerMovement.cs.meta
Normal file
11
Assets/Scripts/PlayerMovement.cs.meta
Normal file
|
|
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8
Assets/Scripts/SpatialisationSceneScripts.meta
Normal file
8
Assets/Scripts/SpatialisationSceneScripts.meta
Normal file
|
|
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|
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69
Assets/Scripts/SpatialisationSceneScripts/CircleMotion.cs
Normal file
69
Assets/Scripts/SpatialisationSceneScripts/CircleMotion.cs
Normal file
|
|
@ -0,0 +1,69 @@
|
|||
// CircleMotion.cs - Script used to move an object in a circle.
|
||||
// -----------------------------------------------------------------------------
|
||||
// Copyright (c) 2018 Niall Moody
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
// -----------------------------------------------------------------------------
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// Script used to move an object in a circle.
|
||||
public class CircleMotion : MonoBehaviour {
|
||||
|
||||
/// The Transform of the GameObject we're going to move in a circle.
|
||||
public Transform objectToMove;
|
||||
/// The radius of the circle we're going to move the object in.
|
||||
[Range(0.1f, 50.0f)]
|
||||
public float radius = 10.0f;
|
||||
|
||||
/// Where we are in the circle right now.
|
||||
private float circleIndex;
|
||||
/// The circle's centre position.
|
||||
private Vector3 centrePos;
|
||||
|
||||
/// Used to setup centrePos.
|
||||
void Start () {
|
||||
//These lines calculate the centre of the circle we're going to move the
|
||||
//object in. We assume the developer has placed the object at the
|
||||
//12 o'clock position of the circle, so the centre position is its
|
||||
//position - the circle's radius on the z-axis.
|
||||
centrePos = objectToMove.transform.position;
|
||||
centrePos.z -= radius;
|
||||
}
|
||||
|
||||
/// Move the object along its path.
|
||||
void Update () {
|
||||
Vector3 pos = centrePos;
|
||||
|
||||
//Update circleIndex to move the object further around the circle.
|
||||
circleIndex += 0.01f;
|
||||
if(circleIndex > (2.0f * Mathf.PI))
|
||||
circleIndex -= 2.0f * Mathf.PI;
|
||||
|
||||
//We calculate the object's position by feeding circleIndex into the
|
||||
//Sin function for it's x-axis, and Cos for it's z-axis.
|
||||
pos.x += Mathf.Sin(circleIndex) * radius;
|
||||
pos.z += Mathf.Cos(circleIndex) * radius;
|
||||
|
||||
//Finally, apply our updated position to the object's Transform.
|
||||
objectToMove.transform.position = pos;
|
||||
}
|
||||
}
|
||||
|
|
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|
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assetBundleVariant:
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40
Assets/Scripts/Teleport.cs
Normal file
40
Assets/Scripts/Teleport.cs
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
// Teleport.cs - Simple script used to teleport the player between scenes.
|
||||
// -----------------------------------------------------------------------------
|
||||
// Copyright (c) 2018 Niall Moody
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
// -----------------------------------------------------------------------------
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
/// Simple script used to teleport the player between scenes.
|
||||
public class Teleport : MonoBehaviour {
|
||||
|
||||
/// The name of the scene to load when the player walks into the associated portal.
|
||||
public string sceneToLoad;
|
||||
|
||||
/// This gets called when the player walks into the associated portal.
|
||||
void OnTriggerEnter(Collider other) {
|
||||
//This loads our new scene.
|
||||
SceneManager.LoadSceneAsync(sceneToLoad);
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Teleport.cs.meta
Normal file
11
Assets/Scripts/Teleport.cs.meta
Normal file
|
|
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8
Assets/Scripts/Unity2LibPdSceneScripts.meta
Normal file
8
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Normal file
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|
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52
Assets/Scripts/Unity2LibPdSceneScripts/Button2Bang.cs
Normal file
52
Assets/Scripts/Unity2LibPdSceneScripts/Button2Bang.cs
Normal file
|
|
@ -0,0 +1,52 @@
|
|||
// Button2Bang.cs - Script to send a bang to a PD patch when the player enters
|
||||
// and leaves a collision volume.
|
||||
// -----------------------------------------------------------------------------
|
||||
// Copyright (c) 2018 Niall Moody
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
// -----------------------------------------------------------------------------
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// Script to send a bang to a PD patch when the player enters and leaves a
|
||||
/// collision volume.
|
||||
public class Button2Bang : MonoBehaviour {
|
||||
|
||||
/// The PD patch we're going to communicate with.
|
||||
public LibPdInstance pdPatch;
|
||||
|
||||
/// We send a bang when the player steps on the button (enters the collision
|
||||
/// volume).
|
||||
void OnTriggerEnter(Collider other) {
|
||||
//To send a bang to our PD patch, the patch needs a named receive object
|
||||
//(in this case, named VolumeUp), and then we can just use the
|
||||
//SendBang() function to send a bang to that object from Unity.
|
||||
//
|
||||
//See the BangExample.pd patch for details.
|
||||
pdPatch.SendBang("VolumeUp");
|
||||
}
|
||||
|
||||
/// We send a different bang when the player steps off the button (leaves
|
||||
/// the collision volume).
|
||||
void OnTriggerExit(Collider other) {
|
||||
pdPatch.SendBang("VolumeDown");
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Unity2LibPdSceneScripts/Button2Bang.cs.meta
Normal file
11
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65
Assets/Scripts/Unity2LibPdSceneScripts/Proximity2Float.cs
Normal file
65
Assets/Scripts/Unity2LibPdSceneScripts/Proximity2Float.cs
Normal file
|
|
@ -0,0 +1,65 @@
|
|||
// Proximity2Float.cs - Script to send a float to a PD patch determined by the
|
||||
// player's proximity to a specific GameObject.
|
||||
// -----------------------------------------------------------------------------
|
||||
// Copyright (c) 2018 Niall Moody
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
// -----------------------------------------------------------------------------
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// Script to send a float to a PD patch determined by the player's proximity to
|
||||
/// a specific GameObject.
|
||||
public class Proximity2Float : MonoBehaviour {
|
||||
|
||||
// The Pd patch we'll be communicating with.
|
||||
public LibPdInstance pdPatch;
|
||||
// We'll use the transform of the red sphere to judge the player's proximity.
|
||||
public Transform sphereTransform;
|
||||
|
||||
/// All our calculations for this class take place in MonoBehaviour's
|
||||
/// Update() function.
|
||||
void Update () {
|
||||
//Get the distance between the sphere and the main camera.
|
||||
float proximity = Vector3.Distance(sphereTransform.position, Camera.main.transform.position);
|
||||
|
||||
//We want proximity to be in the range 0 -> 1.
|
||||
//Since our blue circle has a diameter of 15, its radius will be 7.5,
|
||||
//hence the following scaling.
|
||||
proximity /= 7.5f;
|
||||
|
||||
//We also want the pitch to increase as we get closer to the sphere,
|
||||
//so we invert proximity.
|
||||
proximity = 1.0f - proximity;
|
||||
|
||||
if(proximity < 0.0f)
|
||||
proximity = 0.0f;
|
||||
|
||||
//Send our frequency value to the PD patch.
|
||||
//Like in Button2Bang.cs/ButtonExample.pd, all we need to be able to
|
||||
//send floats to our PD patch is a named receive object in the patch (in
|
||||
//this case, named proximity). We can then use the SendFloat() function
|
||||
//to send our float value to that named receive object.
|
||||
//
|
||||
//See the FloatExample.pd patch for details.
|
||||
pdPatch.SendFloat("proximity", proximity);
|
||||
}
|
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}
|
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|
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8
Assets/Soundfiles.meta
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8
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|
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BIN
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Normal file
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22
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22
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8
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|
|
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|
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||||
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|
||||
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|
||||
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|
||||
#X text 5 143 (which Unity has now spatialised for us);
|
||||
#X text 8 156 into the audio input of our PD patch.;
|
||||
#X text 8 96 To get around this we need to cheat the;
|
||||
#X text 7 195 constant dc value of +1 (for this reason;
|
||||
#X text 7 207 you should NOT attempt to play it through;
|
||||
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|
||||
#X text 6 234 default spatialisation to it \, this gives;
|
||||
#X text 8 246 us a stereo input which effectively;
|
||||
#X text 7 259 contains the levels of the left & right;
|
||||
#X text 8 270 channels for our patch.;
|
||||
#X text 8 183 The SpatialiserFix file contains a;
|
||||
#X text 6 309 output by these levels then gives us a;
|
||||
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|
||||
#X text 7 297 Simply multiplying our patch's stereo;
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#X connect 8 0 6 0;
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||||
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||||
#X connect 10 0 1 0;
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||||
#X connect 11 0 1 0;
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||||
#X connect 12 0 13 0;
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||||
#X connect 13 0 8 0;
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||||
#X restore 14 145 pd oscillator;
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#X obj 14 3 loadbang;
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#X obj 97 17 metro 2000;
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#N canvas 12 244 437 409 oscillator 0;
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#X obj 14 90 osc~;
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#X obj 46 90 osc~;
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#X obj 14 43 mtof;
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#X msg 115 116 \$1 1000;
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#X obj 115 140 vline~;
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#X obj 115 95 / 100;
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#X obj 13 13 inlet;
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#X obj 47 57 * 1.004;
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#X obj 115 39 random 60;
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#X obj 115 65 + 40;
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||||
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#X obj 47 57 * 1.003;
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#X obj 115 67 + 40;
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|
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#X msg 299 123 71;
|
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#X msg 203 123 67;
|
||||
#X msg 109 123 64;
|
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#X msg 14 123 60;
|
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#X obj 14 187 *~ 0.25;
|
||||
#X text 177 2 This patch implements a simple;
|
||||
#X text 177 14 4-note drone \, using a metro;
|
||||
#X text 177 25 object to vary the levels of;
|
||||
#X text 177 36 the 4 oscillators.;
|
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#X connect 1 0 11 0;
|
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#X connect 2 0 3 0;
|
||||
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#X connect 2 0 9 0;
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|
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|
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|
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Assets/StreamingAssets/PdAssets/Unity2LibPdPatches.meta
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|
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|
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#X obj 84 134 vline~;
|
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#X msg 84 113 1 10;
|
||||
#X msg 131 119 0 10;
|
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#X obj 131 65 receive VolumeDown;
|
||||
#X obj 84 46 receive VolumeUp;
|
||||
#X text 70 206 See FilteredNoise.pd in;
|
||||
#X text 70 217 the Spatialisation scene;
|
||||
#X text 71 228 for an explanation of;
|
||||
#X text 70 238 this structure.;
|
||||
#X text 5 1 Sine Oscillator;
|
||||
#X text 83 27 These receive objects are how we receive;
|
||||
#X text 200 39 signals from our Unity;
|
||||
#X text 213 50 scene. In this case \,;
|
||||
#X text 258 61 bangs sent to;
|
||||
#X text 265 73 VolumeUp and;
|
||||
#X text 193 84 VolumeDown will trigger;
|
||||
#X text 258 95 a ramp of the;
|
||||
#X text 194 106 oscillator's amplitude.;
|
||||
#X connect 4 0 5 1;
|
||||
#X connect 4 1 6 1;
|
||||
#X connect 5 0 3 0;
|
||||
#X connect 6 0 3 1;
|
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#X obj 7 93 +~ 110;
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#X obj 91 92 *~ 0.5;
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#X obj 7 72 *~ 1550;
|
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#X msg 91 38 \$1 5;
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#X obj 91 5 receive proximity;
|
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#X text 137 23 Here \, sending a float from;
|
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#X text 137 33 Unity to the proximity;
|
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#X text 137 45 receive object triggers a;
|
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#X text 137 56 short vline~ ramp that;
|
||||
#X text 137 66 applies to both the;
|
||||
#X text 136 77 oscillator's frequency \,;
|
||||
#X text 136 88 and its amplitude.;
|
||||
#X text 125 166 See FilteredNoise.pd in;
|
||||
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Assets/Unity - Shortcut.lnk
Normal file
BIN
Assets/Unity - Shortcut.lnk
Normal file
Binary file not shown.
18
LICENSE.txt
Normal file
18
LICENSE.txt
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
Copyright (c) 2018 Niall Moody
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to use
|
||||
copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
|
||||
Software, and to permit persons to whom the Software is furnished to do so,
|
||||
subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
||||
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
||||
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
|
||||
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||||
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
328
LibPdIntegrationExamples.csproj
Normal file
328
LibPdIntegrationExamples.csproj
Normal file
|
|
@ -0,0 +1,328 @@
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|||
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<ItemGroup>
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<Compile Include="Assets\Scripts\GameManager.cs" />
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<Compile Include="Assets\Scripts\LibPdInstance.cs" />
|
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<Compile Include="Assets\Scripts\PlayerMovement.cs" />
|
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<Compile Include="Assets\Scripts\SpatialisationSceneScripts\CircleMotion.cs" />
|
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<Compile Include="Assets\Scripts\Teleport.cs" />
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<Compile Include="Assets\Scripts\Unity2LibPdSceneScripts\Button2Bang.cs" />
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<Compile Include="Assets\Scripts\Unity2LibPdSceneScripts\Proximity2Float.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Assets\01-Readme First.txt" />
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<None Include="Assets\02-A note on PD patches.txt" />
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<None Include="Assets\03-Readme SpatialiseScene.txt" />
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||||
32
LibPdIntegrationExamples.sln
Normal file
32
LibPdIntegrationExamples.sln
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio 2017
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LibPdIntegrationExamples", "LibPdIntegrationExamples.csproj", "{A483BD06-E30A-FEC7-8139-ACBA2BD2B58D}"
|
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity.PackageManagerUI.Editor", "Unity.PackageManagerUI.Editor.csproj", "{6877705C-FBD9-0C4F-5AFB-6FB431E5D39D}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UnityEditor.StandardEvents", "UnityEditor.StandardEvents.csproj", "{6800202F-4402-D405-F8CB-03DC7BD78B92}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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17
ProjectSettings/AudioManager.asset
Normal file
17
ProjectSettings/AudioManager.asset
Normal file
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6
ProjectSettings/ClusterInputManager.asset
Normal file
6
ProjectSettings/ClusterInputManager.asset
Normal file
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29
ProjectSettings/DynamicsManager.asset
Normal file
29
ProjectSettings/DynamicsManager.asset
Normal file
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17
ProjectSettings/EditorBuildSettings.asset
Normal file
17
ProjectSettings/EditorBuildSettings.asset
Normal file
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21
ProjectSettings/EditorSettings.asset
Normal file
21
ProjectSettings/EditorSettings.asset
Normal file
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63
ProjectSettings/GraphicsSettings.asset
Normal file
63
ProjectSettings/GraphicsSettings.asset
Normal file
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311
ProjectSettings/InputManager.asset
Normal file
311
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Normal file
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Normal file
91
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Normal file
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||||
switchTitleNames_5:
|
||||
switchTitleNames_6:
|
||||
switchTitleNames_7:
|
||||
switchTitleNames_8:
|
||||
switchTitleNames_9:
|
||||
switchTitleNames_10:
|
||||
switchTitleNames_11:
|
||||
switchTitleNames_12:
|
||||
switchTitleNames_13:
|
||||
switchTitleNames_14:
|
||||
switchPublisherNames_0:
|
||||
switchPublisherNames_1:
|
||||
switchPublisherNames_2:
|
||||
switchPublisherNames_3:
|
||||
switchPublisherNames_4:
|
||||
switchPublisherNames_5:
|
||||
switchPublisherNames_6:
|
||||
switchPublisherNames_7:
|
||||
switchPublisherNames_8:
|
||||
switchPublisherNames_9:
|
||||
switchPublisherNames_10:
|
||||
switchPublisherNames_11:
|
||||
switchPublisherNames_12:
|
||||
switchPublisherNames_13:
|
||||
switchPublisherNames_14:
|
||||
switchIcons_0: {fileID: 0}
|
||||
switchIcons_1: {fileID: 0}
|
||||
switchIcons_2: {fileID: 0}
|
||||
switchIcons_3: {fileID: 0}
|
||||
switchIcons_4: {fileID: 0}
|
||||
switchIcons_5: {fileID: 0}
|
||||
switchIcons_6: {fileID: 0}
|
||||
switchIcons_7: {fileID: 0}
|
||||
switchIcons_8: {fileID: 0}
|
||||
switchIcons_9: {fileID: 0}
|
||||
switchIcons_10: {fileID: 0}
|
||||
switchIcons_11: {fileID: 0}
|
||||
switchIcons_12: {fileID: 0}
|
||||
switchIcons_13: {fileID: 0}
|
||||
switchIcons_14: {fileID: 0}
|
||||
switchSmallIcons_0: {fileID: 0}
|
||||
switchSmallIcons_1: {fileID: 0}
|
||||
switchSmallIcons_2: {fileID: 0}
|
||||
switchSmallIcons_3: {fileID: 0}
|
||||
switchSmallIcons_4: {fileID: 0}
|
||||
switchSmallIcons_5: {fileID: 0}
|
||||
switchSmallIcons_6: {fileID: 0}
|
||||
switchSmallIcons_7: {fileID: 0}
|
||||
switchSmallIcons_8: {fileID: 0}
|
||||
switchSmallIcons_9: {fileID: 0}
|
||||
switchSmallIcons_10: {fileID: 0}
|
||||
switchSmallIcons_11: {fileID: 0}
|
||||
switchSmallIcons_12: {fileID: 0}
|
||||
switchSmallIcons_13: {fileID: 0}
|
||||
switchSmallIcons_14: {fileID: 0}
|
||||
switchManualHTML:
|
||||
switchAccessibleURLs:
|
||||
switchLegalInformation:
|
||||
switchMainThreadStackSize: 1048576
|
||||
switchPresenceGroupId:
|
||||
switchLogoHandling: 0
|
||||
switchReleaseVersion: 0
|
||||
switchDisplayVersion: 1.0.0
|
||||
switchStartupUserAccount: 0
|
||||
switchTouchScreenUsage: 0
|
||||
switchSupportedLanguagesMask: 0
|
||||
switchLogoType: 0
|
||||
switchApplicationErrorCodeCategory:
|
||||
switchUserAccountSaveDataSize: 0
|
||||
switchUserAccountSaveDataJournalSize: 0
|
||||
switchApplicationAttribute: 0
|
||||
switchCardSpecSize: -1
|
||||
switchCardSpecClock: -1
|
||||
switchRatingsMask: 0
|
||||
switchRatingsInt_0: 0
|
||||
switchRatingsInt_1: 0
|
||||
switchRatingsInt_2: 0
|
||||
switchRatingsInt_3: 0
|
||||
switchRatingsInt_4: 0
|
||||
switchRatingsInt_5: 0
|
||||
switchRatingsInt_6: 0
|
||||
switchRatingsInt_7: 0
|
||||
switchRatingsInt_8: 0
|
||||
switchRatingsInt_9: 0
|
||||
switchRatingsInt_10: 0
|
||||
switchRatingsInt_11: 0
|
||||
switchLocalCommunicationIds_0:
|
||||
switchLocalCommunicationIds_1:
|
||||
switchLocalCommunicationIds_2:
|
||||
switchLocalCommunicationIds_3:
|
||||
switchLocalCommunicationIds_4:
|
||||
switchLocalCommunicationIds_5:
|
||||
switchLocalCommunicationIds_6:
|
||||
switchLocalCommunicationIds_7:
|
||||
switchParentalControl: 0
|
||||
switchAllowsScreenshot: 1
|
||||
switchAllowsVideoCapturing: 1
|
||||
switchAllowsRuntimeAddOnContentInstall: 0
|
||||
switchDataLossConfirmation: 0
|
||||
switchSupportedNpadStyles: 3
|
||||
switchSocketConfigEnabled: 0
|
||||
switchTcpInitialSendBufferSize: 32
|
||||
switchTcpInitialReceiveBufferSize: 64
|
||||
switchTcpAutoSendBufferSizeMax: 256
|
||||
switchTcpAutoReceiveBufferSizeMax: 256
|
||||
switchUdpSendBufferSize: 9
|
||||
switchUdpReceiveBufferSize: 42
|
||||
switchSocketBufferEfficiency: 4
|
||||
switchSocketInitializeEnabled: 1
|
||||
switchNetworkInterfaceManagerInitializeEnabled: 1
|
||||
switchPlayerConnectionEnabled: 1
|
||||
ps4NPAgeRating: 12
|
||||
ps4NPTitleSecret:
|
||||
ps4NPTrophyPackPath:
|
||||
ps4ParentalLevel: 11
|
||||
ps4ContentID: ED1633-NPXX51362_00-0000000000000000
|
||||
ps4Category: 0
|
||||
ps4MasterVersion: 01.00
|
||||
ps4AppVersion: 01.00
|
||||
ps4AppType: 0
|
||||
ps4ParamSfxPath:
|
||||
ps4VideoOutPixelFormat: 0
|
||||
ps4VideoOutInitialWidth: 1920
|
||||
ps4VideoOutBaseModeInitialWidth: 1920
|
||||
ps4VideoOutReprojectionRate: 60
|
||||
ps4PronunciationXMLPath:
|
||||
ps4PronunciationSIGPath:
|
||||
ps4BackgroundImagePath:
|
||||
ps4StartupImagePath:
|
||||
ps4StartupImagesFolder:
|
||||
ps4IconImagesFolder:
|
||||
ps4SaveDataImagePath:
|
||||
ps4SdkOverride:
|
||||
ps4BGMPath:
|
||||
ps4ShareFilePath:
|
||||
ps4ShareOverlayImagePath:
|
||||
ps4PrivacyGuardImagePath:
|
||||
ps4NPtitleDatPath:
|
||||
ps4RemotePlayKeyAssignment: -1
|
||||
ps4RemotePlayKeyMappingDir:
|
||||
ps4PlayTogetherPlayerCount: 0
|
||||
ps4EnterButtonAssignment: 1
|
||||
ps4ApplicationParam1: 0
|
||||
ps4ApplicationParam2: 0
|
||||
ps4ApplicationParam3: 0
|
||||
ps4ApplicationParam4: 0
|
||||
ps4DownloadDataSize: 0
|
||||
ps4GarlicHeapSize: 2048
|
||||
ps4ProGarlicHeapSize: 2560
|
||||
ps4Passcode: frAQBc8Wsa1xVPfvJcrgRYwTiizs2trQ
|
||||
ps4pnSessions: 1
|
||||
ps4pnPresence: 1
|
||||
ps4pnFriends: 1
|
||||
ps4pnGameCustomData: 1
|
||||
playerPrefsSupport: 0
|
||||
enableApplicationExit: 0
|
||||
restrictedAudioUsageRights: 0
|
||||
ps4UseResolutionFallback: 0
|
||||
ps4ReprojectionSupport: 0
|
||||
ps4UseAudio3dBackend: 0
|
||||
ps4SocialScreenEnabled: 0
|
||||
ps4ScriptOptimizationLevel: 0
|
||||
ps4Audio3dVirtualSpeakerCount: 14
|
||||
ps4attribCpuUsage: 0
|
||||
ps4PatchPkgPath:
|
||||
ps4PatchLatestPkgPath:
|
||||
ps4PatchChangeinfoPath:
|
||||
ps4PatchDayOne: 0
|
||||
ps4attribUserManagement: 0
|
||||
ps4attribMoveSupport: 0
|
||||
ps4attrib3DSupport: 0
|
||||
ps4attribShareSupport: 0
|
||||
ps4attribExclusiveVR: 0
|
||||
ps4disableAutoHideSplash: 0
|
||||
ps4videoRecordingFeaturesUsed: 0
|
||||
ps4contentSearchFeaturesUsed: 0
|
||||
ps4attribEyeToEyeDistanceSettingVR: 0
|
||||
ps4IncludedModules: []
|
||||
monoEnv:
|
||||
psp2Splashimage: {fileID: 0}
|
||||
psp2NPTrophyPackPath:
|
||||
psp2NPSupportGBMorGJP: 0
|
||||
psp2NPAgeRating: 12
|
||||
psp2NPTitleDatPath:
|
||||
psp2NPCommsID:
|
||||
psp2NPCommunicationsID:
|
||||
psp2NPCommsPassphrase:
|
||||
psp2NPCommsSig:
|
||||
psp2ParamSfxPath:
|
||||
psp2ManualPath:
|
||||
psp2LiveAreaGatePath:
|
||||
psp2LiveAreaBackroundPath:
|
||||
psp2LiveAreaPath:
|
||||
psp2LiveAreaTrialPath:
|
||||
psp2PatchChangeInfoPath:
|
||||
psp2PatchOriginalPackage:
|
||||
psp2PackagePassword: F69AzBlax3CF3EDNhm3soLBPh71Yexui
|
||||
psp2KeystoneFile:
|
||||
psp2MemoryExpansionMode: 0
|
||||
psp2DRMType: 0
|
||||
psp2StorageType: 0
|
||||
psp2MediaCapacity: 0
|
||||
psp2DLCConfigPath:
|
||||
psp2ThumbnailPath:
|
||||
psp2BackgroundPath:
|
||||
psp2SoundPath:
|
||||
psp2TrophyCommId:
|
||||
psp2TrophyPackagePath:
|
||||
psp2PackagedResourcesPath:
|
||||
psp2SaveDataQuota: 10240
|
||||
psp2ParentalLevel: 1
|
||||
psp2ShortTitle: Not Set
|
||||
psp2ContentID: IV0000-ABCD12345_00-0123456789ABCDEF
|
||||
psp2Category: 0
|
||||
psp2MasterVersion: 01.00
|
||||
psp2AppVersion: 01.00
|
||||
psp2TVBootMode: 0
|
||||
psp2EnterButtonAssignment: 2
|
||||
psp2TVDisableEmu: 0
|
||||
psp2AllowTwitterDialog: 1
|
||||
psp2Upgradable: 0
|
||||
psp2HealthWarning: 0
|
||||
psp2UseLibLocation: 0
|
||||
psp2InfoBarOnStartup: 0
|
||||
psp2InfoBarColor: 0
|
||||
psp2ScriptOptimizationLevel: 0
|
||||
splashScreenBackgroundSourceLandscape: {fileID: 0}
|
||||
splashScreenBackgroundSourcePortrait: {fileID: 0}
|
||||
spritePackerPolicy:
|
||||
webGLMemorySize: 256
|
||||
webGLExceptionSupport: 1
|
||||
webGLNameFilesAsHashes: 0
|
||||
webGLDataCaching: 0
|
||||
webGLDebugSymbols: 0
|
||||
webGLEmscriptenArgs:
|
||||
webGLModulesDirectory:
|
||||
webGLTemplate: APPLICATION:Default
|
||||
webGLAnalyzeBuildSize: 0
|
||||
webGLUseEmbeddedResources: 0
|
||||
webGLCompressionFormat: 1
|
||||
webGLLinkerTarget: 0
|
||||
scriptingDefineSymbols:
|
||||
1: UNITY_POST_PROCESSING_STACK_V2
|
||||
4: UNITY_POST_PROCESSING_STACK_V2
|
||||
7: UNITY_POST_PROCESSING_STACK_V2
|
||||
13: UNITY_POST_PROCESSING_STACK_V2
|
||||
17: UNITY_POST_PROCESSING_STACK_V2
|
||||
18: UNITY_POST_PROCESSING_STACK_V2
|
||||
19: UNITY_POST_PROCESSING_STACK_V2
|
||||
21: UNITY_POST_PROCESSING_STACK_V2
|
||||
23: UNITY_POST_PROCESSING_STACK_V2
|
||||
24: UNITY_POST_PROCESSING_STACK_V2
|
||||
25: UNITY_POST_PROCESSING_STACK_V2
|
||||
26: UNITY_POST_PROCESSING_STACK_V2
|
||||
27: UNITY_POST_PROCESSING_STACK_V2
|
||||
platformArchitecture: {}
|
||||
scriptingBackend: {}
|
||||
il2cppCompilerConfiguration: {}
|
||||
incrementalIl2cppBuild: {}
|
||||
allowUnsafeCode: 0
|
||||
additionalIl2CppArgs:
|
||||
scriptingRuntimeVersion: 0
|
||||
apiCompatibilityLevelPerPlatform: {}
|
||||
m_RenderingPath: 1
|
||||
m_MobileRenderingPath: 1
|
||||
metroPackageName: Template_3D
|
||||
metroPackageVersion:
|
||||
metroCertificatePath:
|
||||
metroCertificatePassword:
|
||||
metroCertificateSubject:
|
||||
metroCertificateIssuer:
|
||||
metroCertificateNotAfter: 0000000000000000
|
||||
metroApplicationDescription: Template_3D
|
||||
wsaImages: {}
|
||||
metroTileShortName:
|
||||
metroCommandLineArgsFile:
|
||||
metroTileShowName: 0
|
||||
metroMediumTileShowName: 0
|
||||
metroLargeTileShowName: 0
|
||||
metroWideTileShowName: 0
|
||||
metroDefaultTileSize: 1
|
||||
metroTileForegroundText: 2
|
||||
metroTileBackgroundColor: {r: 0.13333334, g: 0.17254902, b: 0.21568628, a: 0}
|
||||
metroSplashScreenBackgroundColor: {r: 0.12941177, g: 0.17254902, b: 0.21568628,
|
||||
a: 1}
|
||||
metroSplashScreenUseBackgroundColor: 0
|
||||
platformCapabilities: {}
|
||||
metroFTAName:
|
||||
metroFTAFileTypes: []
|
||||
metroProtocolName:
|
||||
metroCompilationOverrides: 1
|
||||
tizenProductDescription:
|
||||
tizenProductURL:
|
||||
tizenSigningProfileName:
|
||||
tizenGPSPermissions: 0
|
||||
tizenMicrophonePermissions: 0
|
||||
tizenDeploymentTarget:
|
||||
tizenDeploymentTargetType: -1
|
||||
tizenMinOSVersion: 1
|
||||
n3dsUseExtSaveData: 0
|
||||
n3dsCompressStaticMem: 1
|
||||
n3dsExtSaveDataNumber: 0x12345
|
||||
n3dsStackSize: 131072
|
||||
n3dsTargetPlatform: 2
|
||||
n3dsRegion: 7
|
||||
n3dsMediaSize: 0
|
||||
n3dsLogoStyle: 3
|
||||
n3dsTitle: GameName
|
||||
n3dsProductCode:
|
||||
n3dsApplicationId: 0xFF3FF
|
||||
XboxOneProductId:
|
||||
XboxOneUpdateKey:
|
||||
XboxOneSandboxId:
|
||||
XboxOneContentId:
|
||||
XboxOneTitleId:
|
||||
XboxOneSCId:
|
||||
XboxOneGameOsOverridePath:
|
||||
XboxOnePackagingOverridePath:
|
||||
XboxOneAppManifestOverridePath:
|
||||
XboxOnePackageEncryption: 0
|
||||
XboxOnePackageUpdateGranularity: 2
|
||||
XboxOneDescription:
|
||||
XboxOneLanguage:
|
||||
- enus
|
||||
XboxOneCapability: []
|
||||
XboxOneGameRating: {}
|
||||
XboxOneIsContentPackage: 0
|
||||
XboxOneEnableGPUVariability: 0
|
||||
XboxOneSockets: {}
|
||||
XboxOneSplashScreen: {fileID: 0}
|
||||
XboxOneAllowedProductIds: []
|
||||
XboxOnePersistentLocalStorageSize: 0
|
||||
XboxOneXTitleMemory: 8
|
||||
xboxOneScriptCompiler: 0
|
||||
vrEditorSettings:
|
||||
daydream:
|
||||
daydreamIconForeground: {fileID: 0}
|
||||
daydreamIconBackground: {fileID: 0}
|
||||
cloudServicesEnabled:
|
||||
UNet: 1
|
||||
facebookSdkVersion: 7.9.4
|
||||
apiCompatibilityLevel: 2
|
||||
cloudProjectId:
|
||||
projectName: Template_3D
|
||||
organizationId:
|
||||
cloudEnabled: 0
|
||||
enableNativePlatformBackendsForNewInputSystem: 0
|
||||
disableOldInputManagerSupport: 0
|
||||
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue