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a/Assets/Scripts/Player/CameraController.cs +++ b/Assets/Scripts/Player/CameraController.cs @@ -12,6 +12,7 @@ public class CameraController : MonoBehaviour [Header("References")] [SerializeField] Transform m_Orientation; + [SerializeField] Transform m_Tracking; // Private variables // @@ -22,7 +23,7 @@ public class CameraController : MonoBehaviour static CameraController s_Instance = null; // Provides a way for external objects to interact with the camera - public CameraController Instance() => s_Instance; + public static CameraController Instance() => s_Instance; // Start is called before the first frame update void Start() @@ -65,5 +66,11 @@ public class CameraController : MonoBehaviour // Applies the rotation to the objects within Unity m_Orientation.rotation = Quaternion.Euler(0, m_Rotation.y, 0); transform.rotation = Quaternion.Euler(m_Rotation.x, m_Rotation.y, 0); + + // Sets its location to where it is tracking + transform.position = m_Tracking.position; } + + // Adds a way for external forces to modify the direction the player is looking + public void RotatePlayerDirection(Vector2 dif) => m_Rotation += dif; } diff --git a/Assets/Scripts/Player/PlayerCollisions.cs b/Assets/Scripts/Player/PlayerCollisions.cs index 236f0e0..69f58d1 100644 --- a/Assets/Scripts/Player/PlayerCollisions.cs +++ b/Assets/Scripts/Player/PlayerCollisions.cs @@ -4,6 +4,10 @@ public partial class PlayerMovement : MonoBehaviour { private void OnTriggerStay(Collider other) { + // Stops it trying to find the normals of portals + if (other.CompareTag("Portal")) { return; } + + // Else adds it to the list m_WallCollisions.Add(other); } } diff --git a/Assets/Scripts/Player/PlayerFixedUpdate.cs b/Assets/Scripts/Player/PlayerFixedUpdate.cs index 5f69db3..47c4fc4 100644 --- a/Assets/Scripts/Player/PlayerFixedUpdate.cs +++ b/Assets/Scripts/Player/PlayerFixedUpdate.cs @@ -4,20 +4,27 @@ public partial class PlayerMovement : MonoBehaviour { // Function to make the player jump // The function checks wether the player is grounded so external checks are not needed - private void Jump(bool force = false) + private void Jump(float scale = 1.0f, bool force = false) { // Checks wether the player is grounded // Can be overriden by passing true to force a jump if (m_Grounded || force) { + // Removes all downwards velocity + Vector3 v = m_Body.velocity; + m_Body.velocity = new Vector3(v.x, Mathf.Max(v.y), v.z); + // Applies an upwards force simulating a jump - m_Body.AddForce(transform.up * m_JumpForce * m_Body.mass, ForceMode.Impulse); + m_Body.AddForce(Vector3.up * m_JumpForce * m_Body.mass * scale, ForceMode.Impulse); } } // Fixed Update is called once per physics update private void FixedUpdate() { + // Resets portal state + m_PortalFrameCounter = Mathf.Max(0, m_PortalFrameCounter - 1); + // Works out the new state of the player UpdatePlayerState(); @@ -28,7 +35,7 @@ public partial class PlayerMovement : MonoBehaviour if (m_OnSlope) { // Calculates better move direction for sliding - m_MoveDir = Vector3.ProjectOnPlane(m_MoveDir, m_SlopeHit.normal).normalized; + m_MoveDir = Vector3.ProjectOnPlane(m_MoveDir, m_StandingOn.normal).normalized; } // Runs correct update function depending on player state @@ -36,7 +43,7 @@ public partial class PlayerMovement : MonoBehaviour { case PlayerState.RUNNING: // Adds the force to the rigid body - m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * m_Body.mass * 10.0f, ForceMode.Force); + m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * m_Body.mass * (m_Grounded ? 10.0f : 5.0f), ForceMode.Force); // Stops player sliding slopes when they don't want to if (m_OnSlope) @@ -46,6 +53,10 @@ public partial class PlayerMovement : MonoBehaviour else { m_Body.useGravity = true; } + // Checks if the player wants to jump + // Jump function does the checking if they can + if (m_JumpKeyPressed) { Jump(); } + break; case PlayerState.SLIDING: @@ -62,13 +73,6 @@ public partial class PlayerMovement : MonoBehaviour break; } - // Calls the Jump function if the user has pressed jump - // No grounded checks needed as Jump() function does that internally - if (m_JumpKeyPressed) - { - Jump(); - } - // Updates the counter for slide boost updates left m_TicksOfSlideBoostLeft = (int)Mathf.Clamp(m_TicksOfSlideBoostLeft - 1, 0, Mathf.Infinity); @@ -80,10 +84,23 @@ public partial class PlayerMovement : MonoBehaviour m_Body.velocity = v; // Doubles gravity if falling to feel less floaty - if (v.y < 0.0f) { GravityController.Instance().SetScale(2.0f); } - else { GravityController.Instance().SetScale(1.0f); } + if (v.y < 0.0f) { GravityController.Instance().SetScale(2f); } + else { GravityController.Instance().SetScale(1f); } // Clears all stored collisions m_WallCollisions.Clear(); } + + public void WentThroughPortal(float change) + { + Debug.Log("Went thru portal"); + + // Resets the counter + m_PortalFrameCounter = 20; + + // Rotates the velocity of the player + Vector3 vel = m_Body.velocity; + vel = Quaternion.AngleAxis(change, Vector3.up) * vel; + m_Body.velocity = vel; + } } diff --git a/Assets/Scripts/Player/PlayerMovement.cs b/Assets/Scripts/Player/PlayerMovement.cs index 601690a..f7260b0 100644 --- a/Assets/Scripts/Player/PlayerMovement.cs +++ b/Assets/Scripts/Player/PlayerMovement.cs @@ -15,7 +15,6 @@ public partial class PlayerMovement : MonoBehaviour [Header("Ground Check")] [SerializeField] float m_PlayerHeight; [SerializeField] LayerMask m_GroundMask; - [SerializeField] LayerMask m_SlopeMask; [Header("Sliding Settings")] [SerializeField] float m_SlideRequiredSpeed; @@ -71,9 +70,8 @@ public partial class PlayerMovement : MonoBehaviour bool m_FlippedWallRideDirectionFirstFrame = false; Vector3 m_LastWallNormal; - // Raycast hit objects - RaycastHit m_GroundHit; - RaycastHit m_SlopeHit; + // What the player is standing on + RaycastHit m_StandingOn; // BoxCollider m_WallCollider; @@ -84,9 +82,32 @@ public partial class PlayerMovement : MonoBehaviour // Vector3 m_WallNormal; + // + int m_PortalFrameCounter = 0; + + // Only instance of the player + static PlayerMovement s_Instance; + + public static Transform Orientation() => s_Instance.m_Orientation; + public static Vector3 Pos() => s_Instance.transform.position; + public static void SetPos(Vector3 v) => s_Instance.transform.parent.position = v; + public static GameObject Object() => s_Instance.gameObject; + public static bool CanGoThroughPortals() => s_Instance.m_PortalFrameCounter == 0; + public static PlayerMovement Instance() => s_Instance; + // Start is called before the first frame update private void Start() { + // Checks there is not more than one player at one time + if (s_Instance != null) + { + Debug.LogError("Multiple players"); + return; + } + + // Sets it to the instance + s_Instance = this; + // Stops the rigidbody from rotatating when we don't want it to m_Body.freezeRotation = true; diff --git a/Assets/Scripts/Player/PlayerUpdate.cs b/Assets/Scripts/Player/PlayerUpdate.cs index 6eb1451..2cf69bf 100644 --- a/Assets/Scripts/Player/PlayerUpdate.cs +++ b/Assets/Scripts/Player/PlayerUpdate.cs @@ -1,4 +1,5 @@ using UnityEngine; +using UnityEngine.SceneManagement; public partial class PlayerMovement : MonoBehaviour { @@ -43,11 +44,11 @@ public partial class PlayerMovement : MonoBehaviour private void Update() { // Performs raycasts to see what the player is standing on - m_Grounded = Physics.Raycast(transform.position, Vector3.down, out m_GroundHit, m_PlayerHeight * 0.5f + 0.3f, m_GroundMask); - m_OnSlope = Physics.Raycast(transform.position, Vector3.down, out m_SlopeHit, m_PlayerHeight * 0.5f + 0.3f, m_SlopeMask); + m_Grounded = Physics.Raycast(transform.position, Vector3.down, out m_StandingOn, m_PlayerHeight * 0.5f + 0.3f, m_GroundMask); + m_OnSlope = m_StandingOn.normal != new Vector3(0.0f, 1.0f, 0.0f) && m_Grounded; // Checks the player is far enough of the ground to start wall running - m_IsFarEnoughOffGroundToWallRide = m_GroundHit.distance > m_DistanceOfFloorToWallRide; + m_IsFarEnoughOffGroundToWallRide = m_StandingOn.distance > m_DistanceOfFloorToWallRide; // Updates the state of the user input UpdateInput(); @@ -56,6 +57,12 @@ public partial class PlayerMovement : MonoBehaviour ApplyDrag(); // Displays the speed of the player to the screen - m_SpeedDisplay.text = "Speed: " + m_Body.velocity.magnitude.ToString("0.00"); + m_SpeedDisplay.text = new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z).magnitude.ToString("0.00") + " m/s"; + + // Reloads the game to stop falling off + if (Input.GetKey(KeyCode.R)) + { + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); + } } } diff --git a/Assets/Scripts/Player/SlidingMovement.cs b/Assets/Scripts/Player/SlidingMovement.cs index db97d51..9434bf9 100644 --- a/Assets/Scripts/Player/SlidingMovement.cs +++ b/Assets/Scripts/Player/SlidingMovement.cs @@ -9,7 +9,7 @@ public partial class PlayerMovement : MonoBehaviour m_PlayerTransform.localScale = new Vector3(1.0f, m_SlideScaler, 1.0f); // Applies a downward force as shrinking the player scale causes them to float - m_Body.AddForce(Vector3.down * m_Body.mass * 5.0f, ForceMode.Impulse); + m_Body.AddForce(Vector3.down * m_Body.mass * 5.0f, ForceMode.Force); // Applies a boost of a force at the beginning of a slide m_TicksOfSlideBoostLeft = 10; @@ -31,17 +31,28 @@ public partial class PlayerMovement : MonoBehaviour // Correctly applies force on slopes if (m_OnSlope) { - Vector3 slopeDir = m_SlopeHit.normal; + Vector3 slopeDir = m_StandingOn.normal; slopeDir.y = 0.0f - slopeDir.y; m_Body.AddForce(slopeDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force); + + // Checks if the player wants to jump + if (m_JumpKeyPressed) { Jump(2.0f, true); } } // If at the start of a slide provides a boost to the player or if the player is on a slope else if (m_TicksOfSlideBoostLeft != 0) { - m_Body.AddForce(m_MoveDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force); + // Applies the boost + m_Body.AddForce(m_MoveDir.normalized * m_SlideSpeed * m_Body.mass * 2, ForceMode.Force); + + // Checks if the player wants to jump + if (m_JumpKeyPressed) { Jump(1.0f, true); } } - //m_Body.AddForce(Vector3.down * m_Body.mass * 5.0f, ForceMode.Impulse); + else + { + // Checks if the player wants to jump + if (m_JumpKeyPressed) { Jump(1.0f, true); } + } } } diff --git a/Assets/Scripts/Player/WallRunningMovement.cs b/Assets/Scripts/Player/WallRunningMovement.cs index ae2603e..ed91ba6 100644 --- a/Assets/Scripts/Player/WallRunningMovement.cs +++ b/Assets/Scripts/Player/WallRunningMovement.cs @@ -31,8 +31,7 @@ public partial class PlayerMovement : MonoBehaviour Vector3 point = closest.ClosestPoint(transform.position); Vector3 dir = point - transform.position; - RaycastHit hit; - if (Physics.Raycast(transform.position, dir.normalized, out hit, (m_WallCheckDistance * 2.0f) + 1.0f, m_GroundMask)) + if (Physics.Raycast(transform.position, dir.normalized, out RaycastHit hit, (m_WallCheckDistance * 2.0f) + 1.0f, m_GroundMask)) { normal = hit.normal; return true; @@ -40,7 +39,6 @@ public partial class PlayerMovement : MonoBehaviour else { - Debug.LogError("SOMETHING WENT WRONG"); normal = Vector3.zero; return false; } @@ -75,5 +73,8 @@ public partial class PlayerMovement : MonoBehaviour // Sets the last wall normal to the current normal for later use m_LastWallNormal = m_WallNormal; + + // Checks if the player wants to jump + if (m_JumpKeyPressed) { Jump(2.0f, true); } } } diff --git a/Assets/Scripts/Portals.meta b/Assets/Scripts/Portals.meta new file mode 100644 index 0000000..41ad8b6 --- /dev/null +++ b/Assets/Scripts/Portals.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b687cd8a45b3feb428316fa7baa9b195 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Portals/PortalCamera.cs b/Assets/Scripts/Portals/PortalCamera.cs new file mode 100644 index 0000000..3cce546 --- /dev/null +++ b/Assets/Scripts/Portals/PortalCamera.cs @@ -0,0 +1,64 @@ +using UnityEngine; + +[RequireComponent(typeof(Camera))] +public class PortalCamera : MonoBehaviour +{ + [Header("Components")] + [SerializeField] Shader m_Shader; + + // Private members // + + PortalManager m_DisplayPortal; + PortalManager m_CapturePortal; + + RenderTexture m_RenderTexture; + Material m_RenderMaterial; + + Camera m_Camera; + + Vector3 m_Rot; + + // Initialistion function for the camera + public void InitCamera(MeshRenderer renderer, PortalManager creator, Vector3 rot) + { + // Transfers the passed rotation to be stored within the class + m_Rot = rot; + + // Stores both portals + m_CapturePortal = creator.Linked(); + m_DisplayPortal = creator; + + // Gets the camera from the component + m_Camera = gameObject.GetComponent(); + + // Creates the render texture + RenderTextureDescriptor descriptor = new(Screen.width, Screen.height); + m_RenderTexture = new RenderTexture(descriptor); + + // Creates a material from the Cutout shader + // Needs to be created via code as all the materials have different settings + m_RenderMaterial = new Material(m_Shader); + + // Links the camera to the mesh renderer + m_Camera.targetTexture = m_RenderTexture; // Sets it's camera to display to the render texture instead of the screen + m_RenderMaterial.mainTexture = m_RenderTexture; // Sets the material to use the render texture as it's texture + renderer.material = m_RenderMaterial; // Set's the renderer to use the material + } + + // Update is called every frame + void Update() + { + // Gets the offset of the player from the display portal + Vector3 offset = m_DisplayPortal.PlayerOffset(); + + // Translates it to the capture portal and assigns it to the camera position + Transform t = m_CapturePortal.transform.parent; + transform.parent.position = (t.position) + (-t.forward * offset.z) + (t.up * offset.y) + (-t.right * offset.x); + + // Calculate angle stuff + float angle = Quaternion.Angle(m_DisplayPortal.transform.parent.rotation, m_CapturePortal.transform.parent.rotation); + Quaternion rotDif = Quaternion.AngleAxis(angle, Vector3.up); + Vector3 newCamDir = rotDif * CameraController.Instance().transform.forward; + transform.parent.eulerAngles = Quaternion.LookRotation(newCamDir, Vector3.up).eulerAngles + m_Rot; + } +} diff --git a/Assets/Scripts/Portals/PortalCamera.cs.meta b/Assets/Scripts/Portals/PortalCamera.cs.meta new file mode 100644 index 0000000..0effd25 --- /dev/null +++ b/Assets/Scripts/Portals/PortalCamera.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0a0fb07b4c853d646b6ba8378601ebb7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Portals/PortalManager.cs b/Assets/Scripts/Portals/PortalManager.cs new file mode 100644 index 0000000..96ae786 --- /dev/null +++ b/Assets/Scripts/Portals/PortalManager.cs @@ -0,0 +1,84 @@ +using UnityEngine; + +public class PortalManager : MonoBehaviour +{ + [Header("References")] + [SerializeField] GameObject m_OtherPortal; + + [Header("Set References")] + [SerializeField] GameObject m_CameraPrefab; + [SerializeField] MeshRenderer m_PortalRenderer; + + [Header("Points")] + [SerializeField] Transform m_PlayerPoint; + + // Private variables // + + PortalManager m_OtherManager; + PortalCamera m_PortalCamera; + + // Gets the other end of the portal + public PortalManager Linked() => m_OtherManager; + + // Gets the location of the player relative to the portal + public Vector3 PlayerOffset() => m_PlayerPoint.localPosition; + + static bool s_TeleportedThisFrame = false; + + // Start is called before the first frame update + void Start() + { + // Validates that it is a portal + m_OtherManager = m_OtherPortal.GetComponentInChildren(); + if (m_OtherManager == null) + { + Debug.LogError("OtherPortal was not valid portal"); + return; + } + + // Creates the camera in top-level heirachry and stores the PortalCamera script + GameObject cam = Instantiate(m_CameraPrefab, transform.root.parent); + m_PortalCamera = cam.GetComponentInChildren(); + + // Initialises the camera so it renders to the portal and not the screen + m_PortalCamera.InitCamera(m_PortalRenderer, this, transform.parent.localEulerAngles * 2.0f); + } + + // Updates is called every frame + void Update() + { + // Updates the player position relative to the portal + m_PlayerPoint.position = CameraController.Instance().transform.position; + } + + void LateUpdate() + { + s_TeleportedThisFrame = true; + } + + // When something enters the portal + private void OnTriggerEnter(Collider other) + { + // Changing the state if it is not the player will causes issues + if (other.CompareTag(PlayerMovement.Object().tag) == false) { return; } + + // Calculates if the player is going towards the portal + Vector3 difference = PlayerMovement.Pos() - transform.position; + + // If this is true the player has crossed the portal + if (PlayerMovement.CanGoThroughPortals() && s_TeleportedThisFrame == true) + { + // Rotates the player + float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation); + rotDif += 180.0f; + CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif)); + + // Tellss the player it went through a portal + PlayerMovement.Instance().WentThroughPortal(rotDif); + + // Teleports the player + Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference; + PlayerMovement.SetPos(m_OtherManager.transform.position + offset - new Vector3(0, 1.0f, 0)); + } + } +} diff --git a/Assets/Scripts/Portals/PortalManager.cs.meta b/Assets/Scripts/Portals/PortalManager.cs.meta new file mode 100644 index 0000000..7778aeb --- /dev/null +++ b/Assets/Scripts/Portals/PortalManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 38c0ed2885c88f84887e32d9e53e35e5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders.meta b/Assets/Shaders.meta new file mode 100644 index 0000000..e4c06ff --- /dev/null +++ b/Assets/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a46220d168e6c524997cbe84798f505a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/ScreenCutoutShader.shader b/Assets/Shaders/ScreenCutoutShader.shader new file mode 100644 index 0000000..5f2e24a --- /dev/null +++ b/Assets/Shaders/ScreenCutoutShader.shader @@ -0,0 +1,60 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "Unlit/ScreenCutoutShader" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + } + SubShader + { + Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + Lighting Off + Cull Back + ZWrite On + ZTest Less + + Fog{ Mode Off } + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + //float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + float4 screenPos : TEXCOORD1; + }; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.screenPos = ComputeScreenPos(o.vertex); + return o; + } + + sampler2D _MainTex; + + fixed4 frag (v2f i) : SV_Target + { + i.screenPos /= i.screenPos.w; + fixed4 col = tex2D(_MainTex, float2(i.screenPos.x, i.screenPos.y)); + + return col; + } + ENDCG + } + } +} diff --git a/Assets/Shaders/ScreenCutoutShader.shader.meta b/Assets/Shaders/ScreenCutoutShader.shader.meta new file mode 100644 index 0000000..fefa6e5 --- /dev/null +++ b/Assets/Shaders/ScreenCutoutShader.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 35812bfcf4ddf904992c5c6f4af75113 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Thirdparty/Ciathyza/Gridbox Prototype Materials/Materials/Prototype_512x512_Grey1.mat b/Assets/Thirdparty/Ciathyza/Gridbox Prototype Materials/Materials/Prototype_512x512_Grey1.mat index 54de235..ea66753 100644 --- a/Assets/Thirdparty/Ciathyza/Gridbox Prototype Materials/Materials/Prototype_512x512_Grey1.mat +++ b/Assets/Thirdparty/Ciathyza/Gridbox Prototype Materials/Materials/Prototype_512x512_Grey1.mat @@ -2,15 +2,21 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Prototype_512x512_Grey1 m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} - m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE - _SPECULARHIGHLIGHTS_OFF + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: + - _NORMALMAP + - _SPECULARHIGHLIGHTS_OFF + m_InvalidKeywords: + - _DISABLE_SSR_TRANSPARENT + - _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -23,6 +29,7 @@ Material: - TransparentDepthPostpass - TransparentBackface - RayTracingPrepass + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -76,7 +83,7 @@ Material: m_Offset: {x: 0, y: 0} - _EmissionMap: m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} + m_Scale: {x: 100, y: 100} m_Offset: {x: 0, y: 0} - _EmissiveColorMap: m_Texture: {fileID: 0} @@ -96,7 +103,7 @@ Material: m_Offset: {x: 0, y: 0} - _MainTex: m_Texture: {fileID: 2800000, guid: dd29f35641da38647a1eeb1028211f1a, type: 3} - m_Scale: {x: 1, y: 1} + m_Scale: {x: 100, y: 100} m_Offset: {x: 0, y: 0} - _MaskMap: m_Texture: {fileID: 0} @@ -162,6 +169,7 @@ Material: 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a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -283,7 +283,196 @@ PlayerSettings: AndroidValidateAppBundleSize: 1 AndroidAppBundleSizeToValidate: 150 m_BuildTargetIcons: [] - m_BuildTargetPlatformIcons: [] + m_BuildTargetPlatformIcons: + - m_BuildTarget: iPhone + m_Icons: + - m_Textures: [] + m_Width: 180 + m_Height: 180 + m_Kind: 0 + m_SubKind: iPhone + - m_Textures: [] + m_Width: 120 + m_Height: 120 + m_Kind: 0 + m_SubKind: iPhone + - m_Textures: [] + m_Width: 167 + m_Height: 167 + m_Kind: 0 + m_SubKind: iPad + - m_Textures: [] + m_Width: 152 + m_Height: 152 + m_Kind: 0 + m_SubKind: iPad + - m_Textures: [] + m_Width: 76 + m_Height: 76 + m_Kind: 0 + m_SubKind: iPad + - m_Textures: [] + m_Width: 120 + m_Height: 120 + m_Kind: 3 + m_SubKind: iPhone + - m_Textures: [] + m_Width: 80 + m_Height: 80 + m_Kind: 3 + m_SubKind: iPhone + - m_Textures: [] + m_Width: 80 + m_Height: 80 + m_Kind: 3 + m_SubKind: iPad + - m_Textures: [] + m_Width: 40 + m_Height: 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m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 216 + m_Height: 216 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 162 + m_Height: 162 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 108 + m_Height: 108 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 81 + m_Height: 81 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 192 + m_Height: 192 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 144 + m_Height: 144 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 96 + m_Height: 96 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 72 + m_Height: 72 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 48 + m_Height: 48 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 36 + m_Height: 36 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 192 + m_Height: 192 + m_Kind: 0 + m_SubKind: + - m_Textures: [] + m_Width: 144 + m_Height: 144 + m_Kind: 0 + m_SubKind: + - m_Textures: [] + m_Width: 96 + m_Height: 96 + m_Kind: 0 + m_SubKind: + - m_Textures: [] + m_Width: 72 + m_Height: 72 + m_Kind: 0 + m_SubKind: + - m_Textures: [] + m_Width: 48 + m_Height: 48 + m_Kind: 0 + m_SubKind: + - m_Textures: [] + m_Width: 36 + m_Height: 36 + m_Kind: 0 + m_SubKind: m_BuildTargetBatching: - m_BuildTarget: Standalone m_StaticBatching: 1 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 880d74e..b55dc53 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -3,7 +3,9 @@ --- !u!78 &1 TagManager: serializedVersion: 2 - tags: [] + tags: + - Portal + - NoTag layers: - Default - TransparentFX @@ -14,10 +16,10 @@ TagManager: - - - - - + - Player - Ground - Slope - - + - Portal - - -