1 Commits
V1.2 ... dev-3

Author SHA1 Message Date
Pasha Bibko
0498d30771 PAIN
I hate portals. This is just here for refelection.
2025-04-07 09:47:36 +01:00
49 changed files with 1682 additions and 33635 deletions

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value: Player value: Player
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@@ -1,14 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KillPlayerOnCollision : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
PlayerMovement.Instance().Kill();
}
}
}

View File

@@ -40,22 +40,20 @@ public class CameraController : MonoBehaviour
{ {
Debug.LogError("Multiple instances of CameraController within Scene"); Debug.LogError("Multiple instances of CameraController within Scene");
} }
// Locks the cursor and makes it invisible
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if (PlayerMovement.Instance().IsDead())
{
transform.position = m_Tracking.position;
return;
}
// Gets the mouse input from the user // Gets the mouse input from the user
Vector2 mouse = new Vector2 Vector2 mouse = new Vector2
( (
Input.GetAxisRaw("Mouse X") * Time.deltaTime * m_Sensitivity.x * MainMenu.sens, Input.GetAxisRaw("Mouse X") * Time.deltaTime * m_Sensitivity.x,
Input.GetAxisRaw("Mouse Y") * Time.deltaTime * m_Sensitivity.y * MainMenu.sens Input.GetAxisRaw("Mouse Y") * Time.deltaTime * m_Sensitivity.y
); );
// Applies the mouse movement to the camera angle // Applies the mouse movement to the camera angle

View File

@@ -4,22 +4,6 @@ public partial class PlayerMovement : MonoBehaviour
{ {
private void OnTriggerStay(Collider other) private void OnTriggerStay(Collider other)
{ {
if (m_IsDead)
{
return;
}
if (other.CompareTag("Finish"))
{
m_IsDead = true;
m_GameCanvas.enabled = false;
m_CompletedCanvas.enabled = true;
float timeTaken = Time.time - m_StartTime;
m_CompletedText.text = "Congratulations you beat 'The Mobius Line'\nYou took " + timeTaken.ToString("0.00") + " seconds\nPress R to restart and try to get a faster time";
}
// Stops it trying to find the normals of portals // Stops it trying to find the normals of portals
if (other.CompareTag("Portal")) { return; } if (other.CompareTag("Portal")) { return; }

View File

@@ -22,11 +22,6 @@ public partial class PlayerMovement : MonoBehaviour
// Fixed Update is called once per physics update // Fixed Update is called once per physics update
private void FixedUpdate() private void FixedUpdate()
{ {
if (m_IsDead)
{
return;
}
// Resets portal state // Resets portal state
m_PortalFrameCounter = Mathf.Max(0, m_PortalFrameCounter - 1); m_PortalFrameCounter = Mathf.Max(0, m_PortalFrameCounter - 1);
@@ -36,16 +31,6 @@ public partial class PlayerMovement : MonoBehaviour
// Calculates the movement direction // Calculates the movement direction
m_MoveDir = (m_Orientation.forward * m_Input.y) + (m_Orientation.right * m_Input.x); m_MoveDir = (m_Orientation.forward * m_Input.y) + (m_Orientation.right * m_Input.x);
if (m_MoveDir != Vector3.zero && m_StartTime == 0.0f)
{
m_StartTime = Time.time;
}
if (m_StartTime != 0.0f)
{
m_TimeText.text = (Time.time - m_StartTime).ToString("0.00") + " s";
}
// //
if (m_OnSlope) if (m_OnSlope)
{ {

View File

@@ -41,13 +41,6 @@ public partial class PlayerMovement : MonoBehaviour
[SerializeField] Transform m_Orientation; [SerializeField] Transform m_Orientation;
[SerializeField] Transform m_PlayerTransform; [SerializeField] Transform m_PlayerTransform;
[Header("Canvases")]
[SerializeField] Canvas m_GameCanvas;
[SerializeField] Canvas m_DeadCanvas;
[SerializeField] Canvas m_CompletedCanvas;
[SerializeField] Text m_CompletedText;
[SerializeField] Text m_TimeText;
[Header("Debug Settings")] [Header("Debug Settings")]
[SerializeField] Text m_SpeedDisplay; [SerializeField] Text m_SpeedDisplay;
@@ -92,10 +85,6 @@ public partial class PlayerMovement : MonoBehaviour
// //
int m_PortalFrameCounter = 0; int m_PortalFrameCounter = 0;
bool m_IsDead = false;
float m_StartTime = 0.0f;
// Only instance of the player // Only instance of the player
static PlayerMovement s_Instance; static PlayerMovement s_Instance;
@@ -109,10 +98,6 @@ public partial class PlayerMovement : MonoBehaviour
// Start is called before the first frame update // Start is called before the first frame update
private void Start() private void Start()
{ {
//
m_CompletedCanvas.enabled = false;
m_DeadCanvas.enabled = false;
// Checks there is not more than one player at one time // Checks there is not more than one player at one time
if (s_Instance != null) if (s_Instance != null)
{ {
@@ -136,19 +121,4 @@ public partial class PlayerMovement : MonoBehaviour
// Allocates memory for the list of collisions // Allocates memory for the list of collisions
m_WallCollisions = new List<Collider>(); m_WallCollisions = new List<Collider>();
} }
public void Kill()
{
if (m_IsDead)
{
return;
}
m_IsDead = true;
m_GameCanvas.enabled = false;
m_DeadCanvas.enabled = true;
}
public bool IsDead() { return m_IsDead; }
} }

View File

@@ -10,8 +10,6 @@ public partial class PlayerMovement : MonoBehaviour
m_Input.x = Input.GetAxisRaw("Horizontal"); m_Input.x = Input.GetAxisRaw("Horizontal");
m_Input.y = Input.GetAxisRaw("Vertical"); m_Input.y = Input.GetAxisRaw("Vertical");
//m_Input.y = Mathf.Clamp(m_Input.y, 0, Mathf.Infinity);
// Updates key press states // Updates key press states
m_JumpKeyPressed = Input.GetKey(m_JumpKey); m_JumpKeyPressed = Input.GetKey(m_JumpKey);
m_SlidingKeyPressed = Input.GetKey(m_SlideKey); m_SlidingKeyPressed = Input.GetKey(m_SlideKey);
@@ -45,17 +43,6 @@ public partial class PlayerMovement : MonoBehaviour
// Update is called once per frame // Update is called once per frame
private void Update() private void Update()
{ {
// Reloads the game to stop falling off
if (Input.GetKey(KeyCode.R))
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
if (m_IsDead)
{
return;
}
// Performs raycasts to see what the player is standing on // Performs raycasts to see what the player is standing on
m_Grounded = Physics.Raycast(transform.position, Vector3.down, out m_StandingOn, m_PlayerHeight * 0.5f + 0.3f, m_GroundMask); 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; m_OnSlope = m_StandingOn.normal != new Vector3(0.0f, 1.0f, 0.0f) && m_Grounded;
@@ -71,5 +58,11 @@ public partial class PlayerMovement : MonoBehaviour
// Displays the speed of the player to the screen // Displays the speed of the player to the screen
m_SpeedDisplay.text = new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z).magnitude.ToString("0.00") + " m/s"; 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);
}
} }
} }

View File

@@ -9,16 +9,10 @@ public partial class PlayerMovement : MonoBehaviour
foreach (Collider collision in m_WallCollisions) foreach (Collider collision in m_WallCollisions)
{ {
float distance = Mathf.Infinity; Vector3 pos = collision.ClosestPoint(transform.position);
Vector3 dif = transform.position - pos;
if (collision.GetType() != typeof(MeshCollider)) float distance = dif.magnitude;
{
Vector3 pos = collision.ClosestPoint(transform.position);
Vector3 dif = transform.position - pos;
distance = dif.magnitude;
}
dist = Mathf.Min(dist, distance); dist = Mathf.Min(dist, distance);

View File

@@ -19,7 +19,7 @@ public class PortalCamera : MonoBehaviour
Vector3 m_Rot; Vector3 m_Rot;
// Initialistion function for the camera // Initialistion function for the camera
public void InitCamera(MeshRenderer[] renderers, PortalManager creator, Vector3 rot) public void InitCamera(MeshRenderer renderer, PortalManager creator, Vector3 rot)
{ {
// Transfers the passed rotation to be stored within the class // Transfers the passed rotation to be stored within the class
m_Rot = rot; m_Rot = rot;
@@ -42,14 +42,11 @@ public class PortalCamera : MonoBehaviour
// Links the camera to the mesh renderer // 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_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 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
foreach (Renderer renderer in renderers)
{
renderer.material = m_RenderMaterial;
}
} }
void LateUpdate() // Update is called every frame
void Update()
{ {
// Gets the offset of the player from the display portal // Gets the offset of the player from the display portal
Vector3 offset = m_DisplayPortal.PlayerOffset(); Vector3 offset = m_DisplayPortal.PlayerOffset();
@@ -62,7 +59,6 @@ public class PortalCamera : MonoBehaviour
float angle = Quaternion.Angle(m_DisplayPortal.transform.parent.rotation, m_CapturePortal.transform.parent.rotation); float angle = Quaternion.Angle(m_DisplayPortal.transform.parent.rotation, m_CapturePortal.transform.parent.rotation);
Quaternion rotDif = Quaternion.AngleAxis(angle, Vector3.up); Quaternion rotDif = Quaternion.AngleAxis(angle, Vector3.up);
Vector3 newCamDir = rotDif * CameraController.Instance().transform.forward; Vector3 newCamDir = rotDif * CameraController.Instance().transform.forward;
Vector3 d = new(0f, m_CapturePortal.CamDif(), 0f); transform.parent.eulerAngles = Quaternion.LookRotation(newCamDir, Vector3.up).eulerAngles + m_Rot;
transform.parent.eulerAngles = Quaternion.LookRotation(newCamDir, Vector3.up).eulerAngles + m_Rot + d;
} }
} }

View File

@@ -1,16 +1,14 @@
using System.Collections.Generic; using System.Collections;
using UnityEngine; using UnityEngine;
public class PortalManager : MonoBehaviour public class PortalManager : MonoBehaviour
{ {
[Header("References")] [Header("References")]
[SerializeField] GameObject m_OtherPortal; [SerializeField] GameObject m_OtherPortal;
[SerializeField] float m_AngleDif;
[SerializeField] float m_CamDif;
[Header("Set References")] [Header("Set References")]
[SerializeField] GameObject m_CameraPrefab; [SerializeField] GameObject m_CameraPrefab;
[SerializeField] MeshRenderer[] m_Renderers; [SerializeField] MeshRenderer m_PortalRenderer;
[Header("Points")] [Header("Points")]
[SerializeField] Transform m_PlayerPoint; [SerializeField] Transform m_PlayerPoint;
@@ -26,7 +24,7 @@ public class PortalManager : MonoBehaviour
// Gets the location of the player relative to the portal // Gets the location of the player relative to the portal
public Vector3 PlayerOffset() => m_PlayerPoint.localPosition; public Vector3 PlayerOffset() => m_PlayerPoint.localPosition;
public float CamDif() => m_CamDif; static bool s_TeleportAllowed = true;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
@@ -44,16 +42,28 @@ public class PortalManager : MonoBehaviour
m_PortalCamera = cam.GetComponentInChildren<PortalCamera>(); m_PortalCamera = cam.GetComponentInChildren<PortalCamera>();
// Initialises the camera so it renders to the portal and not the screen // Initialises the camera so it renders to the portal and not the screen
m_PortalCamera.InitCamera(m_Renderers, this, transform.parent.localEulerAngles * 2.0f); m_PortalCamera.InitCamera(m_PortalRenderer, this, transform.parent.localEulerAngles * 2.0f);
} }
void LateUpdate() // Updates is called every frame
void Update()
{ {
// Updates the player position relative to the portal
m_PlayerPoint.position = CameraController.Instance().transform.position; m_PlayerPoint.position = CameraController.Instance().transform.position;
} }
IEnumerator PortalDelay()
{
s_TeleportAllowed = false;
yield return new WaitForSecondsRealtime(0.5f);
s_TeleportAllowed = true;
}
// When something enters the portal // When something enters the portal
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other) => AttemptToTeleportPlayer(other);
//private void OnTriggerStay(Collider other) => AttemptToTeleportPlayer(other);
private void AttemptToTeleportPlayer(Collider other)
{ {
// Changing the state if it is not the player will causes issues // Changing the state if it is not the player will causes issues
if (other.CompareTag(PlayerMovement.Object().tag) == false) { return; } if (other.CompareTag(PlayerMovement.Object().tag) == false) { return; }
@@ -62,10 +72,14 @@ public class PortalManager : MonoBehaviour
Vector3 difference = PlayerMovement.Pos() - transform.position; Vector3 difference = PlayerMovement.Pos() - transform.position;
// If this is true the player has crossed the portal // If this is true the player has crossed the portal
if (PlayerMovement.CanGoThroughPortals()) if (s_TeleportAllowed == true)
{ {
//
StartCoroutine(PortalDelay());
// Rotates the player // Rotates the player
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation) + m_AngleDif; float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation);
rotDif += 180.0f;
CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif)); CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif));
// Tellss the player it went through a portal // Tellss the player it went through a portal

View File

@@ -0,0 +1,38 @@
using System;
using UnityEngine;
[Serializable] public struct RoomEnteranceInfo
{
[SerializeField] GameObject m_ExitRoom;
[SerializeField] RoomEnterance m_RoomExit;
[SerializeField] uint m_ExitID;
public uint ID => m_ExitID;
public bool PlayerIsLeaving() => m_RoomExit.IsLeaving();
}
public class RoomController : MonoBehaviour
{
[Header("")]
[SerializeField] RoomEnteranceInfo[] m_Enterances;
bool m_IsMainRoom = false;
public void SetAsMainRoom()
{
m_IsMainRoom = true;
// Spawn all the rooms
}
private void Update()
{
foreach (RoomEnteranceInfo info in m_Enterances)
{
if (info.PlayerIsLeaving())
{
Debug.Log("KDJHSKGJDFHSKGJhk");
}
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: f2fde010c43e15d4893fce8d399cb999 guid: 036543747b829e64bb786bd33b3fd84e
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@@ -0,0 +1,25 @@
using UnityEngine;
public class RoomEnterance : MonoBehaviour
{
[Header("Triggers")]
[SerializeField] TriggerTracker m_TriggerA;
[SerializeField] TriggerTracker m_TriggerB;
bool m_PlayerIsLeaving = false;
public bool IsLeaving() => m_PlayerIsLeaving;
private void Update()
{
if (m_TriggerB.State() == true && m_TriggerA.State() == false)
{
m_PlayerIsLeaving = true;
}
else
{
m_PlayerIsLeaving = false;
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: a1feb454d15b4714f9e36e541f9eaca7 guid: d297aa0692a376f49ae09d9930ab35a7
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TriggerTracker : MonoBehaviour
{
private bool m_IsTriggered = false;
public bool State() => m_IsTriggered;
private void OnTriggerEnter(Collider other) => m_IsTriggered = true;
private void OnTriggerExit(Collider other) => m_IsTriggered = false;
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 6f2655985e3537742ae98052acd79cc3 guid: 0b5b43a389308414db36de8ea7a8f372
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@@ -1,69 +0,0 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class MainMenu : MonoBehaviour
{
[Header("Settings")]
[SerializeField] int m_TransitionFrames;
[Header("References")]
[SerializeField] Camera m_Camera;
[Header("Canvases")]
[SerializeField] Canvas m_StartCanvas;
[SerializeField] Canvas m_OptionsCanvas;
[SerializeField] Canvas m_ControlsCanvas;
[Header("Options References")]
[SerializeField] Text m_SensText;
[SerializeField] Slider m_SensitivitySlider;
public static float sens = 100.0f;
private void Start()
{
m_StartCanvas.enabled = true;
m_ControlsCanvas.enabled = false;
m_OptionsCanvas.enabled = false;
Cursor.visible = true;
Cursor.lockState = CursorLockMode.Confined;
}
public void StartGame() => SceneManager.LoadScene(1);
public void OptionsMenu()
{
m_StartCanvas.enabled = false;
m_ControlsCanvas.enabled = false;
m_OptionsCanvas.enabled = true;
}
public void ControlsMenu()
{
m_StartCanvas.enabled = false;
m_OptionsCanvas.enabled = false;
m_ControlsCanvas.enabled = true;
}
public void StartMenu()
{
m_ControlsCanvas.enabled = false;
m_OptionsCanvas.enabled = false;
m_StartCanvas.enabled = true;
}
private void Update()
{
if (Input.GetKey(KeyCode.Tab))
{
StartMenu();
}
sens = m_SensitivitySlider.value;
m_SensText.text = sens.ToString();
}
}

View File

@@ -1,46 +0,0 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class PauseMenu : MonoBehaviour
{
[SerializeField] Canvas m_Canvas;
private bool m_Paused = false;
private void UpdateState()
{
m_Canvas.enabled = m_Paused;
Time.timeScale = m_Paused ? 0.0f : 1.0f;
Cursor.visible = m_Paused;
Cursor.lockState = m_Paused ? CursorLockMode.None : CursorLockMode.Locked;
}
private void Start()
{
UpdateState();
}
private void Update()
{
// Toggles the paused state if the ESC key is pressed //
if (Input.GetKeyDown(KeyCode.Tab) && PlayerMovement.Instance().IsDead() == false)
{
m_Paused = !m_Paused;
UpdateState();
}
}
public void Unpause()
{
m_Paused = false;
UpdateState();
}
public void MainMenu()
{
Time.timeScale = 1.0f;
SceneManager.LoadScene(0);
}
}

View File

@@ -1,85 +0,0 @@
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LICENSE
View File

@@ -1,21 +0,0 @@
MIT License
Copyright (c) 2025 Pasha Bibko
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.

View File

@@ -2,8 +2,6 @@
"dependencies": { "dependencies": {
"com.unity.collab-proxy": "2.7.1", "com.unity.collab-proxy": "2.7.1",
"com.unity.feature.development": "1.0.1", "com.unity.feature.development": "1.0.1",
"com.unity.postprocessing": "3.4.0",
"com.unity.probuilder": "5.2.4",
"com.unity.textmeshpro": "3.0.6", "com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.7.6", "com.unity.timeline": "1.7.6",
"com.unity.ugui": "1.0.0", "com.unity.ugui": "1.0.0",

View File

@@ -67,29 +67,9 @@
"dependencies": {}, "dependencies": {},
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.postprocessing": {
"version": "3.4.0",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.modules.physics": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.probuilder": {
"version": "5.2.4",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.settings-manager": "1.0.3"
},
"url": "https://packages.unity.com"
},
"com.unity.settings-manager": { "com.unity.settings-manager": {
"version": "2.0.1", "version": "2.0.1",
"depth": 1, "depth": 2,
"source": "registry", "source": "registry",
"dependencies": {}, "dependencies": {},
"url": "https://packages.unity.com" "url": "https://packages.unity.com"

View File

@@ -4,11 +4,5 @@
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path: Assets/Scenes/MainMenu.unity
guid: e22ef2f7c91cf3c4c9aff93d62cc2f5b
- enabled: 1
path: Assets/Scenes/ActualLevel1.unity
guid: 4c98b5cb307000847b781a1a2cda472e
m_configObjects: {} m_configObjects: {}

View File

@@ -6,110 +6,15 @@
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"key": "UnityEngine.ProBuilder.ProBuilderEditor-isUtilityWindow",
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},
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"key": "about.identifier", "key": "about.identifier",
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}, },
{ {
"type": "UnityEngine.ProBuilder.SemVer, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "type": "UnityEngine.ProBuilder.SemVer, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "preferences.version", "key": "preferences.version",
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}, },
{ {
"type": "UnityEngine.ProBuilder.LogLevel, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "type": "UnityEngine.ProBuilder.LogLevel, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
@@ -125,121 +30,6 @@
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},
{
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"value": "{\"m_Value\":\"Assets/ProBuilder Data/Default Material Palette.asset\"}"
},
{
"type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "VertexColorPalette.previousColorPalette",
"value": "{\"m_Value\":\"Assets/ProBuilder Data/Default Color Palette.asset\"}"
},
{
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] ]
} }

View File

@@ -834,20 +834,7 @@ PlayerSettings:
webGLMemoryGeometricGrowthStep: 0.2 webGLMemoryGeometricGrowthStep: 0.2
webGLMemoryGeometricGrowthCap: 96 webGLMemoryGeometricGrowthCap: 96
webGLPowerPreference: 2 webGLPowerPreference: 2
scriptingDefineSymbols: scriptingDefineSymbols: {}
Android: UNITY_POST_PROCESSING_STACK_V2
EmbeddedLinux: UNITY_POST_PROCESSING_STACK_V2
GameCoreXboxOne: UNITY_POST_PROCESSING_STACK_V2
Nintendo Switch: UNITY_POST_PROCESSING_STACK_V2
PS4: UNITY_POST_PROCESSING_STACK_V2
PS5: UNITY_POST_PROCESSING_STACK_V2
QNX: UNITY_POST_PROCESSING_STACK_V2
Stadia: UNITY_POST_PROCESSING_STACK_V2
Standalone: UNITY_POST_PROCESSING_STACK_V2
VisionOS: UNITY_POST_PROCESSING_STACK_V2
WebGL: UNITY_POST_PROCESSING_STACK_V2
XboxOne: UNITY_POST_PROCESSING_STACK_V2
tvOS: UNITY_POST_PROCESSING_STACK_V2
additionalCompilerArguments: {} additionalCompilerArguments: {}
platformArchitecture: {} platformArchitecture: {}
scriptingBackend: {} scriptingBackend: {}