1 Commits
V1.4 ... dev

Author SHA1 Message Date
46db31b405 I wanna go to bed 2025-04-04 11:46:10 +01:00
75 changed files with 944 additions and 39322 deletions

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// Constant gravity scale // Constant gravity scale
const float m_GravityScale = -20.0f; const float m_GravityScale = -20.0f;
Vector3 m_Up = Vector3.zero;
public static Vector3 up => s_Instance.m_Up;
// Private constructor to stop accidental creation // Private constructor to stop accidental creation
private GravityController() { } private GravityController() { }
@@ -31,6 +27,5 @@ public class GravityController
{ {
// Sets the gravity // Sets the gravity
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m_Up = Physics.gravity;
} }
} }

View File

@@ -1,14 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KillPlayerOnCollision : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
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{
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void Start() void Start()
{ {
gameObject.GetComponent<Camera>().fieldOfView = MainMenu.fov;
// Checks it is the only instance // Checks it is the only instance
if (s_Instance == null) if (s_Instance == null)
{ {
@@ -42,22 +40,20 @@ public class CameraController : MonoBehaviour
{ {
Debug.LogError("Multiple instances of CameraController within Scene"); Debug.LogError("Multiple instances of CameraController within Scene");
} }
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} }
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void Update() void Update()
{ {
if (PlayerMovement.Instance().IsDead())
{
transform.position = m_Tracking.position;
return;
}
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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
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// Applies the mouse movement to the camera angle // Applies the mouse movement to the camera angle

View File

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{ {
private void OnTriggerStay(Collider other) private void OnTriggerStay(Collider other)
{ {
if (m_IsDead)
{
return;
}
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{
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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
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View File

@@ -22,30 +22,22 @@ 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);
// Transfers all stored velocity to the player
if (m_StoredVel != Vector3.zero)
{
m_Body.velocity = m_StoredVel;
m_StoredVel = Vector3.zero;
}
// Works out the new state of the player // Works out the new state of the player
UpdatePlayerState(); UpdatePlayerState();
// 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)
{ {
@@ -108,14 +100,15 @@ public partial class PlayerMovement : MonoBehaviour
public void WentThroughPortal(float change) public void WentThroughPortal(float change)
{ {
Debug.Log("Went thru portal");
// Resets the counter // Resets the counter
m_PortalFrameCounter = 20; m_PortalFrameCounter = 5;
// Rotates the velocity of the player // Rotates the velocity of the player
Vector3 vel = m_Body.velocity; Vector3 vel = m_Body.velocity;
vel = Quaternion.AngleAxis(change, Vector3.up) * vel; vel = Quaternion.AngleAxis(change, Vector3.up) * vel;
m_Body.velocity = vel; m_Body.velocity = vel;
// Stores the velocity
m_StoredVel = vel;
} }
} }

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;
@@ -92,16 +85,20 @@ public partial class PlayerMovement : MonoBehaviour
// //
int m_PortalFrameCounter = 0; int m_PortalFrameCounter = 0;
bool m_IsDead = false; //
Vector3 m_StoredVel;
float m_StartTime = 0.0f;
// Only instance of the player // Only instance of the player
static PlayerMovement s_Instance; static PlayerMovement s_Instance;
public static Transform Orientation() => s_Instance.m_Orientation; public static Transform Orientation() => s_Instance.m_Orientation;
public static Vector3 Pos() => s_Instance.transform.position; public static Vector3 Pos() => s_Instance.transform.position;
public static void SetPos(Vector3 v) => s_Instance.transform.parent.position = v; public static void SetPos(Vector3 v)
{
//Debug.Log(v);
s_Instance.transform.parent.position = v;
}
public static GameObject Object() => s_Instance.gameObject; public static GameObject Object() => s_Instance.gameObject;
public static bool CanGoThroughPortals() => s_Instance.m_PortalFrameCounter == 0; public static bool CanGoThroughPortals() => s_Instance.m_PortalFrameCounter == 0;
public static PlayerMovement Instance() => s_Instance; public static PlayerMovement Instance() => s_Instance;
@@ -109,10 +106,6 @@ 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 +129,4 @@ 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

@@ -8,17 +8,11 @@ public partial class PlayerMovement : MonoBehaviour
Collider closest = null; Collider closest = null;
foreach (Collider collision in m_WallCollisions) foreach (Collider collision in m_WallCollisions)
{
float distance = Mathf.Infinity;
if (collision.GetType() != typeof(MeshCollider))
{ {
Vector3 pos = collision.ClosestPoint(transform.position); Vector3 pos = collision.ClosestPoint(transform.position);
Vector3 dif = transform.position - pos; Vector3 dif = transform.position - pos;
distance = dif.magnitude; float distance = dif.magnitude;
}
dist = Mathf.Min(dist, distance); dist = Mathf.Min(dist, distance);

View File

@@ -1,10 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PortalBack : MonoBehaviour
{
[SerializeField] PortalManager m_Manager;
// private void OnCollisionEnter(Collision collision) => m_Manager.ForceTeleport();
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 859e4c4c9b11c654a8ab3891fbd8c5b3
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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;
@@ -30,7 +30,6 @@ public class PortalCamera : MonoBehaviour
// Gets the camera from the component // Gets the camera from the component
m_Camera = gameObject.GetComponent<Camera>(); m_Camera = gameObject.GetComponent<Camera>();
m_Camera.fieldOfView = MainMenu.fov;
// Creates the render texture // Creates the render texture
RenderTextureDescriptor descriptor = new(Screen.width, Screen.height); RenderTextureDescriptor descriptor = new(Screen.width, Screen.height);
@@ -43,14 +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();
@@ -63,7 +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 +1,13 @@
using System.Collections.Generic;
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;
@@ -18,7 +15,7 @@ public class PortalManager : MonoBehaviour
// Private variables // // Private variables //
PortalManager m_OtherManager; PortalManager m_OtherManager;
[SerializeField] PortalCamera m_PortalCamera; PortalCamera m_PortalCamera;
// Gets the other end of the portal // Gets the other end of the portal
public PortalManager Linked() => m_OtherManager; public PortalManager Linked() => m_OtherManager;
@@ -26,8 +23,6 @@ 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;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@@ -44,53 +39,67 @@ 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 once per 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;
} }
public void ForceTeleport()
{
// Calculates if the player is going towards the portal
Vector3 difference = PlayerMovement.Pos() - transform.position;
// Rotates the player
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation) + m_AngleDif;
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));
}
// When something enters the portal // When something enters the portal
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(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; }
// Calculates if the player is going towards the portal // Calculates the differemce of some stuff
Vector3 difference = PlayerMovement.Pos() - transform.position; Vector3 difference = PlayerMovement.Pos() - transform.position;
// If this is true the player has crossed the portal // Checks they are able to travel through portals
if (PlayerMovement.CanGoThroughPortals()) if (PlayerMovement.CanGoThroughPortals())
{ {
Debug.Log("Telpeoted opaktyer");
// 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 // Tells the player it went through a portal
PlayerMovement.Instance().WentThroughPortal(rotDif); PlayerMovement.Instance().WentThroughPortal(rotDif);
// Teleports the player // Teleports the player
Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference; Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference;
PlayerMovement.SetPos(m_OtherManager.transform.position + offset - new Vector3(0, 1.0f, 0)); PlayerMovement.SetPos(m_OtherManager.transform.position + offset - new Vector3(0, 1.5f, 0));
} }
} }
//
private void OnCollisionEnter(Collision collision)
{
Debug.Log("Force teleported player");
// Changing the state if it is not the player will causes issues
if (collision.gameObject.CompareTag(PlayerMovement.Object().tag) == false) { return; }
// Doesnt do any logic to check if the player wanted to use a portal it just forces them
// Calculates the differemce of some stuff
Vector3 difference = PlayerMovement.Pos() - transform.position;
// Rotates the player
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation);
rotDif += 180.0f;
CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif));
// Tells 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, 1.5f, 0));
}
} }

View File

@@ -1,8 +0,0 @@
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View File

@@ -1,78 +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;
[SerializeField] Text m_FOVText;
[SerializeField] Slider m_FOVSlider;
public static float sens = 35;
public static float fov = 90;
private void Start()
{
m_StartCanvas.enabled = true;
m_ControlsCanvas.enabled = false;
m_OptionsCanvas.enabled = false;
Cursor.visible = true;
Cursor.lockState = CursorLockMode.Confined;
m_FOVSlider.value = fov;
m_SensitivitySlider.value = sens;
}
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();
fov = m_FOVSlider.value;
m_FOVText.text = fov.ToString();
}
}

View File

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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

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@@ -10,7 +10,7 @@ Shader "Unlit/ScreenCutoutShader"
{ {
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Lighting Off Lighting Off
Cull Back Cull Off
ZWrite On ZWrite On
ZTest Less ZTest Less

View File

@@ -2,21 +2,15 @@
%TAG !u! tag:unity3d.com,2011: %TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 8 serializedVersion: 6
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Prototype_512x512_Grey1 m_Name: Prototype_512x512_Grey1
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_Parent: {fileID: 0} m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_ModifiedSerializedProperties: 0 _SPECULARHIGHLIGHTS_OFF
m_ValidKeywords:
- _NORMALMAP
- _SPECULARHIGHLIGHTS_OFF
m_InvalidKeywords:
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- _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4 m_LightmapFlags: 4
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0 m_DoubleSidedGI: 0
@@ -29,7 +23,6 @@ Material:
- TransparentDepthPostpass - TransparentDepthPostpass
- TransparentBackface - TransparentBackface
- RayTracingPrepass - RayTracingPrepass
m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
m_TexEnvs: m_TexEnvs:
@@ -83,7 +76,7 @@ Material:
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _EmissionMap: - _EmissionMap:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 100, y: 100} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _EmissiveColorMap: - _EmissiveColorMap:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
@@ -103,7 +96,7 @@ Material:
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 2800000, guid: dd29f35641da38647a1eeb1028211f1a, type: 3} m_Texture: {fileID: 2800000, guid: dd29f35641da38647a1eeb1028211f1a, type: 3}
m_Scale: {x: 100, y: 100} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MaskMap: - _MaskMap:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
@@ -169,7 +162,6 @@ Material:
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m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: []
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maxTextureSize: 512 maxTextureSize: 512
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@@ -102,6 +106,7 @@ TextureImporter:
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serializedVersion: 2 serializedVersion: 2
sprites: [] sprites: []
@@ -109,10 +114,12 @@ TextureImporter:
physicsShape: [] physicsShape: []
bones: [] bones: []
spriteID: spriteID:
internalID: 0
vertices: [] vertices: []
indices: indices:
edges: [] edges: []
weights: [] weights: []
secondaryTextures: []
spritePackingTag: spritePackingTag:
pSDRemoveMatte: 0 pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0 pSDShowRemoveMatteOption: 0

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 29720fcdf33dc1c44900e42bb5835507
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 7abb74942295fc244bdfe8bb8236881d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,110 +0,0 @@
/*
███████╗██████╗░░██████╗░███████╗  ██████╗░███████╗████████╗███████╗░█████╗░████████╗██╗░█████╗░███╗░░██╗
██╔════╝██╔══██╗██╔════╝░██╔════╝  ██╔══██╗██╔════╝╚══██╔══╝██╔════╝██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║
█████╗░░██║░░██║██║░░██╗░█████╗░░  ██║░░██║█████╗░░░░░██║░░░█████╗░░██║░░╚═╝░░░██║░░░██║██║░░██║██╔██╗██║
██╔══╝░░██║░░██║██║░░╚██╗██╔══╝░░  ██║░░██║██╔══╝░░░░░██║░░░██╔══╝░░██║░░██╗░░░██║░░░██║██║░░██║██║╚████║
███████╗██████╔╝╚██████╔╝███████╗  ██████╔╝███████╗░░░██║░░░███████╗╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║
╚══════╝╚═════╝░░╚═════╝░╚══════╝  ╚═════╝░╚══════╝░░░╚═╝░░░╚══════╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝
░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
█▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
█▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
____________________________________________________________________________________________________________________________________________
▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
█▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
____________________________________________________________________________________________________________________________________________
License:
The license is ATTRIBUTION 3.0
More license info here:
https://creativecommons.org/licenses/by/3.0/
____________________________________________________________________________________________________________________________________________
This shader has NOT been tested on any other PC configuration except the following:
CPU: Intel Core i5-6400
GPU: NVidia GTX 750Ti
RAM: 16GB
Windows: 10 x64
DirectX: 11
____________________________________________________________________________________________________________________________________________
*/
Shader "Ultimate 10+ Shaders/Edge Detection" /* The edge detection algorithm that is implemented in this shader is named "Sobel Edge Detection" */
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "Queue"="Transparent" }
Cull Back
GrabPass { }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 position : POSITION;
float4 screenPos : TEXCOORD0;
};
fixed4 _Color;
sampler2D _GrabTexture : register(s0);
v2f vert(appdata input)
{
v2f output;
output.position = UnityObjectToClipPos(input.vertex);
output.screenPos = output.position;
return output;
}
half4 pixel;
half2 uv;
fixed onePixelW, onePixelH;
half4 frag(v2f input) : SV_Target
{
uv = input.screenPos.xy / input.screenPos.w;
uv.x = (uv.x + 1) * .5;
uv.y = 1.0 - (uv.y + 1) * .5;
onePixelW = 1.0 / _ScreenParams.x;
onePixelH = 1.0 / _ScreenParams.y;
pixel = 0;
pixel = abs(
tex2D(_GrabTexture, half2(uv.x - onePixelW, uv.y)) -
tex2D(_GrabTexture, half2(uv.x + onePixelW, uv.y)) +
tex2D(_GrabTexture, half2(uv.x, uv.y + onePixelH)) -
tex2D(_GrabTexture, half2(uv.x, uv.y - onePixelH))
);
return pixel * _Color;
}
ENDCG
}
}
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 211b73cf71b1f6a48aa152214d4a886d
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

21
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 @@
EditorBuildSettings: EditorBuildSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes: []
- enabled: 1
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 @@
"key": "lightmapping.autoUnwrapLightmapUV", "key": "lightmapping.autoUnwrapLightmapUV",
"value": "{\"m_Value\":true}" "value": "{\"m_Value\":true}"
}, },
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "UnityEngine.ProBuilder.ProBuilderEditor-isUtilityWindow",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "editor.backFaceSelectEnabled",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "editor.toolbarIconGUI",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "experimental.enabled",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "editor.showSceneInfo",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "ShapeComponent.ResetSettings",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "ShapeComponent.SettingsEnabled",
"value": "{\"m_Value\":true}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "mesh.newShapesSnapToGrid",
"value": "{\"m_Value\":true}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "mesh.meshColliderIsConvex",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "editor.autoRecalculateCollisions",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "smoothing.showSettings",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "smoothing.showPreview",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "smoothing.showNormals",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "smoothing.showHelp",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "meshImporter.quads",
"value": "{\"m_Value\":true}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "meshImporter.smoothing",
"value": "{\"m_Value\":true}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "editor.showEditorNotifications",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "SelectEdgeLoop.selectIterative",
"value": "{\"m_Value\":false}"
},
{
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "editor.stripProBuilderScriptsOnBuild",
"value": "{\"m_Value\":true}"
},
{ {
"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": "about.identifier", "key": "about.identifier",
"value": "{\"m_Value\":{\"m_Major\":5,\"m_Minor\":2,\"m_Patch\":4,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}" "value": "{\"m_Value\":{\"m_Major\":5,\"m_Minor\":2,\"m_Patch\":3,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}"
}, },
{ {
"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",
"value": "{\"m_Value\":{\"m_Major\":5,\"m_Minor\":2,\"m_Patch\":4,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}" "value": "{\"m_Value\":{\"m_Major\":5,\"m_Minor\":2,\"m_Patch\":3,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}"
}, },
{ {
"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 @@
"type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", "type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "log.path", "key": "log.path",
"value": "{\"m_Value\":\"ProBuilderLog.txt\"}" "value": "{\"m_Value\":\"ProBuilderLog.txt\"}"
},
{
"type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "editor.materialPalettePath",
"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\"}"
},
{
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "editor.selectMode",
"value": "{\"m_Value\":1}"
},
{
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "editor.lastMeshSelectMode",
"value": "{\"m_Value\":8}"
},
{
"type": "UnityEngine.ProBuilder.SelectionModifierBehavior, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "editor.rectSelectModifier",
"value": "{\"m_Value\":2}"
},
{
"type": "UnityEngine.ProBuilder.RectSelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "editor.dragSelectRectMode",
"value": "{\"m_Value\":1}"
},
{
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "ShapeBuilder.ActiveShapeIndex",
"value": "{\"m_Value\":6}"
},
{
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "ShapeBuilder.LastPivotLocation",
"value": "{\"m_Value\":0}"
},
{
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "mesh.newShapePivotLocation",
"value": "{\"m_Value\":1}"
},
{
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastPivotPosition",
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0}}"
},
{
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastSize",
"value": "{\"m_Value\":{\"x\":-3.509624481201172,\"y\":3.149325370788574,\"z\":-7.1653900146484379}}"
},
{
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.LastRotation",
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
},
{
"type": "UnityEngine.Material, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "mesh.userMaterial",
"value": "{\"m_Value\":{\"instanceID\":0}}"
},
{
"type": "UnityEngine.Rendering.ShadowCastingMode, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "mesh.shadowCastingMode",
"value": "{\"m_Value\":1}"
},
{
"type": "UnityEditor.StaticEditorFlags, UnityEditor.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "mesh.defaultStaticEditorFlags",
"value": "{\"m_Value\":0}"
},
{
"type": "UnityEngine.ProBuilder.ColliderType, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "mesh.newShapeColliderType",
"value": "{\"m_Value\":2}"
},
{
"type": "UnityEngine.ProBuilder.UnwrapParameters, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "lightmapping.defaultLightmapUnwrapParameters",
"value": "{\"m_Value\":{\"m_HardAngle\":88.0,\"m_PackMargin\":20.0,\"m_AngleError\":8.0,\"m_AreaError\":15.0}}"
},
{
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.Sprite",
"value": "{}"
},
{
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "ShapeBuilder.Cube",
"value": "{}"
},
{
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "meshImporter.smoothingAngle",
"value": "{\"m_Value\":1.0}"
},
{
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
"key": "ExtrudeFaces.distance",
"value": "{\"m_Value\":0.5}"
},
{
"type": "UnityEngine.ProBuilder.ExtrudeMethod, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "editor.extrudeMethod",
"value": "{\"m_Value\":2}"
},
{
"type": "UnityEditor.ProBuilder.Actions.DetachFaces+DetachSetting, Unity.ProBuilder.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"key": "DetachFaces.target",
"value": "{\"m_Value\":0}"
} }
] ]
} }

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: {}
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# The Mobius Line # TheMobiusLine
This is my FMP (final major project) that I created for my first year of Level 3 Game development. Windows downloads can be found under releases but if you wish to play via your browser you can play [here](https://pashabibko.itch.io/the-mobius-line).
### About
The mobius line is a speedrunning game built around non-Euclidean concepts set in the London Underground. Your goal is to get from one platform (the starting area) to the other (green wall) as fast as possible.