testing with ferris wheel

This commit is contained in:
Abdul Mukheem Shaik 2024-05-10 19:02:57 +02:00
parent 6fd1f4e1a7
commit a8c3706af2
62 changed files with 9092 additions and 4 deletions
Assets
Mini Simple Characters Skeleton Demo.meta
Mini Simple Characters Skeleton Demo
Materials.meta
Materials
Models.meta
Models
Prefabs.meta
Prefabs
Readme.assetReadme.asset.metaReadme.meta
Readme
Scenes.meta
Scenes
Oculus
SharedSpatialAnchors

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title: Mini Simple Characters | Skeleton | Free Demo
sections:
- heading: About
text: Thank you for downloading the Mini Simple Characters | Skeleton | Free Demo asset.This demo base character is intended to you to test and see if it fit your needs before you buy the other characters or packs derived from this basemesh.
linkText:
url:
- heading: ✓ Optimization
text: "This character is extremely light and can be used in both pc and mobile
games. All models share a single texture file, allowing you to customize the colors
according to your needs just by duplicanting materials and adjusting the material offset. \n\n⚠*Many models have primary, secondary, and even tertiary material slots, check the <Materials> option in the [ Inspector > Skinned Mesh Renderer ] to add multiple materials and customize colors to fit your needs."
linkText:
url:
- heading: ✓ Textures
text: "Diffuse/Albedo:\n-256px (.png)"
linkText:
url:
- heading: ✓ Polycount
text: "
- body_arms | 1496 Tris\n
- body_head | 614 Tris\n
- body_legs | 2160 Tris\n
- body_torso | 1552 Tris\n
- shield_wood | 268 Tris\n
- sword_wood | 204 Tris"
linkText:
url:
- heading: ✓ Blendshapes
text: "Body_Head:\n- Angry\n- Sad\n\n⚠*Make sure that the <Blend Shape Normals>is set to <Import> in [ Inspector > Import Settings > Model Tab ] to avoid artifacts when using the blendshapes"
linkText:
url:
- heading: ✓ Animations
text: "-Idle\n-Walk\n-Run\n-Jump\n-Loose\n\n*All models have Humanoid rigs (Rigged/Skinned and Mecanim ready)\n\n⚠*Remember to adjust <Muscle & Settings> in the model´s [Rig > Configure] to adjust overlapping and clipping depending of your source animations."
linkText:
url:
- heading: ✓ Modular Design
text: "This character is designed to be modular, making it easy to create a variety of combinations, allowing you to create unique characters and scenes."
linkText:
url:
- heading:
text: "Each asset has been carefully crafted to add a unique touch to your game project!"
linkText:
url:
- heading: ☎ Contact/Support
text:
linkText: Asset Store Profile
url: https://assetstore.unity.com/publishers/20594
- heading:
text:
linkText: Twitter
url: https://twitter.com/joaobaltieri
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Reflection;
[CustomEditor(typeof(Readme))]
[InitializeOnLoad]
public class ReadmeEditor : Editor {
static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static float kSpace = 15f;
static ReadmeEditor()
{
EditorApplication.delayCall += SelectReadmeAutomatically;
}
static void SelectReadmeAutomatically()
{
if (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))
{
var readme = SelectReadme();
SessionState.SetBool(kShowedReadmeSessionStateName, true);
if (readme && !readme.loadedLayout)
{
LoadLayout();
readme.loadedLayout = true;
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}
}
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{
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var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "»Readme/Layout.wlt"), false});
}
[MenuItem("Help/Project Readme")]
static Readme SelectReadme()
{
var ids = AssetDatabase.FindAssets("Readme t:Readme");
if (ids.Length == 1)
{
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Selection.objects = new UnityEngine.Object[]{readmeObject};
return (Readme)readmeObject;
}
else
{
Debug.Log("Couldn't find a readme");
return null;
}
}
protected override void OnHeaderGUI()
{
var readme = (Readme)target;
Init();
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, readme.iconMaxWidth);
GUILayout.BeginHorizontal("In BigTitle");
{
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GUILayout.Label(readme.title, TitleStyle);
}
GUILayout.EndHorizontal();
}
public override void OnInspectorGUI()
{
var readme = (Readme)target;
Init();
foreach (var section in readme.sections)
{
if (!string.IsNullOrEmpty(section.heading))
{
GUILayout.Label(section.heading, HeadingStyle);
}
if (!string.IsNullOrEmpty(section.text))
{
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if (LinkLabel(new GUIContent(section.linkText)))
{
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}
bool m_Initialized;
GUIStyle LinkStyle { get { return m_LinkStyle; } }
[SerializeField] GUIStyle m_LinkStyle;
GUIStyle TitleStyle { get { return m_TitleStyle; } }
[SerializeField] GUIStyle m_TitleStyle;
GUIStyle HeadingStyle { get { return m_HeadingStyle; } }
[SerializeField] GUIStyle m_HeadingStyle;
GUIStyle BodyStyle { get { return m_BodyStyle; } }
[SerializeField] GUIStyle m_BodyStyle;
void Init()
{
if (m_Initialized)
return;
m_BodyStyle = new GUIStyle(EditorStyles.label);
m_BodyStyle.wordWrap = true;
m_BodyStyle.fontSize = 12;
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m_HeadingStyle = new GUIStyle(m_BodyStyle);
m_HeadingStyle.fontSize = 14;
m_HeadingStyle.fontStyle = FontStyle.Bold;
m_LinkStyle = new GUIStyle(m_BodyStyle);
// Match selection color which works nicely for both light and dark skins
m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f);
m_LinkStyle.stretchWidth = false;
m_Initialized = true;
}
bool LinkLabel (GUIContent label, params GUILayoutOption[] options)
{
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
Handles.BeginGUI ();
Handles.color = LinkStyle.normal.textColor;
Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
Handles.color = Color.white;
Handles.EndGUI ();
EditorGUIUtility.AddCursorRect (position, MouseCursor.Link);
return GUI.Button (position, label, LinkStyle);
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using System;
using UnityEngine;
public class Readme : ScriptableObject {
public Texture2D icon;
public float iconMaxWidth = 128f;
public string title;
public Section[] sections;
public bool loadedLayout;
[Serializable]
public class Section {
public string heading, text, linkText, url;
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