Basic working prefab

This commit is contained in:
Momo The Monster
2023-02-15 00:31:34 -08:00
commit f358512f17
165 changed files with 9682 additions and 0 deletions

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You can now find them in the menu under VRChat SDK/Samples

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using UnityEngine;
using VRC.SDK3.Components;
using VRC.SDKBase;
using VRC.Udon;
namespace UdonSharp.Examples.Utilities
{
/// <summary>
/// Follows a chosen bone on humanoid avatars using the playerapi
/// </summary>
[AddComponentMenu("Udon Sharp/Utilities/Bone Follower")]
[UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)]
public class BoneFollower : UdonSharpBehaviour
{
public HumanBodyBones trackedBone;
VRCPlayerApi playerApi;
bool isInEditor;
void Start()
{
playerApi = Networking.LocalPlayer;
isInEditor = playerApi == null;
}
void Update()
{
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return;
transform.SetPositionAndRotation(playerApi.GetBonePosition(trackedBone), playerApi.GetBoneRotation(trackedBone));
}
}
}

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using UnityEngine;
using VRC.SDK3.Components;
using VRC.SDKBase;
using VRC.Udon;
namespace UdonSharp.Examples.Utilities
{
/// <summary>
///
/// </summary>
public class <TemplateClassName> : UdonSharpBehaviour
{
}
}

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using UnityEngine;
using VRC.SDK3.Components;
namespace UdonSharp.Examples.Utilities
{
/// <summary>
/// A Basic example class that demonstrates how to toggle a list of object on and off when someone interacts with the UdonBehaviour
/// This toggle only works locally
/// </summary>
[AddComponentMenu("Udon Sharp/Utilities/Interact Toggle")]
[UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)]
public class InteractToggle : UdonSharpBehaviour
{
[Tooltip("List of objects to toggle on and off")]
public GameObject[] toggleObjects;
public override void Interact()
{
foreach (GameObject toggleObject in toggleObjects)
{
if (toggleObject != null) {
toggleObject.SetActive(!toggleObject.activeSelf);
}
}
}
}
}

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using UnityEngine;
using UdonSharp;
using VRC.SDKBase;
namespace UdonSharp.Examples.Utilities
{
[AddComponentMenu("Udon Sharp/Utilities/Player Mod Setter")]
[UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)]
public class PlayerModSetter : UdonSharpBehaviour
{
public float jumpHeight = 3f;
public float runSpeed = 4f;
public float walkSpeed = 2f;
public float strafeSpeed = 2f;
public float gravity = 1f;
[Tooltip("Enables legacy locomotion which allows stutter stepping and wall climbing")]
public bool useLegacyLocomotion = false;
void Start()
{
var playerApi = Networking.LocalPlayer;
// Prevent error in editor from null player API
if (playerApi != null)
{
playerApi.SetJumpImpulse(jumpHeight);
playerApi.SetRunSpeed(runSpeed);
playerApi.SetWalkSpeed(walkSpeed);
playerApi.SetStrafeSpeed(strafeSpeed);
playerApi.SetGravityStrength(gravity);
if (useLegacyLocomotion)
playerApi.UseLegacyLocomotion();
}
Destroy(this);
}
}
}

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using UnityEngine;
using VRC.SDK3.Components;
using VRC.SDKBase;
using VRC.Udon;
namespace UdonSharp.Examples.Utilities
{
/// <summary>
/// This class allows anyone to toggle a gameobject for everyone in the world.
/// This script assumes that the object it is on will not have other things transferring ownership of it.
/// </summary>
[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
public class GlobalToggleObject : UdonSharpBehaviour
{
public GameObject toggleObject;
[UdonSynced]
bool isEnabled;
private void Start()
{
isEnabled = toggleObject.activeSelf;
}
public override void OnDeserialization()
{
if (!Networking.IsOwner(gameObject))
toggleObject.SetActive(isEnabled);
}
public override void Interact()
{
if (!Networking.IsOwner(gameObject))
Networking.SetOwner(Networking.LocalPlayer, gameObject);
isEnabled = !isEnabled;
toggleObject.SetActive(isEnabled);
RequestSerialization();
}
}
}

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using UnityEngine;
using VRC.SDKBase;
namespace UdonSharp.Examples.Utilities
{
/// <summary>
/// Allows the master and only the master to toggle a game object globally
/// </summary>
[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
public class MasterToggleObject : UdonSharpBehaviour
{
public GameObject toggleObject;
[UdonSynced]
bool isObjectEnabled;
private void Start()
{
isObjectEnabled = toggleObject.activeSelf;
}
// Prevents people who are not the master from taking ownership
public override bool OnOwnershipRequest(VRCPlayerApi requestingPlayer, VRCPlayerApi requestedOwner)
{
return requestedOwner.isMaster;
}
public override void OnDeserialization()
{
toggleObject.SetActive(isObjectEnabled);
}
public override void Interact()
{
if (!Networking.IsMaster)
return;
else if (!Networking.IsOwner(gameObject)) // The object may have transfer ownership on collision checked which would allow people to take ownership by accident
Networking.SetOwner(Networking.LocalPlayer, gameObject);
isObjectEnabled = !isObjectEnabled;
toggleObject.SetActive(isObjectEnabled);
RequestSerialization();
}
}
}

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using UnityEngine;
using VRC.SDKBase;
namespace UdonSharp.Examples.Utilities
{
/// <summary>
/// Follows one of the chosen playerApi tracking targets
/// </summary>
[AddComponentMenu("Udon Sharp/Utilities/Tracking Data Follower")]
[UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)]
public class TrackingDataFollower : UdonSharpBehaviour
{
public VRCPlayerApi.TrackingDataType trackingTarget;
VRCPlayerApi playerApi;
bool isInEditor;
private void Start()
{
playerApi = Networking.LocalPlayer;
isInEditor = playerApi == null; // PlayerApi will be null in editor
}
private void LateUpdate()
{
// PlayerApi data will only be valid in game so we don't run the update if we're in editor
if (isInEditor)
return;
VRCPlayerApi.TrackingData trackingData = playerApi.GetTrackingData(trackingTarget);
transform.SetPositionAndRotation(trackingData.position, trackingData.rotation);
}
}
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using UnityEngine;
using VRC.SDK3.Components;
using VRC.SDKBase;
using VRC.Udon;
namespace UdonSharp.Examples.Utilities
{
/// <summary>
/// Sets the default voice and avatar audio settings for players when they enter the world
/// See https://docs.vrchat.com/docs/player-audio for more detailed documentation
/// </summary>
[AddComponentMenu("Udon Sharp/Utilities/World Audio Settings")]
[UdonBehaviourSyncMode(BehaviourSyncMode.NoVariableSync)]
public class WorldAudioSettings : UdonSharpBehaviour
{
[Header("Player voice")]
[Tooltip("Adjusts the player volume")]
[Range(0f, 24f)]
public float voiceGain = 15f;
[Tooltip("The end of the range for hearing a user's voice")]
public float voiceFar = 25f;
[Tooltip("The near radius in meters where player audio starts to fall off, it is recommended to keep this at 0")]
public float voiceNear = 0f;
[Tooltip("The volumetric radius for the player voice, this should be left at 0 unless you know what you're doing")]
public float voiceVolumetricRadius = 0f;
[Tooltip("Disables the low-pass filter when players are far away")]
public bool voiceDisableLowpass = false;
[Header("Avatar audio")]
[Tooltip("The maximum gain allowed on avatar audio sources")]
[Range(0f, 10f)]
public float avatarMaxAudioGain = 10f;
[Tooltip("The maximum end of avatar audio range, a value of 0 will effectively mute avatar audio")]
public float avatarMaxFarRadius = 40f;
// I don't think the docs are accurate for this one, they say it's for the maximum radius where you can start to hear an audio source
[Tooltip("The maximum for the radius where avatar audio starts to fall off")]
public float avatarMaxNearRadius = 40f;
[Tooltip("The max volumetric radius for avatar audio sources")]
public float avatarMaxVolumetricRadius = 40f;
[Tooltip("Forces avatars to have spatialized audio")]
public bool avatarForceSpacialization = false;
[Tooltip("Disables custom curves on avatar audio sources")]
public bool avatarDisableCustomCurve = false;
public override void OnPlayerJoined(VRCPlayerApi player)
{
if (!player.isLocal)
{
// Player voice
player.SetVoiceGain(voiceGain);
player.SetVoiceDistanceFar(voiceFar);
player.SetVoiceDistanceNear(voiceNear);
player.SetVoiceVolumetricRadius(voiceVolumetricRadius);
player.SetVoiceLowpass(!voiceDisableLowpass);
// Avatar audio
player.SetAvatarAudioGain(avatarMaxAudioGain);
player.SetAvatarAudioFarRadius(avatarMaxFarRadius);
player.SetAvatarAudioNearRadius(avatarMaxNearRadius);
player.SetAvatarAudioVolumetricRadius(avatarMaxVolumetricRadius);
player.SetAvatarAudioForceSpatial(avatarForceSpacialization);
player.SetAvatarAudioCustomCurve(!avatarDisableCustomCurve);
}
}
}
}

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using UdonSharp;
using UnityEngine;
using UnityEngine.UI;
using VRC.SDK3.Image;
using VRC.SDK3.StringLoading;
using VRC.SDKBase;
using VRC.Udon;
public class FrameDataLoader : UdonSharpBehaviour
{
private VRCImageDownloader _imageDownloader;
public UdonBehaviour udonEventReceiver;
public VRCUrl[] rgbUrl;
public VRCUrl[] stringUrl;
public Renderer renderer;
public Text field;
public float photoDurationSeconds = 10f;
private int _loadedIndex = -1;
void Start()
{
_imageDownloader = new VRCImageDownloader();
LoadNextRecursive();
}
public void LoadNextRecursive()
{
LoadNext();
SendCustomEventDelayedSeconds(nameof(LoadNextRecursive), photoDurationSeconds);
}
private void LoadNext()
{
// _loadedIndex++;
// if(_loadedIndex >= rgbUrl.Length)
// {
// _loadedIndex = 0;
// }
_loadedIndex = (int)(Networking.GetServerTimeInMilliseconds() / 1000f / photoDurationSeconds) % rgbUrl.Length;
var rgbInfo = new TextureInfo();
rgbInfo.WrapModeU = TextureWrapMode.Mirror;
rgbInfo.WrapModeV = TextureWrapMode.Mirror;
_imageDownloader.DownloadImage(rgbUrl[_loadedIndex], renderer.material, udonEventReceiver, rgbInfo);
VRCStringDownloader.LoadUrl(stringUrl[_loadedIndex], udonEventReceiver);
}
public override void OnStringLoadSuccess(IVRCStringDownload result)
{
field.text = result.Result;
}
public override void OnStringLoadError(IVRCStringDownload result)
{
Debug.LogError($"Could not load string {result.Error}");
}
public override void OnImageLoadSuccess(IVRCImageDownload result)
{
Debug.Log($"Image loaded: {result.SizeInMemoryBytes} bytes.");
}
public override void OnImageLoadError(IVRCImageDownload result)
{
Debug.Log($"Image not loaded: {result.Error.ToString()}: {result.ErrorMessage}.");
}
private void OnDestroy()
{
_imageDownloader.Dispose();
}
}

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/*/
!com.vrchat.core.*/

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Copyright (c) 2016 Adam Reeve
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.

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