Initial commit - Unity game project
This commit is contained in:
80
.gitignore
vendored
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80
.gitignore
vendored
Normal file
@@ -0,0 +1,80 @@
|
||||
# This .gitignore file should be placed at the root of your Unity project directory
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||||
#
|
||||
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
|
||||
|
||||
# Unity generated
|
||||
[Ll]ibrary/
|
||||
[Tt]emp/
|
||||
[Oo]bj/
|
||||
[Bb]uild/
|
||||
[Bb]uilds/
|
||||
[Ll]ogs/
|
||||
[Uu]ser[Ss]ettings/
|
||||
|
||||
# MemoryCaptures can get excessive in size
|
||||
[Mm]emoryCaptures/
|
||||
|
||||
# Asset meta data should only be ignored when the corresponding asset is also ignored
|
||||
!/[Aa]ssets/**/*.meta
|
||||
|
||||
# Uncomment this line if you wish to ignore the asset store tools plugin
|
||||
# /[Aa]ssets/AssetStoreTools*
|
||||
|
||||
# Autogenerated Jetbrains Rider plugin
|
||||
[Aa]ssets/Plugins/Editor/JetBrains*
|
||||
|
||||
# Visual Studio cache directory
|
||||
.vs/
|
||||
|
||||
# Gradle cache directory
|
||||
.gradle/
|
||||
|
||||
# Autogenerated VS/MD/Consulo solution and project files
|
||||
ExportedObj/
|
||||
.consulo/
|
||||
*.csproj
|
||||
*.unityproj
|
||||
*.sln
|
||||
*.suo
|
||||
*.tmp
|
||||
*.user
|
||||
*.userprefs
|
||||
*.pidb
|
||||
*.booproj
|
||||
*.svd
|
||||
*.pdb
|
||||
*.mdb
|
||||
*.opendb
|
||||
*.VC.db
|
||||
|
||||
# Unity3D generated meta files
|
||||
*.pidb.meta
|
||||
*.pdb.meta
|
||||
*.mdb.meta
|
||||
|
||||
# Unity3D generated file on crash reports
|
||||
sysinfo.txt
|
||||
|
||||
# Builds
|
||||
*.apk
|
||||
*.aab
|
||||
*.unitypackage
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||||
*.app
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||||
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||||
# Crashlytics generated file
|
||||
crashlytics-build.properties
|
||||
|
||||
# Packed Addressables
|
||||
[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
|
||||
|
||||
# Temporary auto-generated Android Assets
|
||||
[Aa]ssets/[Ss]treamingAssets/aa.meta
|
||||
[Aa]ssets/[Ss]treamingAssets/aa/*
|
||||
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||||
# macOS
|
||||
.DS_Store
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||||
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||||
# Windows
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||||
Thumbs.db
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||||
ehthumbs.db
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||||
Desktop.ini
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||||
5
.vscode/extensions.json
vendored
Normal file
5
.vscode/extensions.json
vendored
Normal file
@@ -0,0 +1,5 @@
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||||
{
|
||||
"recommendations": [
|
||||
"visualstudiotoolsforunity.vstuc"
|
||||
]
|
||||
}
|
||||
10
.vscode/launch.json
vendored
Normal file
10
.vscode/launch.json
vendored
Normal file
@@ -0,0 +1,10 @@
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||||
{
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
"name": "Attach to Unity",
|
||||
"type": "vstuc",
|
||||
"request": "attach"
|
||||
}
|
||||
]
|
||||
}
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||||
55
.vscode/settings.json
vendored
Normal file
55
.vscode/settings.json
vendored
Normal file
@@ -0,0 +1,55 @@
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||||
{
|
||||
"files.exclude": {
|
||||
"**/.DS_Store": true,
|
||||
"**/.git": true,
|
||||
"**/.gitmodules": true,
|
||||
"**/*.booproj": true,
|
||||
"**/*.pidb": true,
|
||||
"**/*.suo": true,
|
||||
"**/*.user": true,
|
||||
"**/*.userprefs": true,
|
||||
"**/*.unityproj": true,
|
||||
"**/*.dll": true,
|
||||
"**/*.exe": true,
|
||||
"**/*.pdf": true,
|
||||
"**/*.mid": true,
|
||||
"**/*.midi": true,
|
||||
"**/*.wav": true,
|
||||
"**/*.gif": true,
|
||||
"**/*.ico": true,
|
||||
"**/*.jpg": true,
|
||||
"**/*.jpeg": true,
|
||||
"**/*.png": true,
|
||||
"**/*.psd": true,
|
||||
"**/*.tga": true,
|
||||
"**/*.tif": true,
|
||||
"**/*.tiff": true,
|
||||
"**/*.3ds": true,
|
||||
"**/*.3DS": true,
|
||||
"**/*.fbx": true,
|
||||
"**/*.FBX": true,
|
||||
"**/*.lxo": true,
|
||||
"**/*.LXO": true,
|
||||
"**/*.ma": true,
|
||||
"**/*.MA": true,
|
||||
"**/*.obj": true,
|
||||
"**/*.OBJ": true,
|
||||
"**/*.asset": true,
|
||||
"**/*.cubemap": true,
|
||||
"**/*.flare": true,
|
||||
"**/*.mat": true,
|
||||
"**/*.meta": true,
|
||||
"**/*.prefab": true,
|
||||
"**/*.unity": true,
|
||||
"build/": true,
|
||||
"Build/": true,
|
||||
"Library/": true,
|
||||
"library/": true,
|
||||
"obj/": true,
|
||||
"Obj/": true,
|
||||
"ProjectSettings/": true,
|
||||
"temp/": true,
|
||||
"Temp/": true
|
||||
},
|
||||
"dotnet.defaultSolution": "OGG.slnx"
|
||||
}
|
||||
8
Assets/Materials.meta
Normal file
8
Assets/Materials.meta
Normal file
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42
Assets/Materials/DoubleSidedLidar.shader
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42
Assets/Materials/DoubleSidedLidar.shader
Normal file
@@ -0,0 +1,42 @@
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Shader "Custom/DoubleSidedLidar"
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{
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||||
Properties
|
||||
{
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||||
_Color ("Color", Color) = (1,1,1,1)
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||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
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||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
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||||
_Metallic ("Metallic", Range(0,1)) = 0.0
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||||
}
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||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
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||||
Cull Off // This is the key - renders both front and back faces
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||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf Standard fullforwardshadows
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||||
#pragma target 3.0
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||||
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||||
sampler2D _MainTex;
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||||
|
||||
struct Input
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||||
{
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||||
float2 uv_MainTex;
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||||
};
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||||
|
||||
half _Glossiness;
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||||
half _Metallic;
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||||
fixed4 _Color;
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||||
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||||
void surf (Input IN, inout SurfaceOutputStandard o)
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||||
{
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||||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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||||
o.Albedo = c.rgb;
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||||
o.Metallic = _Metallic;
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||||
o.Smoothness = _Glossiness;
|
||||
o.Alpha = c.a;
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||||
}
|
||||
ENDCG
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||||
}
|
||||
FallBack "Diffuse"
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||||
}
|
||||
9
Assets/Materials/DoubleSidedLidar.shader.meta
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9
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Normal file
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Assets/Models.meta
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Assets/Models/LidarScans.meta
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Normal file
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Normal file
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Normal file
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Normal file
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Normal file
BIN
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Normal file
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Normal file
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Normal file
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Normal file
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1216
Assets/Scenes/SampleScene.unity
Normal file
1216
Assets/Scenes/SampleScene.unity
Normal file
File diff suppressed because it is too large
Load Diff
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106
Assets/Scripts/FirstPersonController.cs
Normal file
106
Assets/Scripts/FirstPersonController.cs
Normal file
@@ -0,0 +1,106 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class FirstPersonController : MonoBehaviour
|
||||
{
|
||||
[Header("Movement Settings")]
|
||||
public float walkSpeed = 8f;
|
||||
public float runSpeed = 14f;
|
||||
public float jumpHeight = 2.5f;
|
||||
public float gravity = -20f;
|
||||
|
||||
[Header("Mouse Look Settings")]
|
||||
public float mouseSensitivity = 3f;
|
||||
public float maxLookAngle = 90f;
|
||||
|
||||
[Header("References")]
|
||||
public Camera playerCamera;
|
||||
|
||||
// Private variables
|
||||
private CharacterController controller;
|
||||
private Vector3 velocity;
|
||||
private bool isGrounded;
|
||||
private float xRotation = 0f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Get the CharacterController component
|
||||
controller = GetComponent<CharacterController>();
|
||||
|
||||
// If no camera is assigned, try to find one
|
||||
if (playerCamera == null)
|
||||
{
|
||||
playerCamera = GetComponentInChildren<Camera>();
|
||||
}
|
||||
|
||||
// Lock and hide the cursor
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Cursor.visible = false;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Check if player is on the ground
|
||||
isGrounded = controller.isGrounded;
|
||||
|
||||
// Reset vertical velocity when grounded
|
||||
if (isGrounded && velocity.y < 0)
|
||||
{
|
||||
velocity.y = -2f;
|
||||
}
|
||||
|
||||
// Get movement input
|
||||
float moveX = Input.GetAxis("Horizontal"); // A/D or Left/Right arrows
|
||||
float moveZ = Input.GetAxis("Vertical"); // W/S or Up/Down arrows
|
||||
|
||||
// Calculate movement direction
|
||||
Vector3 move = transform.right * moveX + transform.forward * moveZ;
|
||||
|
||||
// Determine current speed (run if Shift is held)
|
||||
float currentSpeed = Input.GetKey(KeyCode.LeftShift) ? runSpeed : walkSpeed;
|
||||
|
||||
// Move the character
|
||||
controller.Move(move * currentSpeed * Time.deltaTime);
|
||||
|
||||
// Jumping
|
||||
if (Input.GetButtonDown("Jump") && isGrounded)
|
||||
{
|
||||
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
|
||||
}
|
||||
|
||||
// Apply gravity
|
||||
velocity.y += gravity * Time.deltaTime;
|
||||
controller.Move(velocity * Time.deltaTime);
|
||||
|
||||
// Mouse look
|
||||
HandleMouseLook();
|
||||
|
||||
// Press Escape to unlock cursor
|
||||
if (Input.GetKeyDown(KeyCode.Escape))
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
Cursor.visible = true;
|
||||
}
|
||||
|
||||
// Click to lock cursor again
|
||||
if (Input.GetMouseButtonDown(0) && Cursor.lockState == CursorLockMode.None)
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Cursor.visible = false;
|
||||
}
|
||||
}
|
||||
|
||||
void HandleMouseLook()
|
||||
{
|
||||
// Get mouse input
|
||||
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity;
|
||||
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity;
|
||||
|
||||
// Rotate camera up/down (pitch)
|
||||
xRotation -= mouseY;
|
||||
xRotation = Mathf.Clamp(xRotation, -maxLookAngle, maxLookAngle);
|
||||
playerCamera.transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
|
||||
|
||||
// Rotate player left/right (yaw)
|
||||
transform.Rotate(Vector3.up * mouseX);
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/FirstPersonController.cs.meta
Normal file
11
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Normal file
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44
Assets/Scripts/SimpleCrosshair.cs
Normal file
44
Assets/Scripts/SimpleCrosshair.cs
Normal file
@@ -0,0 +1,44 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class SimpleCrosshair : MonoBehaviour
|
||||
{
|
||||
[Header("Crosshair Settings")]
|
||||
public Color crosshairColor = Color.white;
|
||||
public float crosshairSize = 10f;
|
||||
public float crosshairThickness = 2f;
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
// Calculate center of screen
|
||||
float centerX = Screen.width / 2f;
|
||||
float centerY = Screen.height / 2f;
|
||||
|
||||
// Set the crosshair color
|
||||
GUI.color = crosshairColor;
|
||||
|
||||
// Draw horizontal line
|
||||
GUI.DrawTexture(
|
||||
new Rect(
|
||||
centerX - crosshairSize / 2f,
|
||||
centerY - crosshairThickness / 2f,
|
||||
crosshairSize,
|
||||
crosshairThickness
|
||||
),
|
||||
Texture2D.whiteTexture
|
||||
);
|
||||
|
||||
// Draw vertical line
|
||||
GUI.DrawTexture(
|
||||
new Rect(
|
||||
centerX - crosshairThickness / 2f,
|
||||
centerY - crosshairSize / 2f,
|
||||
crosshairThickness,
|
||||
crosshairSize
|
||||
),
|
||||
Texture2D.whiteTexture
|
||||
);
|
||||
|
||||
// Reset GUI color
|
||||
GUI.color = Color.white;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/SimpleCrosshair.cs.meta
Normal file
11
Assets/Scripts/SimpleCrosshair.cs.meta
Normal file
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|
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127
Assets/Scripts/SimpleGun.cs
Normal file
127
Assets/Scripts/SimpleGun.cs
Normal file
@@ -0,0 +1,127 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class SimpleGun : MonoBehaviour
|
||||
{
|
||||
[Header("Gun Settings")]
|
||||
public float damage = 25f;
|
||||
public float range = 100f;
|
||||
public float fireRate = 0.5f;
|
||||
public int maxAmmo = 30;
|
||||
public int currentAmmo;
|
||||
|
||||
[Header("References")]
|
||||
public Camera fpsCam;
|
||||
public ParticleSystem muzzleFlash;
|
||||
|
||||
private float nextTimeToFire = 0f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
currentAmmo = maxAmmo;
|
||||
|
||||
// Find camera if not assigned
|
||||
if (fpsCam == null)
|
||||
{
|
||||
fpsCam = Camera.main;
|
||||
}
|
||||
|
||||
// Create simple gun visuals
|
||||
CreateSimpleGunModel();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Shoot on left mouse button
|
||||
if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire)
|
||||
{
|
||||
nextTimeToFire = Time.time + 1f / fireRate;
|
||||
Shoot();
|
||||
}
|
||||
|
||||
// Reload on R key
|
||||
if (Input.GetKeyDown(KeyCode.R))
|
||||
{
|
||||
Reload();
|
||||
}
|
||||
}
|
||||
|
||||
void CreateSimpleGunModel()
|
||||
{
|
||||
// Main body
|
||||
GameObject body = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
body.transform.SetParent(transform);
|
||||
body.transform.localPosition = new Vector3(0, -0.1f, 0.3f);
|
||||
body.transform.localScale = new Vector3(0.1f, 0.15f, 0.4f);
|
||||
body.transform.localRotation = Quaternion.identity;
|
||||
Destroy(body.GetComponent<Collider>()); // Remove collider
|
||||
|
||||
// Set color
|
||||
Renderer bodyRenderer = body.GetComponent<Renderer>();
|
||||
bodyRenderer.material.color = new Color(0.2f, 0.2f, 0.2f); // Dark gray
|
||||
|
||||
// Barrel
|
||||
GameObject barrel = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
||||
barrel.transform.SetParent(transform);
|
||||
barrel.transform.localPosition = new Vector3(0, -0.05f, 0.6f);
|
||||
barrel.transform.localScale = new Vector3(0.03f, 0.15f, 0.03f);
|
||||
barrel.transform.localRotation = Quaternion.Euler(90, 0, 0);
|
||||
Destroy(barrel.GetComponent<Collider>());
|
||||
|
||||
Renderer barrelRenderer = barrel.GetComponent<Renderer>();
|
||||
barrelRenderer.material.color = new Color(0.1f, 0.1f, 0.1f); // Even darker
|
||||
|
||||
// Handle
|
||||
GameObject handle = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
handle.transform.SetParent(transform);
|
||||
handle.transform.localPosition = new Vector3(0, -0.25f, 0.15f);
|
||||
handle.transform.localScale = new Vector3(0.08f, 0.2f, 0.1f);
|
||||
handle.transform.localRotation = Quaternion.Euler(15, 0, 0);
|
||||
Destroy(handle.GetComponent<Collider>());
|
||||
|
||||
Renderer handleRenderer = handle.GetComponent<Renderer>();
|
||||
handleRenderer.material.color = new Color(0.3f, 0.2f, 0.1f); // Brown
|
||||
}
|
||||
|
||||
void Shoot()
|
||||
{
|
||||
if (currentAmmo <= 0)
|
||||
{
|
||||
Debug.Log("Out of ammo! Press R to reload.");
|
||||
return;
|
||||
}
|
||||
|
||||
currentAmmo--;
|
||||
Debug.Log($"Shot fired! Ammo: {currentAmmo}/{maxAmmo}");
|
||||
|
||||
// Play muzzle flash if assigned
|
||||
if (muzzleFlash != null)
|
||||
{
|
||||
muzzleFlash.Play();
|
||||
}
|
||||
|
||||
// Raycast from camera center
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
|
||||
{
|
||||
Debug.Log($"Hit: {hit.transform.name}");
|
||||
|
||||
// You can add hit detection for enemies here later
|
||||
// Example: hit.transform.GetComponent<Enemy>()?.TakeDamage(damage);
|
||||
}
|
||||
}
|
||||
|
||||
void Reload()
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463
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Normal file
463
Packages/packages-lock.json
Normal file
@@ -0,0 +1,463 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.atteneder.gltfast": {
|
||||
"version": "https://github.com/atteneder/glTFast.git",
|
||||
"depth": 0,
|
||||
"source": "git",
|
||||
"dependencies": {
|
||||
"com.unity.modules.jsonserialize": "1.0.0",
|
||||
"com.unity.modules.unitywebrequest": "1.0.0",
|
||||
"com.unity.mathematics": "1.2.6",
|
||||
"com.unity.burst": "1.8.24",
|
||||
"com.unity.collections": "1.2.4"
|
||||
},
|
||||
"hash": "fea7bce0c0fa60d872fa8eeb4caea944f6c407d4"
|
||||
},
|
||||
"com.unity.burst": {
|
||||
"version": "1.8.27",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.mathematics": "1.2.1",
|
||||
"com.unity.modules.jsonserialize": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.collab-proxy": {
|
||||
"version": "2.11.3",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.collections": {
|
||||
"version": "2.6.2",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.burst": "1.8.23",
|
||||
"com.unity.mathematics": "1.3.2",
|
||||
"com.unity.test-framework": "1.4.6",
|
||||
"com.unity.nuget.mono-cecil": "1.11.5",
|
||||
"com.unity.test-framework.performance": "3.0.3"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.editorcoroutines": {
|
||||
"version": "1.0.1",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ext.nunit": {
|
||||
"version": "2.0.5",
|
||||
"depth": 2,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.feature.development": {
|
||||
"version": "1.0.2",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.ide.visualstudio": "2.0.26",
|
||||
"com.unity.ide.rider": "3.0.38",
|
||||
"com.unity.editorcoroutines": "1.0.1",
|
||||
"com.unity.performance.profile-analyzer": "1.3.1",
|
||||
"com.unity.test-framework": "1.6.0",
|
||||
"com.unity.testtools.codecoverage": "1.2.7"
|
||||
}
|
||||
},
|
||||
"com.unity.ide.rider": {
|
||||
"version": "3.0.38",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.ext.nunit": "1.0.6"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ide.visualstudio": {
|
||||
"version": "2.0.26",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.test-framework": "1.1.33"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.mathematics": {
|
||||
"version": "1.3.3",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.multiplayer.center": {
|
||||
"version": "1.0.1",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.uielements": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.nuget.mono-cecil": {
|
||||
"version": "1.11.6",
|
||||
"depth": 2,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.performance.profile-analyzer": {
|
||||
"version": "1.3.1",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.settings-manager": {
|
||||
"version": "2.1.1",
|
||||
"depth": 2,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.test-framework": {
|
||||
"version": "1.6.0",
|
||||
"depth": 1,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.ext.nunit": "2.0.3",
|
||||
"com.unity.modules.imgui": "1.0.0",
|
||||
"com.unity.modules.jsonserialize": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.test-framework.performance": {
|
||||
"version": "3.2.0",
|
||||
"depth": 2,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.test-framework": "1.1.33",
|
||||
"com.unity.modules.jsonserialize": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.testtools.codecoverage": {
|
||||
"version": "1.2.7",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.test-framework": "1.0.16",
|
||||
"com.unity.settings-manager": "1.0.1"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.timeline": {
|
||||
"version": "1.8.10",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.modules.audio": "1.0.0",
|
||||
"com.unity.modules.director": "1.0.0",
|
||||
"com.unity.modules.animation": "1.0.0",
|
||||
"com.unity.modules.particlesystem": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ugui": {
|
||||
"version": "2.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.ui": "1.0.0",
|
||||
"com.unity.modules.imgui": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.visualscripting": {
|
||||
"version": "1.9.9",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.ugui": "1.0.0",
|
||||
"com.unity.modules.jsonserialize": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.modules.accessibility": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.adaptiveperformance": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.subsystems": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.ai": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.androidjni": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.animation": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.assetbundle": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.audio": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.cloth": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.physics": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.director": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.audio": "1.0.0",
|
||||
"com.unity.modules.animation": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.hierarchycore": {
|
||||
"version": "1.0.0",
|
||||
"depth": 1,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.imageconversion": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.imgui": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.jsonserialize": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.particlesystem": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.physics": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.physics2d": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.screencapture": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.imageconversion": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.subsystems": {
|
||||
"version": "1.0.0",
|
||||
"depth": 1,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.jsonserialize": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.terrain": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.terrainphysics": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.physics": "1.0.0",
|
||||
"com.unity.modules.terrain": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.tilemap": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.physics2d": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.ui": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.uielements": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.ui": "1.0.0",
|
||||
"com.unity.modules.imgui": "1.0.0",
|
||||
"com.unity.modules.jsonserialize": "1.0.0",
|
||||
"com.unity.modules.hierarchycore": "1.0.0",
|
||||
"com.unity.modules.physics": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.umbra": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.unityanalytics": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.unitywebrequest": "1.0.0",
|
||||
"com.unity.modules.jsonserialize": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.unitywebrequest": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.unitywebrequestassetbundle": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.assetbundle": "1.0.0",
|
||||
"com.unity.modules.unitywebrequest": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.unitywebrequestaudio": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.unitywebrequest": "1.0.0",
|
||||
"com.unity.modules.audio": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.unitywebrequesttexture": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.unitywebrequest": "1.0.0",
|
||||
"com.unity.modules.imageconversion": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.unitywebrequestwww": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.unitywebrequest": "1.0.0",
|
||||
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
|
||||
"com.unity.modules.unitywebrequestaudio": "1.0.0",
|
||||
"com.unity.modules.audio": "1.0.0",
|
||||
"com.unity.modules.assetbundle": "1.0.0",
|
||||
"com.unity.modules.imageconversion": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.vectorgraphics": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.uielements": "1.0.0",
|
||||
"com.unity.modules.imageconversion": "1.0.0",
|
||||
"com.unity.modules.imgui": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.vehicles": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.physics": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.video": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.audio": "1.0.0",
|
||||
"com.unity.modules.ui": "1.0.0",
|
||||
"com.unity.modules.unitywebrequest": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.vr": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.jsonserialize": "1.0.0",
|
||||
"com.unity.modules.physics": "1.0.0",
|
||||
"com.unity.modules.xr": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.modules.wind": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.modules.xr": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.physics": "1.0.0",
|
||||
"com.unity.modules.jsonserialize": "1.0.0",
|
||||
"com.unity.modules.subsystems": "1.0.0"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
19
ProjectSettings/AudioManager.asset
Normal file
19
ProjectSettings/AudioManager.asset
Normal file
@@ -0,0 +1,19 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!11 &1
|
||||
AudioManager:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_Volume: 1
|
||||
Rolloff Scale: 1
|
||||
Doppler Factor: 1
|
||||
Default Speaker Mode: 2
|
||||
m_SampleRate: 0
|
||||
m_DSPBufferSize: 1024
|
||||
m_VirtualVoiceCount: 512
|
||||
m_RealVoiceCount: 32
|
||||
m_SpatializerPlugin:
|
||||
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Normal file
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34
ProjectSettings/DynamicsManager.asset
Normal file
34
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Normal file
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ProjectSettings/EditorBuildSettings.asset
Normal file
8
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30
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30
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Normal file
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63
ProjectSettings/GraphicsSettings.asset
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63
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295
ProjectSettings/InputManager.asset
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295
ProjectSettings/InputManager.asset
Normal file
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35
ProjectSettings/MemorySettings.asset
Normal file
35
ProjectSettings/MemorySettings.asset
Normal file
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9
ProjectSettings/MultiplayerManager.asset
Normal file
9
ProjectSettings/MultiplayerManager.asset
Normal file
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91
ProjectSettings/NavMeshAreas.asset
Normal file
91
ProjectSettings/NavMeshAreas.asset
Normal file
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36
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m_FixedTimeStep: 0.016666668
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||||
m_MaxDeltaTime: 0.05
|
||||
8
ProjectSettings/VersionControlSettings.asset
Normal file
8
ProjectSettings/VersionControlSettings.asset
Normal file
@@ -0,0 +1,8 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!890905787 &1
|
||||
VersionControlSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
m_Mode: Visible Meta Files
|
||||
m_CollabEditorSettings:
|
||||
inProgressEnabled: 1
|
||||
10
ProjectSettings/XRSettings.asset
Normal file
10
ProjectSettings/XRSettings.asset
Normal file
@@ -0,0 +1,10 @@
|
||||
{
|
||||
"m_SettingKeys": [
|
||||
"VR Device Disabled",
|
||||
"VR Device User Alert"
|
||||
],
|
||||
"m_SettingValues": [
|
||||
"False",
|
||||
"False"
|
||||
]
|
||||
}
|
||||
105
SETUP_GUIDE.md
Normal file
105
SETUP_GUIDE.md
Normal file
@@ -0,0 +1,105 @@
|
||||
# LiDAR FPS Game - Setup Guide
|
||||
|
||||
## Project Structure Created:
|
||||
- **Assets/Scripts/** - Your C# scripts (including FirstPersonController.cs)
|
||||
- **Assets/Models/LidarScans/** - Where you'll import your GLB files
|
||||
- **Assets/Prefabs/** - For reusable game objects
|
||||
- **Assets/Scenes/** - Your game levels
|
||||
|
||||
## Step 1: Import Your GLB Files
|
||||
|
||||
1. Open Unity and your OGG project
|
||||
2. Copy some GLB files from `K:\OGG\lidar\` to `K:\OGG\OGG\Assets\Models\LidarScans\`
|
||||
- Start with one or two to test (e.g., "my bedroom.glb" or "studio old.glb")
|
||||
3. Unity will automatically import them
|
||||
|
||||
## Step 2: Install glTFast Package (for better GLB support)
|
||||
|
||||
1. In Unity, go to **Window → Package Manager**
|
||||
2. Click the **"+"** button in top-left
|
||||
3. Select **"Add package by name"**
|
||||
4. Enter: `com.atteneder.gltfast`
|
||||
5. Click **Add**
|
||||
|
||||
## Step 3: Create Your Player
|
||||
|
||||
1. In the Hierarchy, **Right-click → Create Empty**
|
||||
2. Rename it to "Player"
|
||||
3. With Player selected, click **Add Component**
|
||||
4. Search for and add: **Character Controller**
|
||||
5. Add Component again, search for: **First Person Controller** (our script)
|
||||
|
||||
## Step 4: Set Up the Camera
|
||||
|
||||
1. In Hierarchy, **Right-click on Player → Camera**
|
||||
2. Position the camera:
|
||||
- Set Position Y to about 1.6 (eye height)
|
||||
- Reset X and Z to 0
|
||||
3. The FirstPersonController script should automatically find this camera
|
||||
|
||||
## Step 5: Import a LiDAR Scan into Your Scene
|
||||
|
||||
1. From Project window, navigate to **Assets/Models/LidarScans/**
|
||||
2. Drag one of your GLB files into the Scene (Hierarchy)
|
||||
3. Select the imported model in Hierarchy
|
||||
4. In Inspector, click **Add Component → Mesh Collider**
|
||||
- This allows the player to walk on it
|
||||
5. You might need to adjust the scale:
|
||||
- Try Scale: X=1, Y=1, Z=1 first
|
||||
- If too big/small, adjust all values equally
|
||||
|
||||
## Step 6: Position Your Player
|
||||
|
||||
1. Select the Player in Hierarchy
|
||||
2. In the Inspector, set Transform Position:
|
||||
- Move the player above your scan (Y=2 or Y=3)
|
||||
- Adjust X and Z to be inside the scan area
|
||||
3. Make sure Character Controller settings are reasonable:
|
||||
- Radius: 0.5
|
||||
- Height: 2
|
||||
- Center: Y=1
|
||||
|
||||
## Step 7: Test Your Game!
|
||||
|
||||
1. Click the **Play** button at the top
|
||||
2. **Controls:**
|
||||
- **WASD** or **Arrow Keys** - Move
|
||||
- **Mouse** - Look around
|
||||
- **Left Shift** - Run
|
||||
- **Space** - Jump
|
||||
- **Escape** - Unlock cursor
|
||||
|
||||
## Troubleshooting:
|
||||
|
||||
### Player falls through the floor:
|
||||
- Make sure your LiDAR model has a **Mesh Collider** component
|
||||
- Check that the Mesh Collider is enabled (checkbox ticked)
|
||||
|
||||
### Can't see anything:
|
||||
- The camera might be inside geometry - move the Player position up (increase Y value)
|
||||
- Check that the Camera is a child of Player and positioned at Y=1.6
|
||||
|
||||
### Movement feels weird:
|
||||
- Adjust the Character Controller's Radius and Height
|
||||
- Try different Walk/Run speeds in the FirstPersonController settings
|
||||
|
||||
### GLB files won't import:
|
||||
- Install the glTFast package (see Step 2)
|
||||
- Alternatively, you can convert GLB to OBJ using Blender if needed
|
||||
|
||||
## Next Steps:
|
||||
|
||||
Once you have basic movement working, we can add:
|
||||
- Crosshair UI
|
||||
- Health system
|
||||
- Shooting mechanics
|
||||
- Enemies/targets
|
||||
- Multiple level loading
|
||||
- Lighting improvements for your LiDAR scans
|
||||
|
||||
## Tips for LiDAR Scans:
|
||||
|
||||
- Your scans might be very detailed - this can slow down the game
|
||||
- You may need to optimize them later (reduce polygon count)
|
||||
- Start with smaller scans (single rooms) before loading larger areas
|
||||
- You can have multiple scans in one scene to create larger levels
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user