Initial commit - Unity game project

This commit is contained in:
2026-01-31 15:24:24 +00:00
commit 76a067d1ba
145 changed files with 5925 additions and 0 deletions

80
.gitignore vendored Normal file
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# This .gitignore file should be placed at the root of your Unity project directory
#
# 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
*.app
# 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/*
# macOS
.DS_Store
# Windows
Thumbs.db
ehthumbs.db
Desktop.ini

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{
"recommendations": [
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{
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"type": "vstuc",
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}
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{
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"**/*.OBJ": true,
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"**/*.meta": true,
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"**/*.unity": true,
"build/": true,
"Build/": true,
"Library/": true,
"library/": true,
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"temp/": true,
"Temp/": true
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"dotnet.defaultSolution": "OGG.slnx"
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Shader "Custom/DoubleSidedLidar"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Cull Off // This is the key - renders both front and back faces
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
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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);
}
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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
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);
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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()
{
Debug.Log("Reloading...");
currentAmmo = maxAmmo;
}
void OnGUI()
{
// Simple ammo counter in bottom-right
GUI.color = Color.white;
GUI.Label(new Rect(Screen.width - 120, Screen.height - 40, 100, 30),
$"Ammo: {currentAmmo}/{maxAmmo}",
new GUIStyle() { fontSize = 20, normal = new GUIStyleState() { textColor = Color.white } });
}
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# 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

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