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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(); + + // If no camera is assigned, try to find one + if (playerCamera == null) + { + playerCamera = GetComponentInChildren(); + } + + // 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); + } +} diff --git a/Assets/Scripts/FirstPersonController.cs.meta b/Assets/Scripts/FirstPersonController.cs.meta new file mode 100644 index 0000000..b507118 --- /dev/null +++ b/Assets/Scripts/FirstPersonController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6b87887b68361bb4dbb1327a9bb7aa82 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + 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crosshairThickness, + crosshairSize + ), + Texture2D.whiteTexture + ); + + // Reset GUI color + GUI.color = Color.white; + } +} diff --git a/Assets/Scripts/SimpleCrosshair.cs.meta b/Assets/Scripts/SimpleCrosshair.cs.meta new file mode 100644 index 0000000..71d0ff0 --- /dev/null +++ b/Assets/Scripts/SimpleCrosshair.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4a8ef389adf1c8b498e2e5d270f4ed94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SimpleGun.cs b/Assets/Scripts/SimpleGun.cs new file mode 100644 index 0000000..caf5f72 --- /dev/null +++ b/Assets/Scripts/SimpleGun.cs @@ -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()); // Remove collider + + // Set color + Renderer bodyRenderer = body.GetComponent(); + 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()); + + Renderer barrelRenderer = barrel.GetComponent(); + 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()); + + Renderer handleRenderer = handle.GetComponent(); + 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()?.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 } }); + } +} diff --git a/Assets/Scripts/SimpleGun.cs.meta b/Assets/Scripts/SimpleGun.cs.meta new file mode 100644 index 0000000..935596a --- /dev/null +++ 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appleTVSplashScreen: {fileID: 0} + appleTVSplashScreen2x: {fileID: 0} + tvOSSmallIconLayers: [] + tvOSSmallIconLayers2x: [] + tvOSLargeIconLayers: [] + tvOSLargeIconLayers2x: [] + tvOSTopShelfImageLayers: [] + tvOSTopShelfImageLayers2x: [] + tvOSTopShelfImageWideLayers: [] + tvOSTopShelfImageWideLayers2x: [] + iOSLaunchScreenType: 0 + iOSLaunchScreenPortrait: {fileID: 0} + iOSLaunchScreenLandscape: {fileID: 0} + iOSLaunchScreenBackgroundColor: + serializedVersion: 2 + rgba: 0 + iOSLaunchScreenFillPct: 100 + iOSLaunchScreenSize: 100 + iOSLaunchScreeniPadType: 0 + iOSLaunchScreeniPadImage: {fileID: 0} + iOSLaunchScreeniPadBackgroundColor: + serializedVersion: 2 + rgba: 0 + iOSLaunchScreeniPadFillPct: 100 + iOSLaunchScreeniPadSize: 100 + iOSLaunchScreenCustomStoryboardPath: + iOSLaunchScreeniPadCustomStoryboardPath: + iOSDeviceRequirements: [] + iOSURLSchemes: [] + macOSURLSchemes: [] + iOSBackgroundModes: 0 + iOSMetalForceHardShadows: 0 + metalEditorSupport: 1 + metalAPIValidation: 1 + 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cameraUsageDescription: + locationUsageDescription: + microphoneUsageDescription: + bluetoothUsageDescription: + macOSTargetOSVersion: 12.0 + switchNMETAOverride: + switchNetLibKey: + switchSocketMemoryPoolSize: 6144 + switchSocketAllocatorPoolSize: 128 + switchSocketConcurrencyLimit: 14 + switchScreenResolutionBehavior: 2 + switchUseCPUProfiler: 0 + switchEnableFileSystemTrace: 0 + switchLTOSetting: 0 + switchApplicationID: 0x01004b9000490000 + switchNSODependencies: + switchCompilerFlags: + switchTitleNames_0: + switchTitleNames_1: + switchTitleNames_2: + switchTitleNames_3: + switchTitleNames_4: + switchTitleNames_5: + switchTitleNames_6: + switchTitleNames_7: + switchTitleNames_8: + switchTitleNames_9: + switchTitleNames_10: + switchTitleNames_11: + switchTitleNames_12: + switchTitleNames_13: + switchTitleNames_14: + switchTitleNames_15: + switchPublisherNames_0: + switchPublisherNames_1: + switchPublisherNames_2: + switchPublisherNames_3: + switchPublisherNames_4: + 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ps4SaveDataImagePath: + ps4SdkOverride: + ps4BGMPath: + ps4ShareFilePath: + ps4ShareOverlayImagePath: + ps4PrivacyGuardImagePath: + ps4ExtraSceSysFile: + ps4NPtitleDatPath: + ps4RemotePlayKeyAssignment: -1 + ps4RemotePlayKeyMappingDir: + ps4PlayTogetherPlayerCount: 0 + ps4EnterButtonAssignment: 1 + ps4ApplicationParam1: 0 + ps4ApplicationParam2: 0 + ps4ApplicationParam3: 0 + ps4ApplicationParam4: 0 + ps4DownloadDataSize: 0 + ps4GarlicHeapSize: 2048 + ps4ProGarlicHeapSize: 2560 + playerPrefsMaxSize: 32768 + ps4Passcode: frAQBc8Wsa1xVPfvJcrgRYwTiizs2trQ + ps4pnSessions: 1 + ps4pnPresence: 1 + ps4pnFriends: 1 + ps4pnGameCustomData: 1 + playerPrefsSupport: 0 + enableApplicationExit: 0 + resetTempFolder: 1 + restrictedAudioUsageRights: 0 + ps4UseResolutionFallback: 0 + ps4ReprojectionSupport: 0 + ps4UseAudio3dBackend: 0 + ps4UseLowGarlicFragmentationMode: 1 + ps4SocialScreenEnabled: 0 + ps4ScriptOptimizationLevel: 0 + ps4Audio3dVirtualSpeakerCount: 14 + ps4attribCpuUsage: 0 + 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+## 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 diff --git a/lidar/02_08_2025.glb b/lidar/02_08_2025.glb new file mode 100644 index 0000000..769d440 Binary files /dev/null and b/lidar/02_08_2025.glb differ diff --git a/lidar/05_07_2025.glb b/lidar/05_07_2025.glb new file mode 100644 index 0000000..0786faa Binary files /dev/null and b/lidar/05_07_2025.glb differ diff --git a/lidar/05_07_2025.zip b/lidar/05_07_2025.zip new file mode 100644 index 0000000..2f4cbd1 Binary files /dev/null and b/lidar/05_07_2025.zip differ diff --git a/lidar/14_08_2025.glb b/lidar/14_08_2025.glb new file mode 100644 index 0000000..85e38b9 Binary files /dev/null and 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