Added Unity project files

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2026-06-07 16:58:24 +01:00
parent 3cc05d260b
commit 23bbcab156
3942 changed files with 453676 additions and 0 deletions

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using UnityEngine;
using VRC.SDKBase;
#if !COMPILER_UDONSHARP && UNITY_EDITOR // These using statements must be wrapped in this check to prevent issues on builds
using UnityEditor;
using UdonSharpEditor;
using System.Linq;
#endif
namespace UdonSharp.Examples.Inspectors
{
/// <summary>
/// Example behaviour that has a custom inspector
/// </summary>
[AddComponentMenu("Udon Sharp/Inspectors/Custom Inspector Behaviour")]
public class CustomInspectorBehaviour : UdonSharpBehaviour
{
public string stringVal;
public Vector3 orbitOrigin = new Vector3(0, 3f, 0);
public CustomInspectorChildBehaviour[] childBehaviours;
public VRCStation[] stations;
}
// Editor scripts must be wrapped in a UNITY_EDITOR check to prevent issues while uploading worlds. The !COMPILER_UDONSHARP check prevents UdonSharp from throwing errors about unsupported code here.
#if !COMPILER_UDONSHARP && UNITY_EDITOR
[CustomEditor(typeof(CustomInspectorBehaviour))]
public class CustomInspectorEditor : Editor
{
SerializedProperty stationProperty;
private void OnEnable()
{
stationProperty = serializedObject.FindProperty("stations");
}
public override void OnInspectorGUI()
{
// Draws the default convert to UdonBehaviour button, program asset field, sync settings, etc.
if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return;
CustomInspectorBehaviour inspectorBehaviour = (CustomInspectorBehaviour)target;
//EditorGUILayout.PropertyField(stationProperty, true);
//serializedObject.ApplyModifiedProperties();
EditorGUI.BeginChangeCheck();
// A simple string field modification with Undo handling
string newStrVal = EditorGUILayout.TextField("String Val", inspectorBehaviour.stringVal);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(inspectorBehaviour, "Modify string val");
inspectorBehaviour.stringVal = newStrVal;
}
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.Vector3Field("Orbit Origin", inspectorBehaviour.orbitOrigin); // Set via handles in OnSceneGUI
EditorGUI.EndDisabledGroup();
EditorGUILayout.Space();
DrawChildBehaviourControls(inspectorBehaviour);
}
void DrawChildBehaviourControls(CustomInspectorBehaviour inspectorBehaviour)
{
EditorGUILayout.LabelField($"Child count: {inspectorBehaviour.childBehaviours.Length}");
if (GUILayout.Button("Add child behaviour"))
{
GameObject newGameObject = new GameObject("Custom Inspector Child");
Undo.RegisterCreatedObjectUndo(newGameObject, "Create child behaviour");
newGameObject.transform.SetParent(inspectorBehaviour.transform);
CustomInspectorChildBehaviour newChild = newGameObject.AddUdonSharpComponent<CustomInspectorChildBehaviour>();
newChild.parentBehaviour = inspectorBehaviour;
newChild.myIndex = inspectorBehaviour.childBehaviours.Length;
Undo.RecordObject(inspectorBehaviour, "Add child behaviour");
inspectorBehaviour.childBehaviours = inspectorBehaviour.childBehaviours.Append(newChild).ToArray();
// Will recursively apply the child behaviour as well since it is referenced in the childBehaviours array
UdonSharpEditorUtility.CopyProxyToUdon(inspectorBehaviour, ProxySerializationPolicy.All);
}
if (GUILayout.Button("Remove child behaviour"))
{
if (inspectorBehaviour.childBehaviours.Length > 0)
{
CustomInspectorChildBehaviour child = inspectorBehaviour.childBehaviours.Last();
Undo.RecordObject(inspectorBehaviour, "Delete child object");
inspectorBehaviour.childBehaviours = inspectorBehaviour.childBehaviours.Take(inspectorBehaviour.childBehaviours.Length - 1).ToArray();
Undo.DestroyObjectImmediate(child.gameObject);
}
}
}
private void OnSceneGUI()
{
CustomInspectorBehaviour inspectorBehaviour = (CustomInspectorBehaviour)target;
EditorGUI.BeginChangeCheck();
Vector3 newTarget = Handles.PositionHandle(inspectorBehaviour.orbitOrigin, Quaternion.identity);
Handles.Label(newTarget, "Orbit Origin");
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(inspectorBehaviour, "Move orbit origin");
inspectorBehaviour.orbitOrigin = newTarget;
}
Color oldColor = Handles.color;
Handles.color = Color.red;
foreach (CustomInspectorChildBehaviour child in inspectorBehaviour.childBehaviours)
{
Handles.DrawWireDisc(child.transform.position, Vector3.up, 0.2f);
}
Handles.color = oldColor;
}
}
#endif
}

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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
#if !COMPILER_UDONSHARP && UNITY_EDITOR
using UdonSharpEditor;
#endif
namespace UdonSharp.Examples.Inspectors
{
[AddComponentMenu("")]
public class CustomInspectorChildBehaviour : UdonSharpBehaviour
{
public CustomInspectorBehaviour parentBehaviour;
public int myIndex;
float sinHeight;
private void Update()
{
int totalChildCount = parentBehaviour.childBehaviours.Length;
float orbitAmount = (myIndex / (float)totalChildCount) * Mathf.PI * 2 + Time.time * 0.4f; // 0.4 rotations per second
transform.position = parentBehaviour.orbitOrigin + new Vector3(Mathf.Sin(orbitAmount), 0f, Mathf.Cos(orbitAmount));
sinHeight = Mathf.Sin(orbitAmount);
}
#if !COMPILER_UDONSHARP && UNITY_EDITOR
private void OnDrawGizmosSelected()
{
// RootOnly update will only copy the data for this behaviour from Udon to the proxy
UdonSharpEditorUtility.CopyUdonToProxy(this, ProxySerializationPolicy.RootOnly);
Gizmos.DrawLine(transform.position, transform.position + Vector3.up * sinHeight * 0.6f);
Gizmos.DrawCube(transform.position, Vector3.one * 0.2f);
}
#endif
}
}

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

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using UnityEngine;
using VRC.SDK3.Components;
using VRC.SDKBase;
using VRC.Udon;
namespace UdonSharp.Examples.Tutorials
{
/// <summary>
/// U# implementation of the first Udon spinning cube example (https://www.youtube.com/watch?v=SP4K89z_Qck)
/// </summary>
[AddComponentMenu("Udon Sharp/Tutorials/Spinning Cubes 1")]
public class SpinningCubes_1 : UdonSharpBehaviour
{
private void Update()
{
transform.Rotate(Vector3.up, 1f);
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using UnityEngine;
using VRC.SDK3.Components;
using VRC.SDKBase;
using VRC.Udon;
namespace UdonSharp.Examples.Tutorials
{
/// <summary>
/// U# implementation of the second Udon spinning cube example (https://www.youtube.com/watch?v=_pbf9hakP9E)
/// </summary>
[AddComponentMenu("Udon Sharp/Tutorials/Spinning Cubes 2")]
public class SpinningCubes_2 : UdonSharpBehaviour
{
private void Update()
{
transform.Rotate(Vector3.up, 60f * Time.deltaTime);
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}
}

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using UnityEngine;
using VRC.SDK3.Components;
using VRC.SDKBase;
using VRC.Udon;
namespace UdonSharp.Examples.Tutorials
{
/// <summary>
/// U# implementation of the third Udon spinning cube example (https://www.youtube.com/watch?v=JlzT0LccdmU)
/// </summary>
[AddComponentMenu("Udon Sharp/Tutorials/Spinning Cubes 3")]
public class SpinningCubes_3 : UdonSharpBehaviour
{
public Transform cubeToRotate;
private void Start()
{
// Public variables in U# do not automatically initialize to the object unlike normal Udon, so we need to initialize the cubeToRotate if it's not set.
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using UnityEngine;
using VRC.SDK3.Components;
using VRC.SDKBase;
using VRC.Udon;
namespace UdonSharp.Examples.Tutorials
{
/// <summary>
/// U# implementation of the fourth Udon spinning cube example (https://www.youtube.com/watch?v=HSpvrfWICeI)
/// </summary>
[AddComponentMenu("Udon Sharp/Tutorials/Spinning Cubes 4 Signal")]
public class SpinningCubes_4_Signal : UdonSharpBehaviour
{
public float speed = 60f;
}
}

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using UnityEngine;
using VRC.SDK3.Components;
using VRC.SDKBase;
using VRC.Udon;
namespace UdonSharp.Examples.Tutorials
{
/// <summary>
/// U# implementation of the fourth Udon spinning cube example (https://www.youtube.com/watch?v=HSpvrfWICeI)
/// </summary>
[AddComponentMenu("Udon Sharp/Tutorials/Spinning Cubes 4 Spinner")]
public class SpinningCubes_4_Spinner : UdonSharpBehaviour
{
public SpinningCubes_4_Signal signal;
private void Update()
{
transform.Rotate(Vector3.up, signal.speed * Time.deltaTime);
}
}
}

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using UnityEngine;
using VRC.SDK3.Components;
using VRC.SDKBase;
using VRC.Udon;
namespace UdonSharp.Examples.Tutorials
{
/// <summary>
/// U# implementation of the fifth Udon spinning cube example (https://www.youtube.com/watch?v=tgbGetGdwiU)
/// </summary>
[AddComponentMenu("Udon Sharp/Tutorials/Spinning Cubes 5 Dependent")]
public class SpinningCubes_5_Dependent : UdonSharpBehaviour
{
bool isRotating = false;
public void DoRotate()
{
isRotating = !isRotating;
}
private void Update()
{
if (isRotating)
transform.Rotate(Vector3.up, 60f * Time.deltaTime);
}
}
}

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using UnityEngine;
using VRC.SDK3.Components;
using VRC.SDKBase;
using VRC.Udon;
namespace UdonSharp.Examples.Tutorials
{
/// <summary>
/// U# implementation of the fifth Udon spinning cube example (https://www.youtube.com/watch?v=tgbGetGdwiU)
/// </summary>
[AddComponentMenu("Udon Sharp/Tutorials/Spinning Cubes 5 Master")]
public class SpinningCubes_5_Master : UdonSharpBehaviour
{
public GameObject cubeToRotate;
UdonBehaviour udonRotateTarget;
bool isRotating = false;
private void Start()
{
udonRotateTarget = (UdonBehaviour)cubeToRotate.GetComponent(typeof(UdonBehaviour));
}
private void OnMouseDown()
{
udonRotateTarget.SendCustomEvent("DoRotate");
}
public void DoRotate()
{
isRotating = !isRotating;
}
private void Update()
{
if (isRotating)
transform.Rotate(Vector3.up, 60f * Time.deltaTime);
}
}
}

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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()
{
if (isInEditor)
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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