ferst1
This commit is contained in:
5
.vscode/extensions.json
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Normal file
5
.vscode/extensions.json
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Normal file
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10
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Normal file
10
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Normal file
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71
.vscode/settings.json
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Normal file
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Normal file
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9
Assets/MobileDependencyResolver.meta
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9
Assets/MobileDependencyResolver.meta
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9
Assets/MobileDependencyResolver/Editor.meta
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9
Assets/MobileDependencyResolver/Editor.meta
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8
Assets/MobileDependencyResolver/Editor/1.2.185.meta
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8
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1425
Assets/MobileDependencyResolver/Editor/CHANGELOG.md
Normal file
1425
Assets/MobileDependencyResolver/Editor/CHANGELOG.md
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File diff suppressed because it is too large
Load Diff
12
Assets/MobileDependencyResolver/Editor/CHANGELOG.md.meta
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12
Assets/MobileDependencyResolver/Editor/CHANGELOG.md.meta
Normal file
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BIN
Assets/MobileDependencyResolver/Editor/Google.VersionHandler.dll
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BIN
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Binary file not shown.
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245
Assets/MobileDependencyResolver/Editor/LICENSE
Normal file
245
Assets/MobileDependencyResolver/Editor/LICENSE
Normal file
@@ -0,0 +1,245 @@
|
||||
Copyright (C) 2014 Google Inc.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
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|
||||
risks associated with Your exercise of permissions under this License.
|
||||
|
||||
8. Limitation of Liability. In no event and under no legal theory,
|
||||
whether in tort (including negligence), contract, or otherwise,
|
||||
unless required by applicable law (such as deliberate and grossly
|
||||
negligent acts) or agreed to in writing, shall any Contributor be
|
||||
liable to You for damages, including any direct, indirect, special,
|
||||
incidental, or consequential damages of any character arising as a
|
||||
result of this License or out of the use or inability to use the
|
||||
Work (including but not limited to damages for loss of goodwill,
|
||||
work stoppage, computer failure or malfunction, or any and all
|
||||
other commercial damages or losses), even if such Contributor
|
||||
has been advised of the possibility of such damages.
|
||||
|
||||
9. Accepting Warranty or Additional Liability. While redistributing
|
||||
the Work or Derivative Works thereof, You may choose to offer,
|
||||
and charge a fee for, acceptance of support, warranty, indemnity,
|
||||
or other liability obligations and/or rights consistent with this
|
||||
License. However, in accepting such obligations, You may act only
|
||||
on Your own behalf and on Your sole responsibility, not on behalf
|
||||
of any other Contributor, and only if You agree to indemnify,
|
||||
defend, and hold each Contributor harmless for any liability
|
||||
incurred by, or claims asserted against, such Contributor by reason
|
||||
of your accepting any such warranty or additional liability.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
APPENDIX: How to apply the Apache License to your work.
|
||||
|
||||
To apply the Apache License to your work, attach the following
|
||||
boilerplate notice, with the fields enclosed by brackets "[]"
|
||||
replaced with your own identifying information. (Don't include
|
||||
the brackets!) The text should be enclosed in the appropriate
|
||||
comment syntax for the file format. We also recommend that a
|
||||
file or class name and description of purpose be included on the
|
||||
same "printed page" as the copyright notice for easier
|
||||
identification within third-party archives.
|
||||
|
||||
Copyright [yyyy] [name of copyright owner]
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
====================================================================================================
|
||||
This package uses MiniJSON
|
||||
|
||||
Copyright (c) 2013 Calvin Rien
|
||||
|
||||
Based on the JSON parser by Patrick van Bergen
|
||||
http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
|
||||
|
||||
Simplified it so that it doesn't throw exceptions
|
||||
and can be used in Unity iPhone with maximum code stripping.
|
||||
|
||||
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.
|
||||
12
Assets/MobileDependencyResolver/Editor/LICENSE.meta
Normal file
12
Assets/MobileDependencyResolver/Editor/LICENSE.meta
Normal file
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a0a74f7579114ab58b46e496d4b2ba97
|
||||
labels:
|
||||
- gvh_version-1.2.185
|
||||
- gvhp_exportpath-ExternalDependencyManager/Editor/LICENSE
|
||||
- gvh
|
||||
timeCreated: 1584567712
|
||||
licenseType: Pro
|
||||
TextScriptImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
903
Assets/MobileDependencyResolver/Editor/README.md
Normal file
903
Assets/MobileDependencyResolver/Editor/README.md
Normal file
@@ -0,0 +1,903 @@
|
||||
# External Dependency Manager for Unity
|
||||
|
||||
[](https://openupm.com/packages/com.google.external-dependency-manager/)
|
||||
[](https://openupm.com/packages/com.google.external-dependency-manager/)
|
||||
|
||||
## Overview
|
||||
|
||||
The External Dependency Manager for Unity (EDM4U) (formerly Play Services
|
||||
Resolver/Jar Resolver) is intended to be used by any Unity package or user that
|
||||
requires:
|
||||
|
||||
* Android specific libraries (e.g
|
||||
[AARs](https://developer.android.com/studio/projects/android-library.html))
|
||||
|
||||
* iOS [CocoaPods](https://cocoapods.org/)
|
||||
|
||||
* Version management of transitive dependencies
|
||||
|
||||
* Management of Package Manager (PM) Registries
|
||||
|
||||
If you want to add and use iOS/Android dependencies directly in your project,
|
||||
then you should to install EDM4U in your project.
|
||||
|
||||
If you are a package user and the plugin you are using depends on EDM4U, *and*
|
||||
the package does not include EDM4U as a package dependency already, then you
|
||||
should to install EDM4U in your project.
|
||||
|
||||
If you are a UPM package maintainer and your package requires EDM4U, then you
|
||||
should add EDM4U as a
|
||||
[package dependency](https://docs.unity3d.com/2019.3/Documentation/Manual/upm-dependencies.html)
|
||||
in your package manifest (`package.json`):
|
||||
|
||||
```json
|
||||
{
|
||||
"dependencies": {
|
||||
"com.google.external-dependency-manager": "1.2.178"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
You should still install EDM4U to test out the package during development.
|
||||
|
||||
If you are a legacy `.unitypackage` package maintainer and your package requires
|
||||
EDM4U, please ask the user to install EDM4U separately. You should install EDM4U
|
||||
to test out the package during development.
|
||||
|
||||
Updated releases are available on
|
||||
[GitHub](https://github.com/googlesamples/unity-jar-resolver)
|
||||
|
||||
## Requirements
|
||||
|
||||
The *Android Resolver* and *iOS Resolver* components of the plugin only work
|
||||
with Unity version 4.6.8 or higher.
|
||||
|
||||
The *Version Handler* component only works with Unity 5.x or higher as it
|
||||
depends upon the `PluginImporter` UnityEditor API.
|
||||
|
||||
The *Package Manager Resolver* component only works with Unity 2018.4 or above,
|
||||
when [scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html) support
|
||||
was added to the Package Manager.
|
||||
|
||||
## Getting Started
|
||||
|
||||
Check out [troubleshooting](troubleshooting-faq.md) if you need help.
|
||||
|
||||
### Install via OpenUPM
|
||||
|
||||
EDM4U is available on
|
||||
[OpenUPM](https://openupm.com/packages/com.google.external-dependency-manager/):
|
||||
|
||||
```shell
|
||||
openupm add com.google.external-dependency-manager
|
||||
```
|
||||
|
||||
### Install via git URL
|
||||
1. Open Package Manager
|
||||
2. Click on the + icon on the top left corner of the "Package Manager" screen
|
||||
3. Click on "Install package from git url..."
|
||||
4. Paste: https://github.com/googlesamples/unity-jar-resolver.git?path=upm
|
||||
|
||||
### Install via Google APIs for Unity
|
||||
|
||||
EDM4U is available both in UPM and legacy `.unitypackage` formats on
|
||||
[Google APIs for Unity](https://developers.google.com/unity/archive#external_dependency_manager_for_unity).
|
||||
|
||||
You may install the UPM version (.tgz) as a
|
||||
[local UPM package](https://docs.unity3d.com/Manual/upm-ui-local.html).
|
||||
|
||||
You can also install EDM4U in your project as a `.unitypackage`. This is not
|
||||
recommended due to potential conflicts.
|
||||
|
||||
### Conflict Resolution
|
||||
|
||||
For historical reasons, a package maintainer may choose to embed EDM4U in their
|
||||
package for ease of installation. This will create a conflict when you try to
|
||||
install EDM4U with the steps above, or with another package with embedded EDM4U.
|
||||
If your project imported a `.unitypackage` that has a copy of EDM4U embedded in
|
||||
it, you may safely delete it from your Assets folder. If your project depends on
|
||||
another UPM package with EDM4U, please reach out to the package maintainer and
|
||||
ask them to replace it with a dependency to this package. In the meantime, you
|
||||
can workaround the issue by copying the package to your Packages folder (to
|
||||
create an
|
||||
[embedded package](https://docs.unity3d.com/Manual/upm-concepts.html#Embedded))
|
||||
and perform the steps yourself to avoid a dependency conflict.
|
||||
|
||||
### Config file
|
||||
|
||||
To start adding dependencies to your project, copy and rename the
|
||||
[SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml)
|
||||
file into your plugin and add the dependencies your project requires.
|
||||
|
||||
The XML file needs to be under an `Editor` directory and match the name
|
||||
`*Dependencies.xml`. For example, `MyPlugin/Editor/MyPluginDependencies.xml`.
|
||||
|
||||
## Usages
|
||||
|
||||
### Android Resolver
|
||||
|
||||
The Android Resolver copies specified dependencies from local or remote Maven
|
||||
repositories into the Unity project when a user selects Android as the build
|
||||
target in the Unity editor.
|
||||
|
||||
For example, to add the Google Play Games library
|
||||
(`com.google.android.gms:play-services-games` package) at version `9.8.0` to the
|
||||
set of a plugin's Android dependencies:
|
||||
|
||||
```xml
|
||||
<dependencies>
|
||||
<androidPackages>
|
||||
<androidPackage spec="com.google.android.gms:play-services-games:9.8.0">
|
||||
<androidSdkPackageIds>
|
||||
<androidSdkPackageId>extra-google-m2repository</androidSdkPackageId>
|
||||
</androidSdkPackageIds>
|
||||
</androidPackage>
|
||||
</androidPackages>
|
||||
</dependencies>
|
||||
```
|
||||
|
||||
The version specification (last component) supports:
|
||||
|
||||
* Specific versions e.g `9.8.0`
|
||||
|
||||
* Partial matches e.g `9.8.+` would match 9.8.0, 9.8.1 etc. choosing the most
|
||||
recent version
|
||||
|
||||
* Latest version using `LATEST` or `+`. We do *not* recommend using this
|
||||
unless you're 100% sure the library you depend upon will not break your
|
||||
Unity plugin in future
|
||||
|
||||
The above example specifies the dependency as a component of the Android SDK
|
||||
manager such that the Android SDK manager will be executed to install the
|
||||
package if it's not found. If your Android dependency is located on Maven
|
||||
central it's possible to specify the package simply using the `androidPackage`
|
||||
element:
|
||||
|
||||
```xml
|
||||
<dependencies>
|
||||
<androidPackages>
|
||||
<androidPackage spec="com.google.api-client:google-api-client-android:1.22.0" />
|
||||
</androidPackages>
|
||||
</dependencies>
|
||||
```
|
||||
|
||||
#### Auto-resolution
|
||||
|
||||
By default the Android Resolver automatically monitors the dependencies you have
|
||||
specified and the `Plugins/Android` folder of your Unity project. The resolution
|
||||
process runs when the specified dependencies are not present in your project.
|
||||
|
||||
The *auto-resolution* process can be disabled via the `Assets > External
|
||||
Dependency Manager > Android Resolver > Settings` menu.
|
||||
|
||||
Manual resolution can be performed using the following menu options:
|
||||
|
||||
* `Assets > External Dependency Manager > Android Resolver > Resolve`
|
||||
|
||||
* `Assets > External Dependency Manager > Android Resolver > Force Resolve`
|
||||
|
||||
#### Deleting libraries
|
||||
|
||||
Resolved packages are tracked via asset labels by the Android Resolver. They can
|
||||
easily be deleted using the `Assets > External Dependency Manager > Android
|
||||
Resolver > Delete Resolved Libraries` menu item.
|
||||
|
||||
#### Android Manifest Variable Processing
|
||||
|
||||
Some AAR files (for example play-services-measurement) contain variables that
|
||||
are processed by the Android Gradle plugin. Unfortunately, Unity does not
|
||||
perform the same processing when using Unity's Internal Build System, so the
|
||||
Android Resolver plugin handles known cases of this variable substitution by
|
||||
exploding the AAR into a folder and replacing `${applicationId}` with the
|
||||
`bundleID`.
|
||||
|
||||
Disabling AAR explosion and therefore Android manifest processing can be done
|
||||
via the `Assets > External Dependency Manager > Android Resolver > Settings`
|
||||
menu. You may want to disable explosion of AARs if you're exporting a project to
|
||||
be built with Gradle/Android Studio.
|
||||
|
||||
#### ABI Stripping
|
||||
|
||||
Some AAR files contain native libraries (.so files) for each ABI supported by
|
||||
Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does not
|
||||
strip native libraries for unused ABIs. To strip unused ABIs, the Android
|
||||
Resolver plugin explodes an AAR into a folder and removes unused ABIs to reduce
|
||||
the built APK size. Furthermore, if native libraries are not stripped from an
|
||||
APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a libraries)
|
||||
Android may attempt to load the wrong library for the current runtime ABI
|
||||
completely breaking your plugin when targeting some architectures.
|
||||
|
||||
AAR explosion and therefore ABI stripping can be disabled via the `Assets >
|
||||
External Dependency Manager > Android Resolver > Settings` menu. You may want to
|
||||
disable explosion of AARs if you're exporting a project to be built with
|
||||
Gradle/Android Studio.
|
||||
|
||||
#### Resolution Strategies
|
||||
|
||||
By default the Android Resolver will use Gradle to download dependencies prior
|
||||
to integrating them into a Unity project. This works with Unity's internal build
|
||||
system and Gradle/Android Studio project export.
|
||||
|
||||
It's possible to change the resolution strategy via the `Assets > External
|
||||
Dependency Manager > Android Resolver > Settings` menu.
|
||||
|
||||
##### Download Artifacts with Gradle
|
||||
|
||||
Using the default resolution strategy, the Android resolver executes the
|
||||
following operations:
|
||||
|
||||
- Remove the result of previous Android resolutions. E.g Delete all files and
|
||||
directories labeled with "gpsr" under `Plugins/Android` from the project.
|
||||
|
||||
- Collect the set of Android dependencies (libraries) specified by a project's
|
||||
`*Dependencies.xml` files.
|
||||
|
||||
- Run `download_artifacts.gradle` with Gradle to resolve conflicts and, if
|
||||
successful, download the set of resolved Android libraries (AARs, JARs).
|
||||
|
||||
- Process each AAR/JAR so that it can be used with the currently selected
|
||||
Unity build system (e.g Internal vs. Gradle, Export vs. No Export). This
|
||||
involves patching each reference to `applicationId` in the
|
||||
`AndroidManifest.xml` with the project's bundle ID. This means resolution
|
||||
must be run again if the bundle ID has changed.
|
||||
|
||||
- Move the processed AARs to `Plugins/Android` so they will be included when
|
||||
Unity invokes the Android build.
|
||||
|
||||
##### Integrate into mainTemplate.gradle
|
||||
|
||||
Unity 5.6 introduced support for customizing the `build.gradle` used to build
|
||||
Unity projects with Gradle. When the *Patch mainTemplate.gradle* setting is
|
||||
enabled, rather than downloading artifacts before the build, Android resolution
|
||||
results in the execution of the following operations:
|
||||
|
||||
- Remove the result of previous Android resolutions. E.g Delete all files and
|
||||
directories labeled with "gpsr" under `Plugins/Android` from the project and
|
||||
remove sections delimited with `// Android Resolver * Start` and `// Android
|
||||
Resolver * End` lines.
|
||||
|
||||
- Collect the set of Android dependencies (libraries) specified by a project's
|
||||
`*Dependencies.xml` files.
|
||||
|
||||
- Rename any `.srcaar` files in the build to `.aar` and exclude them from
|
||||
being included directly by Unity in the Android build as
|
||||
`mainTemplate.gradle` will be patched to include them instead from their
|
||||
local maven repositories.
|
||||
|
||||
- Inject the required Gradle repositories into `mainTemplate.gradle` at the
|
||||
line matching the pattern `.*apply plugin:
|
||||
'com\.android\.(application|library)'.*` or the section starting at the line
|
||||
`// Android Resolver Repos Start`. If you want to control the injection
|
||||
point in the file, the section delimited by the lines `// Android Resolver
|
||||
Repos Start` and `// Android Resolver Repos End` should be placed in the
|
||||
global scope before the `dependencies` section.
|
||||
|
||||
- Inject the required Android dependencies (libraries) into
|
||||
`mainTemplate.gradle` at the line matching the pattern `***DEPS***` or the
|
||||
section starting at the line `// Android Resolver Dependencies Start`. If
|
||||
you want to control the injection point in the file, the section delimited
|
||||
by the lines `// Android Resolver Dependencies Start` and `// Android
|
||||
Resolver Dependencies End` should be placed in the `dependencies` section.
|
||||
|
||||
- Inject the packaging options logic, which excludes architecture specific
|
||||
libraries based upon the selected build target, into `mainTemplate.gradle`
|
||||
at the line matching the pattern `android +{` or the section starting at the
|
||||
line `// Android Resolver Exclusions Start`. If you want to control the
|
||||
injection point in the file, the section delimited by the lines `// Android
|
||||
Resolver Exclusions Start` and `// Android Resolver Exclusions End` should
|
||||
be placed in the global scope before the `android` section.
|
||||
|
||||
#### Dependency Tracking
|
||||
|
||||
The Android Resolver creates the
|
||||
`ProjectSettings/AndroidResolverDependencies.xml` to quickly determine the set
|
||||
of resolved dependencies in a project. This is used by the auto-resolution
|
||||
process to only run the expensive resolution process when necessary.
|
||||
|
||||
#### Displaying Dependencies
|
||||
|
||||
It's possible to display the set of dependencies the Android Resolver would
|
||||
download and process in your project via the `Assets > External Dependency
|
||||
Manager > Android Resolver > Display Libraries` menu item.
|
||||
|
||||
### iOS Resolver
|
||||
|
||||
The iOS resolver component of this plugin manages
|
||||
[CocoaPods](https://cocoapods.org/). A CocoaPods `Podfile` is generated and the
|
||||
`pod` tool is executed as a post build process step to add dependencies to the
|
||||
Xcode project exported by Unity.
|
||||
|
||||
Dependencies for iOS are added by referring to CocoaPods.
|
||||
|
||||
For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled:
|
||||
|
||||
```xml
|
||||
<dependencies>
|
||||
<iosPods>
|
||||
<iosPod name="Google-Mobile-Ads-SDK" version="~> 7.0" bitcodeEnabled="true"
|
||||
minTargetSdk="6.0" addToAllTargets="false" />
|
||||
</iosPods>
|
||||
</dependencies>
|
||||
```
|
||||
|
||||
#### Integration Strategies
|
||||
|
||||
The `CocoaPods` are either:
|
||||
|
||||
* Downloaded and injected into the Xcode project file directly, rather than
|
||||
creating a separate xcworkspace. We call this `Xcode project` integration.
|
||||
|
||||
* If the Unity version supports opening a xcworkspace file, the `pod` tool is
|
||||
used as intended to generate a xcworkspace which references the CocoaPods.
|
||||
We call this `Xcode workspace` integration.
|
||||
|
||||
The resolution strategy can be changed via the `Assets > External Dependency
|
||||
Manager > iOS Resolver > Settings` menu.
|
||||
|
||||
##### Appending text to generated Podfile
|
||||
|
||||
In order to modify the generated Podfile you can create a script like this:
|
||||
|
||||
```csharp
|
||||
using System.IO;
|
||||
|
||||
using UnityEditor;
|
||||
using UnityEditor.Callbacks;
|
||||
using UnityEngine;
|
||||
|
||||
public class PostProcessIOS : MonoBehaviour
|
||||
{
|
||||
// Must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and
|
||||
// that it's added before "pod install" (50).
|
||||
[PostProcessBuildAttribute(45)]
|
||||
private static void PostProcessBuild_iOS(BuildTarget target, string buildPath)
|
||||
{
|
||||
if (target == BuildTarget.iOS)
|
||||
{
|
||||
using (StreamWriter sw = File.AppendText(buildPath + "/Podfile"))
|
||||
{
|
||||
// E.g. add an app extension
|
||||
sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Package Manager Resolver
|
||||
|
||||
Adding registries to the
|
||||
[Package Manager](https://docs.unity3d.com/Manual/Packages.html) (PM) is a
|
||||
manual process. The Package Manager Resolver (PMR) component of this plugin
|
||||
makes it easy for plugin maintainers to distribute new PM registry servers and
|
||||
easy for plugin users to manage PM registry servers.
|
||||
|
||||
#### Adding Registries
|
||||
|
||||
For example, to add a registry for plugins in the scope `com.coolstuff`:
|
||||
|
||||
```xml
|
||||
<registries>
|
||||
<registry name="Cool Stuff"
|
||||
url="https://unityregistry.coolstuff.com"
|
||||
termsOfService="https://coolstuff.com/unityregistry/terms"
|
||||
privacyPolicy="https://coolstuff.com/unityregistry/privacy">
|
||||
<scopes>
|
||||
<scope>com.coolstuff</scope>
|
||||
</scopes>
|
||||
</registry>
|
||||
</registries>
|
||||
```
|
||||
|
||||
When PMR is loaded it will prompt the developer to add the registry to their
|
||||
project if it isn't already present in the `Packages/manifest.json` file.
|
||||
|
||||
For more information, see Unity's documentation on
|
||||
[scoped package registries](https://docs.unity3d.com/Manual/upm-scoped.html).
|
||||
|
||||
#### Managing Registries
|
||||
|
||||
It's possible to add and remove registries that are specified via PMR XML
|
||||
configuration files via the following menu options:
|
||||
|
||||
* `Assets > External Dependency Manager > Package Manager Resolver > Add
|
||||
Registries` will prompt the user with a window which allows them to add
|
||||
registries discovered in the project to the Package Manager.
|
||||
|
||||
* `Assets > External Dependency Manager > Package Manager Resolver > Remove
|
||||
Registries` will prompt the user with a window which allows them to remove
|
||||
registries discovered in the project from the Package Manager.
|
||||
|
||||
* `Assets > External Dependency Manager > Package Manager Resolver > Modify
|
||||
Registries` will prompt the user with a window which allows them to add or
|
||||
remove registries discovered in the project.
|
||||
|
||||
#### Migration
|
||||
|
||||
PMR can migrate Version Handler packages installed in the `Assets` folder to PM
|
||||
packages. This requires the plugins to implement the following:
|
||||
|
||||
* `.unitypackage` must include a Version Handler manifests that describes the
|
||||
components of the plugin. If the plugin has no dependencies the manifest
|
||||
would just include the files in the plugin.
|
||||
|
||||
* The PM package JSON provided by the registry must include a keyword (in the
|
||||
`versions.VERSION.keyword` list) that maps the PM package to a Version
|
||||
Handler package using the format `vh-name:VERSION_HANDLER_MANIFEST_NAME`
|
||||
where `VERSION_HANDLER_MANIFEST_NAME` is the name of the manifest defined in
|
||||
the `.unitypackage`. For more information see the description of the
|
||||
`gvhp_manifestname` asset label in the [Version Handler](#version-handler)
|
||||
section.
|
||||
|
||||
When using the `Assets > External Dependency Manager > Package Manager
|
||||
Resolver > Migrate Packages` menu option, PMR then will:
|
||||
|
||||
* List all Version Handler manager packages in the project.
|
||||
|
||||
* Search all available packages in the PM registries and fetch keywords
|
||||
associated with each package parsing the Version Handler manifest names for
|
||||
each package.
|
||||
|
||||
* Map each installed Version Handler package to a PM package.
|
||||
|
||||
* Prompt the user to migrate the discovered packages.
|
||||
|
||||
* Perform package migration for all selected packages if the user clicks the
|
||||
`Apply` button.
|
||||
|
||||
#### Configuration
|
||||
|
||||
PMR can be configured via the `Assets > External Dependency Manager > Package
|
||||
Manager Resolver > Settings` menu option:
|
||||
|
||||
* `Add package registries` when enabled, when the plugin loads or registry
|
||||
configuration files change, this will prompt the user to add registries that
|
||||
are not present in the Package Manager.
|
||||
|
||||
* `Prompt to add package registries` will cause a developer to be prompted
|
||||
with a window that will ask for confirmation before adding registries. When
|
||||
this is disabled registries are added silently to the project.
|
||||
|
||||
* `Prompt to migrate packages` will cause a developer to be prompted with a
|
||||
window that will ask for confirmation before migrating packages installed in
|
||||
the `Assets` directory to PM packages.
|
||||
|
||||
* `Enable Analytics Reporting` when enabled, reports the use of the plugin to
|
||||
the developers so they can make imrpovements.
|
||||
|
||||
* `Verbose logging` when enabled prints debug information to the console which
|
||||
can be useful when filing bug reports.
|
||||
|
||||
### Version Handler
|
||||
|
||||
The Version Handler component of this plugin manages:
|
||||
|
||||
* Shared Unity plugin dependencies.
|
||||
|
||||
* Upgrading Unity plugins by cleaning up old files from previous versions.
|
||||
|
||||
* Uninstallation of plugins that are distributed with manifest files.
|
||||
|
||||
* Restoration of plugin assets to their original install locations if assets
|
||||
are tagged with the `exportpath` label.
|
||||
|
||||
Since the Version Handler needs to modify Unity asset metadata (`.meta` files),
|
||||
to enable/disable components, rename and delete asset files it does not work
|
||||
with Package Manager installed packages. It's still possible to include EDM4U in
|
||||
Package Manager packages, the Version Handler component simply won't do anything
|
||||
to PM plugins in this case.
|
||||
|
||||
#### Using Version Handler Managed Plugins
|
||||
|
||||
If a plugin is imported at multiple different versions into a project, if the
|
||||
Version Handler is enabled, it will automatically check all managed assets to
|
||||
determine the set of assets that are out of date and assets that should be
|
||||
removed. To disable automatic checking managed assets disable the `Enable
|
||||
version management` option in the `Assets > External Dependency Manager >
|
||||
Version Handler > Settings` menu.
|
||||
|
||||
If version management is disabled, it's possible to check managed assets
|
||||
manually using the `Assets > External Dependency Manager > Version Handler >
|
||||
Update` menu option.
|
||||
|
||||
##### Listing Managed Plugins
|
||||
|
||||
Plugins managed by the Version Handler, those that ship with manifest files, can
|
||||
displayed using the `Assets > External Dependency Manager > Version Handler >
|
||||
Display Managed Packages` menu option. The list of plugins are written to the
|
||||
console window along with the set of files used by each plugin.
|
||||
|
||||
##### Uninstalling Managed Plugins
|
||||
|
||||
Plugins managed by the Version Handler, those that ship with manifest files, can
|
||||
be removed using the `Assets > External Dependency Manager > Version Handler >
|
||||
Uninstall Managed Packages` menu option. This operation will display a window
|
||||
that allows a developer to select a set of plugins to remove which will remove
|
||||
all files owned by each plugin excluding those that are in use by other
|
||||
installed plugins.
|
||||
|
||||
Files managed by the Version Handler, those labeled with the `gvh` asset label,
|
||||
can be checked to see whether anything needs to be upgraded, disabled or removed
|
||||
using the `Assets > External Dependency Manager > Version Handler > Update` menu
|
||||
option.
|
||||
|
||||
##### Restore Install Paths
|
||||
|
||||
Some developers move assets around in their project which can make it harder for
|
||||
plugin maintainers to debug issues if this breaks Unity's
|
||||
[special folders](https://docs.unity3d.com/Manual/SpecialFolders.html) rules. If
|
||||
assets are labeled with their original install/export path (see
|
||||
`gvhp_exportpath` below), Version Handler can restore assets to their original
|
||||
locations when using the `Assets > External Dependency Manager > Version
|
||||
Handler > Move Files To Install Locations` menu option.
|
||||
|
||||
##### Settings
|
||||
|
||||
Some behavior of the Version Handler can be configured via the `Assets >
|
||||
External Dependency Manager > Version Handler > Settings` menu option.
|
||||
|
||||
* `Enable version management` controls whether the plugin should automatically
|
||||
check asset versions and apply changes. If this is disabled the process
|
||||
should be run manually when installing or upgrading managed plugins using
|
||||
`Assets > External Dependency Manager > Version Handler > Update`.
|
||||
|
||||
* `Rename to canonical filenames` is a legacy option that will rename files to
|
||||
remove version numbers and other labels from filenames.
|
||||
|
||||
* `Prompt for obsolete file deletion` enables the display of a window when
|
||||
obsolete files are deleted allowing the developer to select which files to
|
||||
delete and those to keep.
|
||||
|
||||
* `Allow disabling files via renaming` controls whether obsolete or disabled
|
||||
files should be disabled by renaming them to `myfilename_DISABLED`. Renaming
|
||||
to disable files is required in some scenarios where Unity doesn't support
|
||||
removing files from the build via the PluginImporter.
|
||||
|
||||
* `Enable Analytics Reporting` enables/disables usage reporting to plugin
|
||||
developers to improve the product.
|
||||
|
||||
* `Verbose logging` enables *very* noisy log output that is useful for
|
||||
debugging while filing a bug report or building a new managed plugin.
|
||||
|
||||
* `Use project settings` saves settings for the plugin in the project rather
|
||||
than system-wide.
|
||||
|
||||
#### Redistributing a Managed Plugin
|
||||
|
||||
The Version Handler employs a couple of methods for managing version selection,
|
||||
upgrade and removal of plugins.
|
||||
|
||||
* Each plugin can ship with a manifest file that lists the files it includes.
|
||||
This makes it possible for Version Handler to calculate the difference in
|
||||
assets between the most recent release of a plugin and the previous release
|
||||
installed in a project. If a files are removed the Version Handler will
|
||||
prompt the user to clean up obsolete files.
|
||||
|
||||
* Plugins can ship using assets with unique names, unique GUIDs and version
|
||||
number labels. Version numbers can be attached to assets using labels or
|
||||
added to the filename (e.g `myfile.txt` would be `myfile_version-x.y.z.txt).
|
||||
This allows the Version Handler to determine which set of files are the same
|
||||
file at different versions, select the most recent version and prompt the
|
||||
developer to clean up old versions.
|
||||
|
||||
Unity plugins can be managed by the Version Handler using the following steps:
|
||||
|
||||
1. Add the `gvh` asset label to each asset (file) you want Version Handler to
|
||||
manage.
|
||||
|
||||
1. Add the `gvh_version-VERSION` label to each asset where `VERSION` is the
|
||||
version of the plugin you're releasing (e.g 1.2.3).
|
||||
|
||||
1. Add the `gvhp_exportpath-PATH` label to each asset where `PATH` is the
|
||||
export path of the file when the `.unitypackage` is created. This is used to
|
||||
track files if they're moved around in a project by developers.
|
||||
|
||||
1. Optional: Add `gvh_targets-editor` label to each editor DLL in your plugin
|
||||
and disable `editor` as a target platform for the DLL. The Version Handler
|
||||
will enable the most recent version of this DLL when the plugin is imported.
|
||||
|
||||
1. Optional: If your plugin is included in other Unity plugins, you should add
|
||||
the version number to each filename and change the GUID of each asset. This
|
||||
allows multiple versions of your plugin to be imported into a Unity project,
|
||||
with the Version Handler component activating only the most recent version.
|
||||
|
||||
1. Create a manifest text file named `MY_UNIQUE_PLUGIN_NAME_VERSION.txt` that
|
||||
lists all the files in your plugin relative to the project root. Then add
|
||||
the `gvh_manifest` label to the asset to indicate this file is a plugin
|
||||
manifest.
|
||||
|
||||
1. Optional: Add a `gvhp_manifestname-NAME` label to your manifest file to
|
||||
provide a human readable name for your package. If this isn't provided the
|
||||
name of the manifest file will be used as the package name. NAME can match
|
||||
the pattern `[0-9]+[a-zA-Z -]` where a leading integer will set the priority
|
||||
of the name where `0` is the highest priority and preferably used as the
|
||||
display name. The lowest value (i.e highest priority name) will be used as
|
||||
the display name and all other specified names will be aliases of the
|
||||
display name. Aliases can refer to previous names of the package allowing
|
||||
renaming across published versions.
|
||||
|
||||
1. Redistribute EDM4U Unity plugin with your plugin. See the
|
||||
[Plugin Redistribution](#plugin-redistribution) section for details.
|
||||
|
||||
If you follow these steps:
|
||||
|
||||
* When users import a newer version of your plugin, files referenced by the
|
||||
older version's manifest are cleaned up.
|
||||
|
||||
* The latest version of the plugin will be selected when users import multiple
|
||||
packages that include your plugin, assuming the steps in
|
||||
[Plugin Redistribution](#plugin-redistribution) are followed.
|
||||
|
||||
## Background
|
||||
|
||||
Many Unity plugins have dependencies upon Android specific libraries, iOS
|
||||
CocoaPods, and sometimes have transitive dependencies upon other Unity plugins.
|
||||
This causes the following problems:
|
||||
|
||||
* Integrating platform specific (e.g Android and iOS) libraries within a Unity
|
||||
project can be complex and a burden on a Unity plugin maintainer.
|
||||
* The process of resolving conflicting dependencies on platform specific
|
||||
libraries is pushed to the developer attempting to use a Unity plugin. The
|
||||
developer trying to use your plugin is very likely to give up when faced
|
||||
with Android or iOS specific build errors.
|
||||
* The process of resolving conflicting Unity plugins (due to shared Unity
|
||||
plugin components) is pushed to the developer attempting to use your Unity
|
||||
plugin. In an effort to resolve conflicts, the developer will very likely
|
||||
attempt to resolve problems by deleting random files in your plugin, report
|
||||
bugs when that doesn't work and finally give up.
|
||||
|
||||
EDM4U provides solutions for each of these problems.
|
||||
|
||||
### Android Dependency Management
|
||||
|
||||
The *Android Resolver* component of this plugin will download and integrate
|
||||
Android library dependencies and handle any conflicts between plugins that share
|
||||
the same dependencies.
|
||||
|
||||
Without the Android Resolver, typically Unity plugins bundle their AAR and JAR
|
||||
dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google Play
|
||||
Games Android library would redistribute the library and its transitive
|
||||
dependencies in the folder `SomePlugin/Android/`. When a user imports
|
||||
`SomeOtherPlugin` that includes the same libraries (potentially at different
|
||||
versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and
|
||||
`SomeOtherPlugin` will see an error when building for Android that can be hard
|
||||
to interpret.
|
||||
|
||||
Using the Android Resolver to manage Android library dependencies:
|
||||
|
||||
* Solves Android library conflicts between plugins.
|
||||
* Handles all of the various processing steps required to use Android
|
||||
libraries (AARs, JARs) in Unity 4.x and above projects. Almost all versions
|
||||
of Unity have - at best - partial support for AARs.
|
||||
* (Experimental) Supports minification of included Java components without
|
||||
exporting a project.
|
||||
|
||||
### iOS Dependency Management
|
||||
|
||||
The *iOS Resolver* component of this plugin integrates with
|
||||
[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries and
|
||||
frameworks into the Xcode project Unity generates when building for iOS. Using
|
||||
CocoaPods allows multiple plugins to utilize shared components without forcing
|
||||
developers to fix either duplicate or incompatible versions of libraries
|
||||
included through multiple Unity plugins in their project.
|
||||
|
||||
### Package Manager Registry Setup
|
||||
|
||||
The [Package Manager](https://docs.unity3d.com/Manual/Packages.html) (PM) makes
|
||||
use of [NPM](https://www.npmjs.com/) registry servers for package hosting and
|
||||
provides ways to discover, install, upgrade and uninstall packages. This makes
|
||||
it easier for developers to manage plugins within their projects.
|
||||
|
||||
However, installing additional package registries requires a few manual steps
|
||||
that can potentially be error prone. The *Package Manager Resolver* component of
|
||||
this plugin integrates with [PM](https://docs.unity3d.com/Manual/Packages.html)
|
||||
to provide a way to auto-install PM package registries when a `.unitypackage` is
|
||||
installed which allows plugin maintainers to ship a `.unitypackage` that can
|
||||
provide access to their own PM registry server to make it easier for developers
|
||||
to manage their plugins.
|
||||
|
||||
### Unity Plugin Version Management
|
||||
|
||||
Finally, the *Version Handler* component of this plugin simplifies the process
|
||||
of managing transitive dependencies of Unity plugins and each plugin's upgrade
|
||||
process.
|
||||
|
||||
For example, without the Version Handler plugin, if:
|
||||
|
||||
* Unity plugin `SomePlugin` includes `EDM4U` plugin at version 1.1.
|
||||
* Unity plugin `SomeOtherPlugin` includes `EDM4U` plugin at version 1.2.
|
||||
|
||||
The version of `EDM4U` included in the developer's project depends upon the
|
||||
order the developer imports `SomePlugin` or `SomeOtherPlugin`.
|
||||
|
||||
This results in:
|
||||
|
||||
* `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin`
|
||||
is imported.
|
||||
* `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then `SomePlugin`
|
||||
is imported.
|
||||
|
||||
The Version Handler solves the problem of managing transitive dependencies by:
|
||||
|
||||
* Specifying a set of packaging requirements that enable a plugin at different
|
||||
versions to be imported into a Unity project.
|
||||
* Providing activation logic that selects the latest version of a plugin
|
||||
within a project.
|
||||
|
||||
When using the Version Handler to manage `EDM4U` included in `SomePlugin` and
|
||||
`SomeOtherPlugin`, from the prior example, version 1.2 will always be the
|
||||
version activated in a developer's Unity project.
|
||||
|
||||
Plugin creators are encouraged to adopt this library to ease integration for
|
||||
their customers. For more information about integrating EDM4U into your own
|
||||
plugin, see the [Plugin Redistribution](#plugin-redistribution) section of this
|
||||
document.
|
||||
|
||||
## Analytics
|
||||
|
||||
The External Dependency Manager for Unity plugin by default logs usage to Google
|
||||
Analytics. The purpose of the logging is to quantitatively measure the usage of
|
||||
functionality, to gather reports on integration failures and to inform future
|
||||
improvements to the developer experience of the External Dependency Manager
|
||||
plugin. Note that the analytics collected are limited to the scope of the EDM4U
|
||||
plugin’s usage.
|
||||
|
||||
For details of what is logged, please refer to the usage of
|
||||
`EditorMeasurement.Report()` in the source code.
|
||||
|
||||
## Plugin Redistribution
|
||||
|
||||
If you are a package maintainer and your package depends on EDM4U, it is highly
|
||||
recommended to use the UPM format and add EDM4U as a dependency. If you must
|
||||
include it in your `.unitypackage`, redistributing `EDM4U` inside your own
|
||||
plugin might ease the integration process for your users.
|
||||
|
||||
If you wish to redistribute `EDM4U` inside your plugin, you **must** follow
|
||||
these steps when importing the `external-dependency-manager-*.unitypackage`, and
|
||||
when exporting your own plugin package:
|
||||
|
||||
1. Import the `external-dependency-manager-*.unitypackage` into your plugin
|
||||
project by
|
||||
[running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html),
|
||||
ensuring that you add the `-gvh_disable` option.
|
||||
1. Export your plugin by
|
||||
[running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html),
|
||||
ensuring that you:
|
||||
- Include the contents of the `Assets/PlayServicesResolver` and
|
||||
`Assets/ExternalDependencyManager` directory.
|
||||
- Add the `-gvh_disable` option.
|
||||
|
||||
You **must** specify the `-gvh_disable` option in order for the Version Handler
|
||||
to work correctly!
|
||||
|
||||
For example, the following command will import the
|
||||
`external-dependency-manager-1.2.46.0.unitypackage` into the project
|
||||
`MyPluginProject` and export the entire Assets folder to
|
||||
`MyPlugin.unitypackage`:
|
||||
|
||||
```shell
|
||||
Unity -gvh_disable \
|
||||
-batchmode \
|
||||
-importPackage external-dependency-manager-1.2.46.0.unitypackage \
|
||||
-projectPath MyPluginProject \
|
||||
-exportPackage Assets MyPlugin.unitypackage \
|
||||
-quit
|
||||
```
|
||||
|
||||
### Background
|
||||
|
||||
The *Version Handler* component relies upon deferring the load of editor DLLs so
|
||||
that it can run first and determine the latest version of a plugin component to
|
||||
activate. The build of `EDM4U` plugin has Unity asset metadata that is
|
||||
configured so that the editor components are not initially enabled when it's
|
||||
imported into a Unity project. To maintain this configuration when importing the
|
||||
`mobile-dependency-resolver.unitypackage` into a Unity plugin project, you
|
||||
*must* specify the command line option `-gvh_disable` which will prevent the
|
||||
Version Handler component from running and changing the Unity asset metadata.
|
||||
|
||||
## Building from Source
|
||||
|
||||
To build this plugin from source you need the following tools installed: * Unity
|
||||
2021 and below (with iOS and Android modules installed) * Java 11
|
||||
|
||||
You can build the plugin by running the following from your shell (Linux / OSX):
|
||||
|
||||
```shell
|
||||
./gradlew build
|
||||
|
||||
```
|
||||
|
||||
or Windows:
|
||||
|
||||
```shell
|
||||
./gradlew.bat build
|
||||
```
|
||||
|
||||
If Java 11 is not your default Java command, add
|
||||
`-Dorg.gradle.java.home=<PATH_TO_JAVA_HOME>` to the command above.
|
||||
|
||||
## Testing
|
||||
|
||||
You can run the tests by running the following from your shell (Linux / OSX):
|
||||
|
||||
```shell
|
||||
./gradlew test
|
||||
```
|
||||
|
||||
or Windows:
|
||||
|
||||
```shell
|
||||
./gradlew.bat test
|
||||
```
|
||||
|
||||
The following properties can be set to narrow down the tests to run or change
|
||||
the test run behavior.
|
||||
|
||||
* `INTERACTIVE_MODE_TESTS_ENABLED` - Default to `1`. Set to `1` to enable
|
||||
interactive mode tests, which requires GPU on the machine. Otherwise, only
|
||||
run tests in the batch mode.
|
||||
* `INCLUDE_TEST_TYPES` - Default to empty string, which means to include every
|
||||
type of the test. To narrow down the types of test to run, set this
|
||||
properties with a list of case-insensitive type strings separated by comma.
|
||||
For instance, `-PINCLUDE_TEST_TYPES="Python,NUnit"` means to include only
|
||||
Python tests and NUnit tests. See `TestTypeEnum` in `build.gradle` for
|
||||
available options.
|
||||
* `EXCLUDE_TEST_TYPES` - Default to empty string, which means to exclude none.
|
||||
To add types of tests to exclude, set this properties with a list of
|
||||
case-insensitive type strings separated by comma. For instance,
|
||||
`-PEXCLUDE_TEST_TYPES="Python,NUnit"` means to exclude Python tests and
|
||||
NUnit tests. See `TestTypeEnum` in `build.gradle` for available options.
|
||||
* `INCLUDE_TEST_MODULES` - Default to empty string, which means to include the
|
||||
tests for every modules. To narrow down modules to test, set this properties
|
||||
with a list of case-insensitive module strings separated by comma. For
|
||||
instance, `-PINCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests
|
||||
for tools and Android Resolver only. See `TestModuleEnum` in `build.gradle`
|
||||
for available options.
|
||||
* `EXCLUDE_TEST_MODULES` - Default to empty string, which means to exclude
|
||||
none. To add modules to exclude, set this properties with a list of
|
||||
case-insensitive module strings separated by comma. For instance,
|
||||
`-PEXCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests for any
|
||||
modules other than tools and Android Resolver. See `TestModuleEnum` in
|
||||
`build.gradle` for available options.
|
||||
* `EXCLUDE_TESTS` - Default to empty string, which means to exclude none. To
|
||||
add tests to exclude, set this properties with a list of case-insensitive
|
||||
test names separated by comma. For instance,
|
||||
`-PEXCLUDE_TESTS="testGenGuids,testDownloadArtifacts"` means to run tests
|
||||
except the tests with name of `testGenGuids` and `testDownloadArtifacts`.
|
||||
* `CONTINUE_ON_FAIL_FOR_TESTS_ENABLED` - Default to `1`. Set to `1` to
|
||||
continue running the next test when the current one fails. Otherwise, the
|
||||
build script stops whenever any test fails.
|
||||
|
||||
For instance, by running the following command, it only runs the Unity
|
||||
integration tests that does not requires GPU, but exclude tests for Android
|
||||
Resolver module and iOS Resolver module.
|
||||
|
||||
```shell
|
||||
./gradlew test \
|
||||
-PINTERACTIVE_MODE_TESTS_ENABLED=0 \
|
||||
-PINCLUDE_TEST_TYPES="Integration" \
|
||||
-PEXCLUDE_TEST_MODULES="AndroidResolver,iOSResolver"
|
||||
```
|
||||
|
||||
## Releasing
|
||||
|
||||
Each time a new build of this plugin is checked into the source tree you need to
|
||||
do the following:
|
||||
|
||||
* Bump the plugin version variable `pluginVersion` in `build.gradle`
|
||||
* Update `CHANGELOG.md` with the new version number and changes included in
|
||||
the release.
|
||||
* Build the release using `./gradlew release` which performs the following:
|
||||
* Updates `external-dependency-manager-*.unitypackage`
|
||||
* Copies the unpacked plugin to the `exploded` directory.
|
||||
* Updates template metadata files in the `plugin` directory. The GUIDs of
|
||||
all asset metadata is modified due to the version number change. Each
|
||||
file within the plugin is versioned to allow multiple versions of the
|
||||
plugin to be imported into a Unity project which allows the most recent
|
||||
version to be activated by the Version Handler component.
|
||||
* Create release commit using `./gradlew gitCreateReleaseCommit` which
|
||||
performs `git commit -a -m "description from CHANGELOG.md"`
|
||||
* Once the release commit is merge, tag the release using `./gradlew
|
||||
gitTagRelease` which performs the following:
|
||||
* `git tag -a pluginVersion -m "version RELEASE"` to tag the release.
|
||||
* Update tags on remote branch using `git push --tag REMOTE HEAD:master`
|
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|
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importAnimation: 1
|
||||
humanDescription:
|
||||
serializedVersion: 3
|
||||
human: []
|
||||
skeleton: []
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
globalScale: 1
|
||||
rootMotionBoneName:
|
||||
hasTranslationDoF: 0
|
||||
hasExtraRoot: 0
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||
autoGenerateAvatarMappingIfUnspecified: 1
|
||||
animationType: 2
|
||||
humanoidOversampling: 1
|
||||
avatarSetup: 0
|
||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||
importBlendShapeDeformPercent: 1
|
||||
remapMaterialsIfMaterialImportModeIsNone: 0
|
||||
additionalBone: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/charecter-controller/scripts.meta
Normal file
8
Assets/charecter-controller/scripts.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 27acd6e22f4a5f30b9697c461d14a870
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
139
Assets/charecter-controller/scripts/charecter.cs
Normal file
139
Assets/charecter-controller/scripts/charecter.cs
Normal file
@@ -0,0 +1,139 @@
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
public class charecter : MonoBehaviour
|
||||
{
|
||||
[Header("Movement")]
|
||||
public float walkSpeed = 5f;
|
||||
public float runSpeed = 9f;
|
||||
public float crouchSpeed = 2.5f;
|
||||
public float jumpHeight = 1.5f;
|
||||
public float gravity = -9.81f;
|
||||
|
||||
[Header("References")]
|
||||
[Tooltip("Head BONE of the character.")]
|
||||
public Transform head;
|
||||
|
||||
[Header("Look")]
|
||||
public float mouseSensitivity = 2f;
|
||||
public float maxPitch = 80f;
|
||||
|
||||
[Header("Body Turn")]
|
||||
public float maxHeadYaw = 60f;
|
||||
public float bodyAlignSpeed = 300f;
|
||||
|
||||
// ── private ──────────────────────────────────────────────────────────────
|
||||
CharacterController _cc;
|
||||
Animator _anim;
|
||||
|
||||
float _verticalVelocity;
|
||||
float _bodyYaw;
|
||||
float _headYaw;
|
||||
float _pitch;
|
||||
Quaternion _headBindPose;
|
||||
|
||||
// Animator parameter hashes — no hardcoded strings at runtime
|
||||
static readonly int HashSpeed = Animator.StringToHash("Speed");
|
||||
static readonly int HashIsMoving = Animator.StringToHash("IsMoving");
|
||||
static readonly int HashIsCrouching = Animator.StringToHash("IsCrouching");
|
||||
static readonly int HashIsGrounded = Animator.StringToHash("IsGrounded");
|
||||
static readonly int HashJump = Animator.StringToHash("Jump");
|
||||
|
||||
// ── Unity lifecycle ───────────────────────────────────────────────────────
|
||||
void Start()
|
||||
{
|
||||
_cc = GetComponent<CharacterController>();
|
||||
_anim = GetComponentInChildren<Animator>();
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
|
||||
_bodyYaw = transform.eulerAngles.y;
|
||||
_headYaw = _bodyYaw;
|
||||
_headBindPose = head.localRotation;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
HandleLook();
|
||||
HandleMovement();
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
ApplyRotations();
|
||||
}
|
||||
|
||||
// ── Mouse look ────────────────────────────────────────────────────────────
|
||||
void HandleLook()
|
||||
{
|
||||
_headYaw += Input.GetAxis("Mouse X") * mouseSensitivity;
|
||||
_pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;
|
||||
_pitch = Mathf.Clamp(_pitch, -maxPitch, maxPitch);
|
||||
}
|
||||
|
||||
// ── Movement ──────────────────────────────────────────────────────────────
|
||||
void HandleMovement()
|
||||
{
|
||||
float h = Input.GetAxisRaw("Horizontal");
|
||||
float v = Input.GetAxisRaw("Vertical");
|
||||
|
||||
bool isCrouching = Input.GetKey(KeyCode.C);
|
||||
bool isRunning = Input.GetKey(KeyCode.LeftShift) && !isCrouching;
|
||||
bool isMoving = (h * h + v * v) > 0.01f;
|
||||
|
||||
float speed = isCrouching ? crouchSpeed : isRunning ? runSpeed : walkSpeed;
|
||||
|
||||
// Body aligns toward camera when moving
|
||||
if (isMoving)
|
||||
_bodyYaw = Mathf.MoveTowardsAngle(_bodyYaw, _headYaw, bodyAlignSpeed * Time.deltaTime);
|
||||
|
||||
// Head-drag
|
||||
float offset = Mathf.DeltaAngle(_bodyYaw, _headYaw);
|
||||
float clampedOffset = Mathf.Clamp(offset, -maxHeadYaw, maxHeadYaw);
|
||||
_bodyYaw += offset - clampedOffset;
|
||||
_headYaw = _bodyYaw + clampedOffset;
|
||||
|
||||
// Jump
|
||||
if (_cc.isGrounded)
|
||||
{
|
||||
if (_verticalVelocity < 0f) _verticalVelocity = -2f;
|
||||
|
||||
if (Input.GetButtonDown("Jump") && !isCrouching)
|
||||
{
|
||||
_verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * gravity);
|
||||
_anim?.SetTrigger(HashJump);
|
||||
}
|
||||
}
|
||||
|
||||
_verticalVelocity += gravity * Time.deltaTime;
|
||||
|
||||
// Move
|
||||
Quaternion headRot = Quaternion.Euler(0f, _headYaw, 0f);
|
||||
Vector3 moveDir = (headRot * Vector3.forward * v +
|
||||
headRot * Vector3.right * h).normalized;
|
||||
moveDir.y = _verticalVelocity;
|
||||
_cc.Move(moveDir * speed * Time.deltaTime);
|
||||
|
||||
// Animator params
|
||||
if (_anim != null)
|
||||
{
|
||||
// Speed: 0 = idle, 0.5 = walk, 1 = run
|
||||
float animSpeed = !isMoving ? 0f : isRunning ? 1f : 0.5f;
|
||||
_anim.SetFloat(HashSpeed, animSpeed, 0.1f, Time.deltaTime);
|
||||
_anim.SetBool (HashIsMoving, isMoving);
|
||||
_anim.SetBool (HashIsCrouching, isCrouching);
|
||||
_anim.SetBool (HashIsGrounded, _cc.isGrounded);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Apply bone rotations ──────────────────────────────────────────────────
|
||||
void ApplyRotations()
|
||||
{
|
||||
transform.rotation = Quaternion.Euler(0f, _bodyYaw, 0f);
|
||||
|
||||
float headOffset = Mathf.DeltaAngle(_bodyYaw, _headYaw);
|
||||
Quaternion yawRot = Quaternion.Euler(0f, headOffset, 0f);
|
||||
Quaternion pitchRot = Quaternion.Euler(_pitch, 0f, 0f);
|
||||
head.localRotation = _headBindPose * yawRot * pitchRot;
|
||||
}
|
||||
}
|
||||
|
||||
2
Assets/charecter-controller/scripts/charecter.cs.meta
Normal file
2
Assets/charecter-controller/scripts/charecter.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 356d6085dcf9625adba5afdd6ffde5aa
|
||||
52
Packages/manifest.json
Normal file
52
Packages/manifest.json
Normal file
@@ -0,0 +1,52 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.unity.2d.sprite": "1.0.0",
|
||||
"com.unity.2d.tilemap": "1.0.0",
|
||||
"com.unity.ads": "4.16.4",
|
||||
"com.unity.ai.navigation": "2.0.12",
|
||||
"com.unity.analytics": "3.8.2",
|
||||
"com.unity.collab-proxy": "2.12.4",
|
||||
"com.unity.ide.rider": "3.0.39",
|
||||
"com.unity.ide.visualstudio": "2.0.26",
|
||||
"com.unity.multiplayer.center": "1.0.1",
|
||||
"com.unity.purchasing": "4.15.0",
|
||||
"com.unity.test-framework": "1.6.0",
|
||||
"com.unity.timeline": "1.8.12",
|
||||
"com.unity.ugui": "2.0.0",
|
||||
"com.unity.xr.legacyinputhelpers": "2.1.13",
|
||||
"com.unity.modules.accessibility": "1.0.0",
|
||||
"com.unity.modules.adaptiveperformance": "1.0.0",
|
||||
"com.unity.modules.ai": "1.0.0",
|
||||
"com.unity.modules.androidjni": "1.0.0",
|
||||
"com.unity.modules.animation": "1.0.0",
|
||||
"com.unity.modules.assetbundle": "1.0.0",
|
||||
"com.unity.modules.audio": "1.0.0",
|
||||
"com.unity.modules.cloth": "1.0.0",
|
||||
"com.unity.modules.director": "1.0.0",
|
||||
"com.unity.modules.imageconversion": "1.0.0",
|
||||
"com.unity.modules.imgui": "1.0.0",
|
||||
"com.unity.modules.jsonserialize": "1.0.0",
|
||||
"com.unity.modules.particlesystem": "1.0.0",
|
||||
"com.unity.modules.physics": "1.0.0",
|
||||
"com.unity.modules.physics2d": "1.0.0",
|
||||
"com.unity.modules.screencapture": "1.0.0",
|
||||
"com.unity.modules.terrain": "1.0.0",
|
||||
"com.unity.modules.terrainphysics": "1.0.0",
|
||||
"com.unity.modules.tilemap": "1.0.0",
|
||||
"com.unity.modules.ui": "1.0.0",
|
||||
"com.unity.modules.uielements": "1.0.0",
|
||||
"com.unity.modules.umbra": "1.0.0",
|
||||
"com.unity.modules.unityanalytics": "1.0.0",
|
||||
"com.unity.modules.unitywebrequest": "1.0.0",
|
||||
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
|
||||
"com.unity.modules.unitywebrequestaudio": "1.0.0",
|
||||
"com.unity.modules.unitywebrequesttexture": "1.0.0",
|
||||
"com.unity.modules.unitywebrequestwww": "1.0.0",
|
||||
"com.unity.modules.vectorgraphics": "1.0.0",
|
||||
"com.unity.modules.vehicles": "1.0.0",
|
||||
"com.unity.modules.video": "1.0.0",
|
||||
"com.unity.modules.vr": "1.0.0",
|
||||
"com.unity.modules.wind": "1.0.0",
|
||||
"com.unity.modules.xr": "1.0.0"
|
||||
}
|
||||
}
|
||||
445
Packages/packages-lock.json
Normal file
445
Packages/packages-lock.json
Normal file
@@ -0,0 +1,445 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.unity.2d.sprite": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.2d.tilemap": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.tilemap": "1.0.0",
|
||||
"com.unity.modules.uielements": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.ads": {
|
||||
"version": "4.16.4",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.ugui": "1.0.0",
|
||||
"com.unity.modules.androidjni": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ai.navigation": {
|
||||
"version": "2.0.12",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.modules.ai": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.analytics": {
|
||||
"version": "3.8.2",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.ugui": "1.0.0",
|
||||
"com.unity.services.analytics": "1.0.4"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.collab-proxy": {
|
||||
"version": "2.12.4",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ext.nunit": {
|
||||
"version": "2.0.5",
|
||||
"depth": 1,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.ide.rider": {
|
||||
"version": "3.0.39",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.ext.nunit": "1.0.6"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ide.visualstudio": {
|
||||
"version": "2.0.26",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.test-framework": "1.1.33"
|
||||
},
|
||||
"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.newtonsoft-json": {
|
||||
"version": "3.2.2",
|
||||
"depth": 2,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.purchasing": {
|
||||
"version": "4.15.0",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.ugui": "1.0.0",
|
||||
"com.unity.services.core": "1.12.5",
|
||||
"com.unity.modules.androidjni": "1.0.0",
|
||||
"com.unity.modules.jsonserialize": "1.0.0",
|
||||
"com.unity.modules.unitywebrequest": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.services.analytics": {
|
||||
"version": "6.3.0",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.ugui": "1.0.0",
|
||||
"com.unity.services.core": "1.16.0",
|
||||
"com.unity.modules.jsonserialize": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.services.core": {
|
||||
"version": "1.16.0",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.modules.androidjni": "1.0.0",
|
||||
"com.unity.nuget.newtonsoft-json": "3.2.1",
|
||||
"com.unity.modules.unitywebrequest": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.test-framework": {
|
||||
"version": "1.6.0",
|
||||
"depth": 0,
|
||||
"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.timeline": {
|
||||
"version": "1.8.12",
|
||||
"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.xr.legacyinputhelpers": {
|
||||
"version": "2.1.13",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.modules.vr": "1.0.0",
|
||||
"com.unity.modules.xr": "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": {
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||||
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||||
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||||
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||||
gravity: 3
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dead: 0.001
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||||
sensitivity: 3
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positiveButton: up
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||||
altNegativeButton: s
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||||
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dead: 0.001
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||||
sensitivity: 3
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m_Name: Fire1
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descriptiveName:
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descriptiveNegativeName:
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negativeButton:
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||||
positiveButton: left ctrl
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||||
altNegativeButton:
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||||
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gravity: 1000
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||||
dead: 0.001
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sensitivity: 1000
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positiveButton: left alt
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altNegativeButton:
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||||
dead: 0.001
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sensitivity: 1000
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descriptiveName:
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||||
positiveButton: left shift
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altNegativeButton:
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gravity: 1000
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dead: 0.001
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sensitivity: 1000
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positiveButton: space
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altNegativeButton:
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altPositiveButton:
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||||
gravity: 1000
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dead: 0.001
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sensitivity: 1000
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positiveButton:
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positiveButton:
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descriptiveName:
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positiveButton:
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altNegativeButton:
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dead: 0.19
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snap: 0
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positiveButton: joystick button 2
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positiveButton: escape
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m_UsePhysicalKeys: 1
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35
ProjectSettings/MemorySettings.asset
Normal file
35
ProjectSettings/MemorySettings.asset
Normal file
@@ -0,0 +1,35 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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||||
--- !u!387306366 &1
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MemorySettings:
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||||
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m_EditorMemorySettings:
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m_ThreadGfxBlockSize: -1
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m_CacheBlockSize: -1
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m_ProfilerBlockSize: -1
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m_ProfilerEditorBlockSize: -1
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m_BucketAllocatorGranularity: -1
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m_BucketAllocatorBucketsCount: -1
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m_BucketAllocatorBlockSize: -1
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m_BucketAllocatorBlockCount: -1
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m_ProfilerBucketAllocatorGranularity: -1
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m_ProfilerBucketAllocatorBucketsCount: -1
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m_ProfilerBucketAllocatorBlockSize: -1
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m_ProfilerBucketAllocatorBlockCount: -1
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m_TempAllocatorSizeMain: -1
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m_JobTempAllocatorBlockSize: -1
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m_BackgroundJobTempAllocatorBlockSize: -1
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m_TempAllocatorSizeGIBakingWorker: -1
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m_TempAllocatorSizeNavMeshWorker: -1
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m_TempAllocatorSizeAudioWorker: -1
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m_TempAllocatorSizeCloudWorker: -1
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m_TempAllocatorSizeGfx: -1
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m_TempAllocatorSizeJobWorker: -1
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m_TempAllocatorSizeBackgroundWorker: -1
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m_TempAllocatorSizePreloadManager: -1
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m_PlatformMemorySettings: {}
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9
ProjectSettings/MultiplayerManager.asset
Normal file
9
ProjectSettings/MultiplayerManager.asset
Normal file
@@ -0,0 +1,9 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!655991488 &1
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MultiplayerManager:
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m_ObjectHideFlags: 0
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m_EnableMultiplayerRoles: 0
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m_EnablePlayModeLocalDeployment: 0
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m_EnablePlayModeRemoteDeployment: 0
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m_StrippingTypes: {}
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93
ProjectSettings/NavMeshAreas.asset
Normal file
93
ProjectSettings/NavMeshAreas.asset
Normal file
@@ -0,0 +1,93 @@
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!126 &1
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areas:
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cost: 1
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- name: Jump
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cost: 2
|
||||
- name:
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cost: 1
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- name:
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- name:
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cost: 1
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- name:
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- name:
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- name:
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- name:
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|
||||
m_Settings:
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|
||||
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||||
agentHeight: 2
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||||
agentSlope: 45
|
||||
agentClimb: 0.75
|
||||
ledgeDropHeight: 0
|
||||
maxJumpAcrossDistance: 0
|
||||
minRegionArea: 2
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manualCellSize: 0
|
||||
cellSize: 0.16666667
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tileSize: 256
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buildHeightMesh: 0
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||||
maxJobWorkers: 0
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|
||||
debug:
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m_Flags: 0
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m_SettingNames:
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||||
- Humanoid
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user