10 Commits

Author SHA1 Message Date
Thorbjoern 28cd11c683 Reactivated Splash Screen for better chance of actually starting the app 2025-07-04 10:58:35 +02:00
Thorbjoern 6ec521b40e Adjusted Player collider size and reticle footprints height. 2025-07-03 23:38:38 +02:00
Thorbjoern 55a1f106dd Added Passthrough for loading screen and base scene 2025-07-03 23:32:55 +02:00
Thorbjoern c15ce3a318 Fixed missing Endscreen 2025-07-03 15:27:31 +02:00
Thorbjoern 9a54b4ee58 Cleaned Scripts, added comments, added end scene 2025-07-03 13:31:47 +02:00
Thorbjoern 410166ba80 Removed unnessessary flush for base scene 2025-07-03 09:04:30 +02:00
Thorbjoern ca7d0c06f4 Added black Loading Sphere 2025-07-01 00:20:56 +02:00
Thorbjoern 8ba92556d1 Made It Work
Various improvements in scripts and working with the old loding mechanism
2025-06-30 13:21:14 +02:00
Thorbjoern 643c071c51 First try 2025-06-28 16:40:31 +02:00
Thorbjoern 4facf6a768 Created new Branch 2025-06-28 13:10:33 +02:00
49 changed files with 21383 additions and 1703 deletions
+2 -2
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@@ -32,6 +32,12 @@ namespace GhostSystem
public static event Action OnRecord; public static event Action OnRecord;
public static event Action OnStopRecord; public static event Action OnStopRecord;
public static event Action OnUploadFinished;
/*private void Awake()
{
DontDestroyOnLoad(this);
}*/
private void OnEnable() private void OnEnable()
{ {
@@ -59,6 +65,13 @@ namespace GhostSystem
{ {
SceneId = id; SceneId = id;
sceneIdReady = true; sceneIdReady = true;
if (SceneId == "Base")
{
//_flushTimer = 0f;
//_ = FlushBatchAsync(); // Fire and forget
}
else
{
foreach (GameObject door in doors) foreach (GameObject door in doors)
{ {
var rotator = door.GetComponentInChildren<OneGrabRotateTransformer>(); var rotator = door.GetComponentInChildren<OneGrabRotateTransformer>();
@@ -69,6 +82,7 @@ namespace GhostSystem
} }
} }
} }
}
private void Update() private void Update()
{ {
@@ -83,6 +97,7 @@ namespace GhostSystem
RecordSample(); RecordSample();
} }
// Würde genutzt werden, um live in die Datenbank hochzuladen.
/*if (_frameBuffer.Count >= BatchSize || _flushTimer >= FlushInterval) /*if (_frameBuffer.Count >= BatchSize || _flushTimer >= FlushInterval)
{ {
_flushTimer = 0f; _flushTimer = 0f;
@@ -99,32 +114,39 @@ namespace GhostSystem
} }
} }
private async UniTaskVoid FlushBatchAsync() private async UniTaskVoid FlushBatchAsync() // Die eigentliche Methode zum Hochladen eines Batches/leeren des Buffers.
{ {
if (_frameBuffer.Count == 0 || !supabaseReady) return; if (_frameBuffer.Count == 0 || !supabaseReady) return;
var batch = new List<FrameModel>(_frameBuffer); var batch = new List<FrameModel>(_frameBuffer);
_frameBuffer.Clear(); _frameBuffer.Clear();
Debug.Log("Flush Frame Buffer"); Debug.Log("Flushing Frame Buffer");
Debug.Log("Buffer: " + batch.Count);
try try
{ {
var response = await SupabaseManager.instance.supabase.From<FrameModel>().Insert(batch); var response = await SupabaseManager.instance.supabase.From<FrameModel>().Insert(batch); // Versucht, den Batch an Superbase hochzuladen
if (!response.ResponseMessage.IsSuccessStatusCode) if (!response.ResponseMessage.IsSuccessStatusCode)
{ {
Debug.LogWarning($"Batch insert failed: {response.ResponseMessage.StatusCode}, fallback to offline."); Debug.LogWarning($"Batch insert failed: {response.ResponseMessage.StatusCode}, fallback to offline.");
await FallbackToOfflineAsync(batch); await FallbackToOfflineAsync(batch);
} }
if (response.ResponseMessage.IsSuccessStatusCode && sceneIdReady) // Löst Action aus, wenn der Upload geklappt hat und die neue Szene geladen ist.
{
OnUploadFinished?.Invoke();
Debug.Log("Upload Finished");
}
} }
catch (Exception ex) catch (Exception ex)
{ {
Debug.LogWarning($"Insert failed, fallback to offline: {ex.Message}"); Debug.LogWarning($"Insert failed, fallback to offline: {ex.Message}");
await FallbackToOfflineAsync(batch); await FallbackToOfflineAsync(batch); // Bei nicht erfolgtem Upload wird der Batch lokal gescpeichert.
OnUploadFinished?.Invoke(); // Die Action für das Ende des Ladescreens wird trotzdem ausgelöst.
Debug.Log("Upload Finished");
} }
} }
private async UniTask FallbackToOfflineAsync(List<FrameModel> batch) private async UniTask FallbackToOfflineAsync(List<FrameModel> batch) // Schreibt den Buffer in eine Datei, falls Upload nicht möglich
{ {
try try
{ {
@@ -155,7 +177,6 @@ namespace GhostSystem
sceneIdReady = false; sceneIdReady = false;
OnStopRecord?.Invoke(); OnStopRecord?.Invoke();
Debug.Log($"Stop recording: {SceneId}"); Debug.Log($"Stop recording: {SceneId}");
Debug.Log("Framebuffer: " + _frameBuffer.Count + "Frames");
if (doorCount > 0 && TrackedObjects.Count >= doorCount) if (doorCount > 0 && TrackedObjects.Count >= doorCount)
{ {
@@ -165,7 +186,7 @@ namespace GhostSystem
doorCount = 0; doorCount = 0;
} }
public void Flush() public void Flush() // Manueller Flush
{ {
_flushTimer = 0f; _flushTimer = 0f;
_ = FlushBatchAsync(); // Fire and forget _ = FlushBatchAsync(); // Fire and forget
@@ -117,7 +117,7 @@ namespace GhostSystem
} }
catch (Exception ex) catch (Exception ex)
{ {
textbox.text += $"\n\rAuthentication failed: {ex}"; textbox.text += "\n\rAuthentication failed";
Debug.LogError($"❌ Authentication failed: {ex}"); Debug.LogError($"❌ Authentication failed: {ex}");
} }
} }
@@ -136,12 +136,12 @@ namespace GhostSystem
if (www.result == UnityWebRequest.Result.Success) if (www.result == UnityWebRequest.Result.Success)
{ {
textbox.text += $"\n\rSupabase health: {www.downloadHandler.text}"; //textbox.text += $"\n\rSupabase health: {www.downloadHandler.text}";
Debug.Log($"✅ Supabase health: {www.downloadHandler.text}"); Debug.Log($"✅ Supabase health: {www.downloadHandler.text}");
} }
else else
{ {
textbox.text += $"\n\rSupabase health check failed: {www.error}"; //textbox.text += $"\n\rSupabase health check failed: {www.error}";
Debug.LogError($"❌ Supabase health check failed: {www.error}"); Debug.LogError($"❌ Supabase health check failed: {www.error}");
} }
} }
@@ -153,7 +153,7 @@ namespace GhostSystem
if (www.result == UnityWebRequest.Result.Success) if (www.result == UnityWebRequest.Result.Success)
{ {
textbox.text += "\n\rGoogle request succeeded."; //textbox.text += "\n\rGoogle request succeeded.";
Debug.Log("✅ Google request succeeded."); Debug.Log("✅ Google request succeeded.");
} }
else else
+97
View File
@@ -0,0 +1,97 @@
using GhostSystem;
using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
using System.Collections.Generic;
using UnityEngine.UI;
using Cysharp.Threading.Tasks;
using System.Threading.Tasks;
public class FlushAndLoad : MonoBehaviour
{
public TMP_Text output;
public TMP_Text instruction;
public GhostRecorderBatch recorder;
public GameObject loadingScreen;
public GameObject canvas;
public GameObject passthroughLayer;
private string sceneId;
private void OnEnable()
{
GhostRecorderBatch.OnUploadFinished += HandleUploadFinished;
RoomManager.OnSceneIdReady += HandleSceneIdReady;
}
private void OnDisable()
{
GhostRecorderBatch.OnUploadFinished -= HandleUploadFinished;
RoomManager.OnSceneIdReady -= HandleSceneIdReady;
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
if (OVRInput.GetDown(OVRInput.Button.SecondaryIndexTrigger))
{
if (sceneId == "End") Application.Quit();
else
{
output.text = "Flush...";
_ = LoadScene();
/*loadingScreen.SetActive(true);
canvas.SetActive(false);
recorder.Flush();
GetComponent<SceneLoader>().NewRoom();*/
}
}
}
private void HandleUploadFinished()
{
loadingScreen.SetActive(false);
output.text = "";
if (sceneId == "End")
{
output.text = "Durchlauf beendet.";
}
}
private void HandleSceneIdReady(string id, List<GameObject> doors)
{
sceneId = id;
if (id == "Room1")
{
loadingScreen.SetActive(false);
passthroughLayer.SetActive(false);
}
if (id == "End")
{
instruction.text = "Drücke den rechten Trigger, um die Anwendung zu beenden.";
canvas.SetActive(true);
passthroughLayer.SetActive(true);
}
}
private async UniTask Loadingscreen()
{
loadingScreen.SetActive(true);
canvas.SetActive(false);
}
private async UniTaskVoid LoadScene()
{
await Loadingscreen();
recorder.Flush();
GetComponent<SceneLoader>().NewRoom();
}
}
@@ -0,0 +1,2 @@
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@@ -0,0 +1,49 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameStarter : MonoBehaviour
{
[SerializeField] int startScene = 1;
private int currentscene;
private int nextscene;
private void OnEnable()
{
StopRecordingTrigger.OnRecordStop += HandleRecordStop;
}
private void OnDisable()
{
StopRecordingTrigger.OnRecordStop -= HandleRecordStop;
}
private void Awake()
{
DontDestroyOnLoad(this);
currentscene = startScene;
}
// Update is called once per frame
void Update()
{
if (OVRInput.GetDown(OVRInput.Button.SecondaryIndexTrigger))
{
if (SceneManager.GetActiveScene() != SceneManager.GetSceneByBuildIndex(startScene)) return;
nextscene = currentscene + 1;
currentscene = nextscene;
StartGameByLoadingScene(nextscene);
}
}
void StartGameByLoadingScene(int sceneIndex)
{
SceneManager.LoadScene(sceneIndex);
}
private void HandleRecordStop()
{
StartGameByLoadingScene(startScene);
}
}
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fileFormatVersion: 2
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+11 -3
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@@ -52,7 +52,7 @@ public class SceneLoader : MonoBehaviour
LoadNewRoom(); LoadNewRoom();
} }
private async UniTaskVoid LoadNewRoom() private async UniTaskVoid LoadNewRoom() // Aktuelle Methode zum Laden von Szenen
{ {
int sceneCount = SceneManager.sceneCount; int sceneCount = SceneManager.sceneCount;
@@ -65,7 +65,15 @@ public class SceneLoader : MonoBehaviour
await SceneManager.UnloadSceneAsync(myScene); await SceneManager.UnloadSceneAsync(myScene);
} }
} }
await SceneManager.LoadSceneAsync(currentScene + 1, LoadSceneMode.Additive); if (currentScene == SceneManager.sceneCountInBuildSettings-1)
Debug.Log("Loaded Room " + currentScene + 1); {
await SceneManager.LoadSceneAsync(baseSceneIndex); // Lädt die Basis-Szene komplett neu, falls vorherige Szene die letzte war.
}
else
{
await SceneManager.LoadSceneAsync(currentScene + 1, LoadSceneMode.Additive); // Lädt die nächste Szene additiv
Debug.Log("Loaded Room " + (currentScene + 1));
}
} }
} }
@@ -0,0 +1,78 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
public class SpawnAtLongestEdge : MonoBehaviour
{
[SerializeField] GameObject roomPrefab;
[SerializeField] GameObject pointPrefab;
[SerializeField] GameObject reticlePrefab;
// Start is called before the first frame update
void Start()
{
// Prüfe, ob die Boundary aktiviert ist
if (OVRManager.boundary != null)
{
// Hole die Boundary-Geometrie (Play Area)
Vector3[] boundaryPoints = OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.PlayArea);
if (boundaryPoints != null && boundaryPoints.Length > 0)
{
Debug.Log("Boundary Points gefunden: " + boundaryPoints.Length);
AlignObjectToLongestEdge(boundaryPoints);
}
else
{
Debug.LogWarning("Keine Boundary Points gefunden.");
}
}
else
{
Debug.LogError("OVRManager.boundary ist nicht aktiviert.");
}
}
void AlignObjectToLongestEdge(Vector3[] boundaryPoints)
{
float maxLength = 0f;
Vector3 longestEdgeStart = Vector3.zero;
Vector3 longestEdgeEnd = Vector3.zero;
// Iteriere über die Punkte und finde die längste Kante
for (int i = 0; i < boundaryPoints.Length; i++)
{
Vector3 start = boundaryPoints[i];
Vector3 end = boundaryPoints[(i + 1) % boundaryPoints.Length]; // Modulo für den letzten Punkt
// Debug Visuals for Points
Instantiate(pointPrefab, start, Quaternion.LookRotation(end));
float length = Vector3.Distance(start, end);
if (length > maxLength)
{
maxLength = length;
longestEdgeStart = start;
longestEdgeEnd = end;
}
}
Debug.Log($"Längste Kante gefunden: Start({longestEdgeStart}), Ende({longestEdgeEnd}), Länge: {maxLength}");
// Richte dein Objekt aus
Vector3 midPoint = (longestEdgeStart + longestEdgeEnd) / 2;
Vector3 direction = (longestEdgeEnd - longestEdgeStart).normalized;
Instantiate(roomPrefab, midPoint, Quaternion.LookRotation(direction));
Transform reticle = Instantiate(reticlePrefab, longestEdgeStart, Quaternion.LookRotation(direction)).transform;
reticle.position = new Vector3 (reticle.position.x - 0.75f, reticle.position.y, reticle.position.z + 1);
// Beispiel: Objekt positionieren und ausrichten
//Transform objTransform = this.transform;
//objTransform.position = midPoint;
//objTransform.rotation = Quaternion.LookRotation(direction);
Debug.Log("Objekt wurde an der längsten Kante ausgerichtet.");
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 78d0b4c770471684b819e3235a0688bf
@@ -0,0 +1,16 @@
using System.Collections.Generic;
using System;
using UnityEngine;
public class StopRecordingTrigger : MonoBehaviour
{
public string tagFilter = "Player";
public static event Action OnRecordStop;
// Start is called once before the first execution of Update after the MonoBehaviour is created
private void OnTriggerEnter(Collider other)
{
if (!string.IsNullOrEmpty(tagFilter) && !other.gameObject.CompareTag(tagFilter)) return;
OnRecordStop.Invoke();
}
}
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@@ -23,6 +23,9 @@ EditorBuildSettings:
- enabled: 0 - enabled: 0
path: "Assets/Samples/Meta XR Interaction \u200BSDK/76.0.1/Example Scenes/ComprehensiveRigExample.unity" path: "Assets/Samples/Meta XR Interaction \u200BSDK/76.0.1/Example Scenes/ComprehensiveRigExample.unity"
guid: 2efe93cb8972cae439bfba2dcd4165f0 guid: 2efe93cb8972cae439bfba2dcd4165f0
- enabled: 0
path: Assets/_Scenes/NoPortals.unity
guid: 81d48c986e5269c4ba9aecee678c8204
- enabled: 1 - enabled: 1
path: Assets/_Scenes/TestSceneMeta Offline.unity path: Assets/_Scenes/TestSceneMeta Offline.unity
guid: b98b0de9fe670d2469cfbcd6e1d2d8f5 guid: b98b0de9fe670d2469cfbcd6e1d2d8f5
@@ -68,6 +71,9 @@ EditorBuildSettings:
- enabled: 1 - enabled: 1
path: Assets/_Scenes/CQB/Room 12.unity path: Assets/_Scenes/CQB/Room 12.unity
guid: 183ff68200b7fb8498ca55bf95de872c guid: 183ff68200b7fb8498ca55bf95de872c
- enabled: 1
path: Assets/_Scenes/CQB/End.unity
guid: 1aa1485b0239d5943aaca87a1154ad67
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type: 2} type: 2}
+3 -3
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@@ -13,7 +13,7 @@ PlayerSettings:
useOnDemandResources: 0 useOnDemandResources: 0
accelerometerFrequency: 60 accelerometerFrequency: 60
companyName: TH companyName: TH
productName: RoomAwareVR (Flush after Scene) productName: RoomAware VR (NoPortals)
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@@ -167,7 +167,7 @@ PlayerSettings:
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androidMinAspectRatio: 1 androidMinAspectRatio: 1
applicationIdentifier: applicationIdentifier:
Android: com.TH.RoomAwareVRFlushafterScene Android: com.TH.RoomAwareVRNoPortals
Standalone: com.DefaultCompany.VR-Multiplayer Standalone: com.DefaultCompany.VR-Multiplayer
iPhone: com.Unity-Technologies.com.unity.template.urp-blank iPhone: com.Unity-Technologies.com.unity.template.urp-blank
buildNumber: buildNumber:
@@ -555,7 +555,7 @@ PlayerSettings:
m_APIs: 15000000 m_APIs: 15000000
m_Automatic: 0 m_Automatic: 0
- m_BuildTarget: WindowsStandaloneSupport - m_BuildTarget: WindowsStandaloneSupport
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m_Automatic: 0 m_Automatic: 0
m_BuildTargetVRSettings: [] m_BuildTargetVRSettings: []
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