23 Commits

Author SHA1 Message Date
Thorbjoern 0359130f1d Added option to flush manually 2025-06-30 10:30:13 +02:00
Thorbjoern ffb0f52f25 Made some changes for testing. Basically turning components on and off 2025-06-27 10:51:58 +02:00
Thorbjoern d92f25e931 tried to optimize portal visuals 2025-06-27 10:50:44 +02:00
Thorbjoern c559c416fe Updated Scene Loader to use Unitask and wait for unload to finish before loading new scene 2025-06-27 10:48:27 +02:00
Thorbjoern c9fb8b2d3b Adde Colliders to base Scene 2025-06-21 00:32:38 +02:00
Thorbjoern 6d870ef608 Heavy Performance adjustments, mainly by switching all async functions to Unitask tasks 2025-06-21 00:20:24 +02:00
Thorbjoern 8566fb5fa2 Fixed the Portal Visuals 2025-06-20 15:52:35 +02:00
Thorbjoern 9bf311641e HeatMap Shader Experiments 2025-06-19 14:25:44 +02:00
Thorbjoern d8a6b8cc5a Optimized Playback UI 2025-06-14 23:26:49 +02:00
Thorbjoern b4b70e2bf7 Fixed Query Filter at Replay Request 2025-06-14 21:41:24 +02:00
Thorbjoern 36bd205512 Fixed EyeTracking and other Issues. Redesigned Replay UI 2025-06-14 15:35:08 +02:00
Thorbjoern 24ef9fd37b Exchanged XR Rig with a better one from a Demo Scene and readded doors 2025-06-13 19:46:48 +02:00
Thorbjoern 44e3ba0541 Deaktivated Multiplayer but did not remove it 2025-06-09 22:49:09 +02:00
Thorbjoern b786aab1d2 Complete working Prototype with VR-App, Database and Trainer-App 2025-06-06 09:21:25 +02:00
Thorbjoern 5022fff53f More Camera Improvements 2025-06-03 00:31:37 +02:00
Thorbjoern 045218dc9f Optimized Oribit Camera in Replay, now only moving with right click 2025-06-02 20:13:25 +02:00
Thorbjoern 0cb48fe1a9 Working EyeTracking with moving Hitpoint 2025-06-02 19:26:42 +02:00
Thorbjoern a5f152a23f Converted everything to Meta XR All in One to make Eye-Tracking work again 2025-06-01 04:30:55 +02:00
Thorbjoern dd98bacb75 Added Cinemachine Cameras 2025-05-27 00:02:08 +02:00
Thorbjoern f47331ef81 Fully working Replay in Observation Scene 2025-05-26 20:31:19 +02:00
Thorbjoern c304bc0e10 Added Observation Scene to show the Replay 2025-05-26 18:56:25 +02:00
Thorbjoern 37c6bd8269 Made Recording work on Quest Pro 2025-05-26 16:29:13 +02:00
Thorbjoern 3ec28d4bc5 Added all the other GhostSystem Scripts 2025-05-26 01:23:52 +02:00
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{
"displayName": "3D Samples",
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using UnityEngine;
namespace Unity.Cinemachine.Samples
{
public class BlendStyleManager : MonoBehaviour
{
class EarlyLookBlender : CinemachineBlend.IBlender
{
// This method is free to blend the states any way it likes.
// In this case, we do a default blend then override the rotation to make
// it happen at the beginning of the blend.
public CameraState GetIntermediateState(ICinemachineCamera CamA, ICinemachineCamera CamB, float t)
{
var stateA = CamA.State;
var stateB = CamB.State;
// Standard blend - first we disable cylindrical position
stateA.BlendHint &= ~CameraState.BlendHints.CylindricalPositionBlend;
stateB.BlendHint &= ~CameraState.BlendHints.CylindricalPositionBlend;
var state = CameraState.Lerp(stateA, stateB, t);
// Override the rotation blend: look directly at the new target
// at the start of the blend
const float kFinishRotatingAt = 0.2f;
var rotB = Quaternion.LookRotation(
stateB.ReferenceLookAt - state.RawPosition, state.ReferenceUp);
state.RawOrientation = Quaternion.Slerp(
stateA.RawOrientation, rotB, Damper.Damp(1, kFinishRotatingAt, t));
return state;
}
}
EarlyLookBlender m_CustomBlender = new ();
bool m_UseCustomBlend;
public void OnBlendCreated(CinemachineCore.BlendEventParams evt)
{
// Override the blender with a custom blender
if (m_UseCustomBlend)
evt.Blend.CustomBlender = m_CustomBlender;
}
public void DefaultBlend()
{
m_UseCustomBlend = false;
ChangeCamera();
}
public void CustomBlend()
{
m_UseCustomBlend = true;
ChangeCamera();
}
void ChangeCamera()
{
// Cycle through all the virtual cameras, assuming that they all have the same priority.
// Prioritize the least-recently used one.
int numCameras = CinemachineCore.VirtualCameraCount;
CinemachineCore.GetVirtualCamera(numCameras - 1).Prioritize();
}
}
}
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