first commit
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// Copyright (C) 2014-2024 Gleechi Technology AB. All rights reserved.
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using UnityEngine;
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namespace VirtualGrasp.Onboarding
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{
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/**
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* AssembleArticulationBody shows as a tutorial on how to use VG to
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* assemble and dissemble objects through Unity's ArticulationBody.
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*/
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[LIBVIRTUALGRASP_UNITY_SCRIPT]
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[HelpURL("https://docs.virtualgrasp.com/unity_vgonboarding_task4." + VG_Version.__VG_VERSION__ + ".html")]
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public class AssembleArticulationBody : MonoBehaviour
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{
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public Transform m_newParent = null;
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public Transform m_desiredPose = null;
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public float m_assembleDistance = 0.05f;
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public float m_disassembleDistance = 0.5f;
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public ArticulationJointType m_jointType = ArticulationJointType.FixedJoint;
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public bool m_matchAnchors = true;
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public Vector3 m_anchorPosition = Vector3.zero;
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public Vector3 m_anchorRotation = Vector3.zero;
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public Vector3 m_parentAnchorPosition = Vector3.zero;
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public Vector3 m_parentAnchorRotation = Vector3.zero;
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public AudioSource m_turnWheelEffect;
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private ArticulationBody m_this_ab;
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private ArticulationBody m_parent_ab;
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private float timeAtDisassemble = 0.0F;
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private float assembleDelay = 1.0F;
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private float m_state = 0;
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void Start()
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{
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gameObject.TryGetComponent<ArticulationBody>(out m_this_ab);
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if (m_newParent != null)
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{
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if (!m_newParent.TryGetComponent<ArticulationBody>(out m_parent_ab))
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{
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Debug.LogWarning("New parent " + m_newParent.name + " should have Articulation Body component, will add one in script");
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m_parent_ab = m_newParent.gameObject.AddComponent<ArticulationBody>();
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}
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}
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else
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Debug.LogError("Need to specify assembling New Parent!");
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// Uncomment for sound effect
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if (m_turnWheelEffect != null)
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InvokeRepeating("turnWheelEffect", 0.0F, .5F);
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}
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void LateUpdate()
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{
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assembleArticulationBody();
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dissembleArticluationBody();
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}
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void assembleArticulationBody()
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{
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if (m_this_ab == null || m_parent_ab == null)
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{
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Debug.LogError("Object do no have articulation body, so can't do articulation body based assembling!");
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return;
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}
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if ((Time.realtimeSinceStartup - timeAtDisassemble) > assembleDelay
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&& (m_desiredPose.position - transform.position).magnitude < m_assembleDistance
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&& transform.parent != m_newParent)
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{
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m_desiredPose.gameObject.SetActive(false);
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// Project object rotation axis to align to desired rotation axis.
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transform.SetPositionAndRotation(m_desiredPose.position, Quaternion.LookRotation(m_desiredPose.forward, transform.up));
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transform.SetParent(m_newParent);
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m_this_ab.jointType = m_jointType;
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#if UNITY_2021_2_OR_NEWER
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m_this_ab.matchAnchors = m_matchAnchors;
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#elif UNITY_2021_1
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m_this_ab.computeParentAnchor = m_matchAnchors;
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#endif
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m_this_ab.anchorPosition = m_anchorPosition;
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m_this_ab.anchorRotation = Quaternion.Euler(m_anchorRotation);
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m_this_ab.parentAnchorPosition = m_parentAnchorPosition;
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m_this_ab.parentAnchorRotation = Quaternion.Euler(m_parentAnchorRotation);
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}
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}
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void turnWheelEffect()
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{
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if (transform.parent == m_newParent)
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{
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float newState = m_this_ab.jointPosition[0];
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if (Mathf.Abs(newState - m_state) > .3 && !m_turnWheelEffect.isPlaying)
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{
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if (!m_turnWheelEffect.isPlaying)
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m_turnWheelEffect.Play();
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}
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else if (Mathf.Abs(newState - m_state) < .3 && m_turnWheelEffect.isPlaying)
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{
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m_turnWheelEffect.Stop();
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}
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m_state = newState;
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}
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}
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void dissembleArticluationBody()
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{
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foreach (VG_HandStatus hand in VG_Controller.GetHands())
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{
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if (hand.m_selectedObject == transform && hand.IsHolding() && transform.parent == m_newParent)
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{
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VG_Controller.GetSensorPose(hand.m_avatarID, hand.m_side, out Vector3 sensor_pos, out Quaternion sensor_rot);
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if ((sensor_pos - hand.m_hand.position).magnitude > m_disassembleDistance)
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{
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m_desiredPose.gameObject.SetActive(true);
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transform.SetParent(m_newParent.parent);
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timeAtDisassemble = Time.realtimeSinceStartup;
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}
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}
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 054b77b53fdbef942b8294187e768604
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MonoImporter:
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externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,40 @@
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// Copyright (C) 2014-2024 Gleechi Technology AB. All rights reserved.
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using UnityEngine;
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namespace VirtualGrasp.Onboarding
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{
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/**
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* ChangeSelectionWeight shows as a tutorial on how to runtime change object
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* selection weight to affect how easy an object can be selected for interaction with VG.
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*/
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[LIBVIRTUALGRASP_UNITY_SCRIPT]
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[HelpURL("https://docs.virtualgrasp.com/unity_vgonboarding_task3." + VG_Version.__VG_VERSION__ + ".html")]
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public class ChangeSelectionWeight : MonoBehaviour
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{
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public Transform m_dependent_object;
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public float m_releasedWeight = 1.0f;
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public float m_graspedWeight = 2.0f;
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void Start()
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{
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VG_Controller.OnObjectFullyReleased.AddListener(ObjectReleased);
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VG_Controller.OnObjectGrasped.AddListener(ObjectGrasped);
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if (m_dependent_object == null)
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m_dependent_object = transform.parent;
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}
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void ObjectReleased(VG_HandStatus hand)
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{
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if (hand.m_selectedObject == m_dependent_object)
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VG_Controller.SetObjectSelectionWeight(transform, m_releasedWeight);
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}
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void ObjectGrasped(VG_HandStatus handStatus)
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{
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if (handStatus.m_selectedObject == m_dependent_object)
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VG_Controller.SetObjectSelectionWeight(transform, m_graspedWeight);
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 1e5d7bc16b830194aaab42af13c5edeb
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,117 @@
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// Copyright (C) 2014-2024 Gleechi Technology AB. All rights reserved.
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using System.Collections.Generic;
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using UnityEngine;
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namespace VirtualGrasp.Onboarding
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{
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/**
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* ManageContainerObject shows as a tutorial on how to use the VG_Controller.OnObjectFullyReleased
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* and VG_Controller.OnObjectGrasped combined with Unity's physical joints to manage a
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* container object to hold the contained physical objects stably without falling off.
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*/
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[LIBVIRTUALGRASP_UNITY_SCRIPT]
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[HelpURL("https://docs.virtualgrasp.com/unity_vgonboarding_task3." + VG_Version.__VG_VERSION__ + ".html")]
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public class ManageContainerObject : MonoBehaviour
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{
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/// A set off objects that are actively colliding with this one.
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private HashSet<Transform> m_collisions = new HashSet<Transform>();
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/// A map of objects with ArticulationBody to their original parents.
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private Dictionary<Transform, Transform> m_parentCache = new Dictionary<Transform, Transform>();
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/// A map of objects with Rigidbody to the fixed joints connecting to this container object
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private Dictionary<Transform, FixedJoint> m_attachJoints = new Dictionary<Transform, FixedJoint>();
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/// If dot product between velocity and down is large enough (ie. vectors are aligned).
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public float m_dropAlignment = 0.8f;
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private void Start()
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{
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// Register the some grasp event listeners
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VG_Controller.OnObjectFullyReleased.AddListener(OnObjectFullyReleased);
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VG_Controller.OnObjectGrasped.AddListener(OnObjectGrasped);
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}
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private void OnCollisionEnter(Collision collision)
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{
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// See if the object in collision is actually held by a hand (and is not a hand itself).
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bool valid_object = true;
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foreach (VG_HandStatus hand in VG_Controller.GetHands())
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{
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if (hand.m_hand == collision.transform)
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valid_object &= false;
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if (hand.m_selectedObject == collision.transform && hand.IsHolding())
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valid_object &= false;
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}
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if (valid_object && // If it's valid ...
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(collision.rigidbody != null || collision.gameObject.TryGetComponent(out ArticulationBody ab)) && // and has a rigid body or articulation body ...
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Vector3.Dot(collision.relativeVelocity.normalized, Vector3.down) > m_dropAlignment) // .. and if the object is dropped from somewhat above.
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{
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Attach(collision.transform);
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m_collisions.Add(collision.transform);
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}
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}
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private void OnCollisionExit(Collision collision)
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{
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m_collisions.Remove(collision.transform);
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}
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private void OnObjectFullyReleased(VG_HandStatus hand)
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{
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if (m_collisions.Contains(hand.m_selectedObject))
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Attach(hand.m_selectedObject);
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}
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private void OnObjectGrasped(VG_HandStatus hand)
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{
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Unattach(hand.m_selectedObject);
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}
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void Attach(Transform attachedObject)
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{
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if (attachedObject.gameObject.TryGetComponent<Rigidbody>(out Rigidbody rb))
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{
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if (!attachedObject.gameObject.TryGetComponent<FixedJoint>(out FixedJoint joint))
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{
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joint = attachedObject.gameObject.AddComponent<FixedJoint>();
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m_attachJoints[attachedObject] = joint;
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if (transform.gameObject.TryGetComponent<Rigidbody>(out Rigidbody container_rb))
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joint.connectedBody = container_rb;
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else if (transform.gameObject.TryGetComponent<ArticulationBody>(out ArticulationBody container_ab))
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joint.connectedArticulationBody = container_ab;
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}
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}
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else if (attachedObject.gameObject.TryGetComponent<ArticulationBody>(out ArticulationBody ab))
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{
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if (transform.gameObject.TryGetComponent<ArticulationBody>(out ArticulationBody container_ab))
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{
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m_parentCache[attachedObject] = attachedObject.parent;
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attachedObject.SetParent(transform);
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ab.jointType = ArticulationJointType.FixedJoint;
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}
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else
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Debug.LogError("Can not attach object " + attachedObject.name + " with ArticulationBody to " + transform.name + " without ArticulationBody.");
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}
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}
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||||
void Unattach(Transform attachedObject)
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{
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if (attachedObject.gameObject.TryGetComponent<Rigidbody>(out Rigidbody rb))
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{
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if (!m_attachJoints.ContainsKey(attachedObject))
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return;
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DestroyImmediate(m_attachJoints[attachedObject]);
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m_attachJoints.Remove(attachedObject);
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}
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else if (attachedObject.gameObject.TryGetComponent<ArticulationBody>(out ArticulationBody ab))
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{
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if (!transform.gameObject.TryGetComponent<ArticulationBody>(out ArticulationBody container_ab))
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return;
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if (attachedObject.parent != transform)
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return;
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attachedObject.SetParent(m_parentCache[attachedObject]);
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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guid: 3be6ca0d1ceffe345aaa9e3ff210d457
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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@@ -0,0 +1,34 @@
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// Copyright (C) 2014-2024 Gleechi Technology AB. All rights reserved.
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||||
using UnityEngine;
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||||
namespace VirtualGrasp.Onboarding
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||||
{
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||||
public class MetalImpact : MonoBehaviour
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||||
{
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||||
public AudioSource plateCollisionEffect;
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||||
public AudioSource tableCollisionEffect;
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||||
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||||
private float verticalVelocityThreshold = 1.0F;
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||||
|
||||
private void OnCollisionEnter(Collision collision)
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||||
{
|
||||
|
||||
if (collision.gameObject.name.Contains("plate"))
|
||||
{
|
||||
if (collision.relativeVelocity.magnitude > verticalVelocityThreshold)
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||||
{
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||||
plateCollisionEffect.Play();
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||||
}
|
||||
|
||||
}
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||||
else if (collision.gameObject.name.Contains("SM_Factory1001"))
|
||||
{
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||||
if (collision.relativeVelocity.magnitude > verticalVelocityThreshold)
|
||||
{
|
||||
tableCollisionEffect.Play();
|
||||
}
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||||
}
|
||||
}
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||||
}
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||||
}
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||||
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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@@ -0,0 +1,50 @@
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||||
// Copyright (C) 2014-2024 Gleechi Technology AB. All rights reserved.
|
||||
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||||
using UnityEngine;
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||||
|
||||
namespace VirtualGrasp.Onboarding
|
||||
{
|
||||
public class SimpleImpact : MonoBehaviour
|
||||
{
|
||||
public AudioSource collisionEffect;
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||||
|
||||
private float unityVelocityThreshold = 1.0F;
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||||
private float calculatedVelocityThreshold = .1F;
|
||||
|
||||
ArticulationBody ownAB = null;
|
||||
Rigidbody ownRB = null;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
gameObject.TryGetComponent<Rigidbody>(out ownRB);
|
||||
gameObject.TryGetComponent<ArticulationBody>(out ownAB);
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if (collision.relativeVelocity.magnitude > 0) // sometimes we're lucky. unity calculates speed for us
|
||||
{
|
||||
if (collision.relativeVelocity.magnitude > unityVelocityThreshold)
|
||||
collisionEffect.Play();
|
||||
}
|
||||
else if (
|
||||
#if UNITY_2020_3_16_OR_NEWER
|
||||
collision.body != null &&
|
||||
#endif
|
||||
(ownRB != null || ownAB != null))
|
||||
{ // sometimes we're not lucky, have to calculate
|
||||
Vector3 ownSpeed = ownRB != null ? ownRB.velocity : ownAB.velocity;
|
||||
Vector3 colliderSpeed = Vector3.zero;
|
||||
#if UNITY_2020_3_16_OR_NEWER
|
||||
if (collision.rigidbody != null) colliderSpeed = collision.rigidbody.velocity;
|
||||
else if (collision.articulationBody != null) colliderSpeed = collision.articulationBody.velocity;
|
||||
#else
|
||||
if (collision.rigidbody != null) colliderSpeed = collision.rigidbody.velocity;
|
||||
#endif
|
||||
|
||||
if ((ownSpeed - colliderSpeed).magnitude > calculatedVelocityThreshold)
|
||||
collisionEffect.Play();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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externalObjects: {}
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@@ -0,0 +1,25 @@
|
||||
// Copyright (C) 2014-2024 Gleechi Technology AB. All rights reserved.
|
||||
|
||||
using UnityEngine;
|
||||
using VirtualGrasp;
|
||||
|
||||
namespace VirtualGrasp.Onboarding
|
||||
{
|
||||
public class SoundOnGraspEvents : MonoBehaviour
|
||||
{
|
||||
public AudioSource graspSoundEffect;
|
||||
private int avatarID = 0;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
VG_Controller.GetSensorControlledAvatarID(out avatarID);
|
||||
VG_Controller.OnGraspTriggered.AddListener(PlayGraspSound);
|
||||
}
|
||||
|
||||
public void PlayGraspSound(VG_HandStatus hand)
|
||||
{
|
||||
if (hand.m_avatarID == avatarID)
|
||||
graspSoundEffect.Play();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleVariant:
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@@ -0,0 +1,23 @@
|
||||
// Copyright (C) 2014-2024 Gleechi Technology AB. All rights reserved.
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace VirtualGrasp.Onboarding
|
||||
{
|
||||
public class SoundOnPushEvents : MonoBehaviour
|
||||
{
|
||||
public AudioSource pushSoundEffect;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
VG_Controller.OnObjectPushed.AddListener(PlayPushSound);
|
||||
}
|
||||
|
||||
public void PlayPushSound(VG_HandStatus hand)
|
||||
{
|
||||
if (hand.m_selectedObject != null && hand.m_selectedObject == transform)
|
||||
pushSoundEffect.Play();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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guid: a70782f4d7beb104f834d7ef2b69eff8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,61 @@
|
||||
// Copyright (C) 2014-2024 Gleechi Technology AB. All rights reserved.
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace VirtualGrasp.Onboarding
|
||||
{
|
||||
/**
|
||||
* ToggleLight shows as a tutorial on a non-physical two-stage button setup
|
||||
* through VG_Articulation and how to use VG_Controller.GetObjectJointState to toggle light on and off.
|
||||
*/
|
||||
[LIBVIRTUALGRASP_UNITY_SCRIPT]
|
||||
[HelpURL("https://docs.virtualgrasp.com/unity_vgonboarding_task1.html")]
|
||||
public class ToggleLight : MonoBehaviour
|
||||
{
|
||||
public GameObject m_light = null;
|
||||
public GameObject m_light2 = null;
|
||||
private VG_Articulation m_articulation = null;
|
||||
|
||||
public AudioSource m_audioSourceOn;
|
||||
public AudioSource m_audioSourceOff;
|
||||
|
||||
private float m_state;
|
||||
private bool m_binState = false;
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (TryGetComponent<VG_Articulation>(out m_articulation))
|
||||
{
|
||||
VG_Controller.GetObjectJointState(transform, out m_state);
|
||||
EvaluateState(m_state);
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
VG_Controller.GetObjectJointState(transform, out float newState);
|
||||
if (newState != m_state)
|
||||
EvaluateState(newState);
|
||||
m_state = newState;
|
||||
}
|
||||
|
||||
void EvaluateState(float state)
|
||||
{
|
||||
if (state == m_articulation.m_min && m_binState)
|
||||
{
|
||||
m_binState = false;
|
||||
m_light.SetActive(false);
|
||||
m_light2.SetActive(false);
|
||||
m_audioSourceOff.Play();
|
||||
}
|
||||
else if (state == m_articulation.m_max && !m_binState)
|
||||
{
|
||||
m_binState = true;
|
||||
m_light.SetActive(true);
|
||||
m_light2.SetActive(true);
|
||||
m_audioSourceOn.Play();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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guid: af95904b851117246b5165ae986b0252
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user