Fix error when UnityXR is not enabled
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115fe62c49
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@ -453,8 +453,10 @@ namespace Passer.Humanoid {
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AddCharacterColliders();
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avatarNeckHeight = GetAvatarNeckHeight();
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#if pUNITYXR
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if (headTarget.unityXR != null)
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headTarget.unityXR.UpdateSensorLocation();
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#endif
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switch (scaling) {
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case ScalingType.SetHeightToAvatar:
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@ -653,9 +655,9 @@ namespace Passer.Humanoid {
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return 0;
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}
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#endregion
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#endregion
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#region Targets
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#region Targets
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protected void NewTargetComponents() {
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#if pCEREBELLUM
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if (cerebellum == null)
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@ -962,9 +964,9 @@ namespace Passer.Humanoid {
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};
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}
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#endregion
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#endregion
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#region Trackers
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#region Trackers
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/// <summary>Use game controller input</summary>
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public bool gameControllerEnabled = true;
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@ -1311,9 +1313,9 @@ namespace Passer.Humanoid {
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tracker.AdjustTracking(translation, rotation);
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}
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#endregion
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#endregion
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#region Configuration
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#region Configuration
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/// <summary>
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/// Scans the humanoid to retrieve all bones
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/// </summary>
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@ -1326,9 +1328,9 @@ namespace Passer.Humanoid {
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leftFootTarget.RetrieveBones();
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rightFootTarget.RetrieveBones();
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}
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#endregion
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#endregion
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#region Update
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#region Update
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protected virtual void Update() {
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Controllers.Clear();
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@ -1363,9 +1365,9 @@ namespace Passer.Humanoid {
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Controllers.EndFrame();
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}
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#endregion
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#endregion
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#region Stop
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#region Stop
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public void OnApplicationQuit() {
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#if hLEAP
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leap.StopTracker();
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@ -1389,11 +1391,11 @@ namespace Passer.Humanoid {
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optitrack.StopTracker();
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#endif
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}
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#endregion
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#endregion
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#region Destroy
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#region Destroy
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#endregion
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#endregion
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public Vector3 up {
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get {
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@ -1438,7 +1440,7 @@ namespace Passer.Humanoid {
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}
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}
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#region Calibration
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#region Calibration
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public void SetStartPosition() {
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}
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@ -1467,9 +1469,9 @@ namespace Passer.Humanoid {
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}
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}
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#endregion
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#endregion
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#region Pose
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#region Pose
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protected virtual void UpdatePose() {
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if (pose != null) {
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@ -1478,7 +1480,7 @@ namespace Passer.Humanoid {
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}
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}
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#region Pose Event
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#region Pose Event
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public delegate void OnHumanoidPose(HumanoidPose pose);
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public event OnHumanoidPose onHumanoidPose;
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@ -1539,11 +1541,11 @@ namespace Passer.Humanoid {
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}
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}
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#endregion
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#endregion
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#endregion
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#endregion
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#region Movement
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#region Movement
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/// <summary>
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/// maximum forward speed in units(meters)/second
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@ -1588,7 +1590,7 @@ namespace Passer.Humanoid {
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protected Vector3 inputMovement = Vector3.zero;
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#region Input/API
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#region Input/API
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/// <summary>
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/// maximum forward speed in units(meters)/second
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@ -1809,9 +1811,9 @@ namespace Passer.Humanoid {
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}
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#endregion
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#endregion
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#region Checks
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#region Checks
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[HideInInspector]
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public Vector3 targetVelocity;
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@ -1924,9 +1926,9 @@ namespace Passer.Humanoid {
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return distance * elapsedTime * elapsedTime + start;
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}
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#endregion
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#endregion
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#region Collisions
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#region Collisions
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public bool triggerEntered;
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public bool collided;
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@ -2099,9 +2101,9 @@ namespace Passer.Humanoid {
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);
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}
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#endregion
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#endregion
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#region Ground
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#region Ground
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/// <summary>
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/// The ground Transform on which the pawn is standing
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@ -2262,9 +2264,9 @@ namespace Passer.Humanoid {
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lastGroundAngle = ground.eulerAngles.y;
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}
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#endregion
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#endregion
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#region Body Pull
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#region Body Pull
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protected virtual void CheckBodyPull() {
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if (!bodyPull)
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@ -2303,7 +2305,7 @@ namespace Passer.Humanoid {
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transform.Translate(translation, Space.World);
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}
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#endregion
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#endregion
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[HideInInspector]
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private float lastTime;
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@ -2342,7 +2344,7 @@ namespace Passer.Humanoid {
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lastHeadDirection = headTarget.neck.target.transform.eulerAngles.y;
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}
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#region Animation
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#region Animation
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private void PostAnimationCorrection() {
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@ -2393,7 +2395,7 @@ namespace Passer.Humanoid {
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targetsRig.SetTrigger(parameterName);
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}
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#endregion
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#endregion
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[HideInInspector]
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private float lastLocalHipY;
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@ -2414,7 +2416,7 @@ namespace Passer.Humanoid {
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lastLocalHipY = localHipY;
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}
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#endregion Movement
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#endregion Movement
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/// <summary>Gets the Real World GameObject for this Humanoid</summary>
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/// <param name="transform">The root transform of the humanoid</param>
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@ -2482,7 +2484,7 @@ namespace Passer.Humanoid {
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// return footBase;
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//}
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#region Networking
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#region Networking
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/// <summary>Is true when this is a remote pawn</summary>
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/// Remote pawns are not controlled locally, but are controlled from another computer.
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@ -2495,9 +2497,9 @@ namespace Passer.Humanoid {
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/// <summary>The local Id of this humanoid</summary>
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public int id = -1;
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#endregion
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#endregion
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#region Humanoid store
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#region Humanoid store
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private static HumanoidControl[] _allHumanoids = new HumanoidControl[0];
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@ -2604,7 +2606,7 @@ namespace Passer.Humanoid {
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screenPosition.y > 0 && screenPosition.y < camera.pixelHeight);
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}
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#endregion
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#endregion
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}
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}
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