From 4ede9f8c31a0685c9427226144e370e7482ff275 Mon Sep 17 00:00:00 2001 From: Pascal Serrarens Date: Thu, 18 Aug 2022 14:40:36 +0200 Subject: [PATCH] Updated images for RTF documentation --- Editor/Sites/SiteBuilder.cs | 1 + Runtime/HumanoidControl/HumanoidPreferences.cs | 1 + .../Scripts/Extensions/UnityXR/UnityXRTracker.cs | 10 ++++++++++ Runtime/HumanoidControl/Scripts/HumanoidControl.cs | 1 + ...umanoidPlayerVoice.cs => HumanoidPlayerPunVoice.cs} | 0 ...yerVoice.cs.meta => HumanoidPlayerPunVoice.cs.meta} | 0 Runtime/HumanoidControl/Scripts/Targets/FootTarget.cs | 1 + Runtime/HumanoidControl/Scripts/Targets/HandTarget.cs | 1 + Runtime/HumanoidControl/Scripts/Targets/HeadTarget.cs | 1 + Runtime/HumanoidControl/Scripts/Tools/AvatarManager.cs | 5 ++++- Runtime/Sites/Scripts/Possessable.cs | 1 + Runtime/Tools/Events/Event.cs | 3 +++ Runtime/Tools/Input/ControllerInput.cs | 1 + Runtime/Tools/Physics/CollisionEventHandler.cs | 1 + Runtime/Tools/Physics/TriggerEventHandler.cs | 2 ++ Runtime/Tools/Scripts/Counter.cs | 1 + Runtime/Tools/Scripts/Handle.cs | 1 + Runtime/Tools/Scripts/HumanoidSpawnPoint.cs | 2 ++ Runtime/Tools/Scripts/InteractionPointer.cs | 1 + Runtime/Tools/Scripts/Socket.cs | 1 + Runtime/Tools/Scripts/Teleporter.cs | 7 ++++++- Runtime/Visitors/Scripts/VisitorPossessions.cs | 1 + 22 files changed, 41 insertions(+), 2 deletions(-) rename Runtime/HumanoidControl/Scripts/Networking/{HumanoidPlayerVoice.cs => HumanoidPlayerPunVoice.cs} (100%) rename Runtime/HumanoidControl/Scripts/Networking/{HumanoidPlayerVoice.cs.meta => HumanoidPlayerPunVoice.cs.meta} (100%) diff --git a/Editor/Sites/SiteBuilder.cs b/Editor/Sites/SiteBuilder.cs index fd62467..2a405d3 100644 --- a/Editor/Sites/SiteBuilder.cs +++ b/Editor/Sites/SiteBuilder.cs @@ -15,6 +15,7 @@ namespace Passer { /// by selecting the appropriate sites in the dialog: /// /// \image html BuildSitesDialog.png + /// \image rtf BuildSitesDialog.png /// /// When the Build button is pressed, all sites will be build and become available in the Assets/SiteBuilds folder /// with a submap for each platform (like Windows, Android...) diff --git a/Runtime/HumanoidControl/HumanoidPreferences.cs b/Runtime/HumanoidControl/HumanoidPreferences.cs index f29e5e4..ac3b314 100644 --- a/Runtime/HumanoidControl/HumanoidPreferences.cs +++ b/Runtime/HumanoidControl/HumanoidPreferences.cs @@ -11,6 +11,7 @@ namespace Passer.Humanoid { /// The preferences can be accessed by the Edit->Preferences... menu. /// /// \image html HumanoidPreferences.png + /// \image rtf HumanoidPreferences.png /// /// * SteamVR Support, enables support for SteamVR devices beyound Unity XR (VR, Plus, Pro) /// * Vive Tracker Support, enables support for Vive Trackers (Plus, Pro) diff --git a/Runtime/HumanoidControl/Scripts/Extensions/UnityXR/UnityXRTracker.cs b/Runtime/HumanoidControl/Scripts/Extensions/UnityXR/UnityXRTracker.cs index 0ce3d29..40e6ba6 100644 --- a/Runtime/HumanoidControl/Scripts/Extensions/UnityXR/UnityXRTracker.cs +++ b/Runtime/HumanoidControl/Scripts/Extensions/UnityXR/UnityXRTracker.cs @@ -16,20 +16,24 @@ namespace Passer.Humanoid { /// ===== /// Go to Edit Menu->Project Settings->XR Plugin Management and click on the Install XR Plugin Management button: /// \image html UnityXRPreferences.png + /// \image rtf UnityXRPreferences.png /// Then enable the desired XR Plugin. For example the Oculus plugin for Android: /// \image html UnityXRPreferencesOculus.png /// Note that if you want to test Oculus Quest in the editor, the Oculus Plugin for Standalone needs to be enabled too: /// \image html UnityXRPreferencesOculus2.png + /// \image rtf UnityXRPreferencesOculus2.png /// /// Configuration /// ============= /// To enable body tracking with Unity XR for a humanoid, Unity XR needs to be enabled /// in the HumanoidControl component: /// \image html UnityXRTrackerNotShown.png + /// \image rtf UnityXRTrackerNotShown.png /// By default the \ref Passer::Tracking::UnitXR "UnityXR" object is not visible in the scene, /// but it will be created automatically when the scene starts. /// If the button Show is pressed, the UnityXR object will be created in the Real World object. /// \image html UnityXRTrackerShown.png + /// \image rtf UnityXRTrackerShown.png /// UnityXR (UnityXR) is a reference to the object in the scene representing the root of the Unit XR tracking space. /// This GameObject is found as a child of the Real World GameObject. /// The \ref Tracking::UnityXR "UnityXR" GameObject can be used to adjust the origin of the Unity XR tracking space. @@ -39,6 +43,7 @@ namespace Passer.Humanoid { /// To use an HMD tracking for the head of the avatar Unity XR needs to be enabled on the Head %Target too. /// This is enabled by default: /// \image html UnityXRHeadSensorNotShown.png + /// \image rtf UnityXRHeadSensorNotShown.png /// By default the \ref Passer::Tracking::UnityXRHmd "UnityXRHmd" object is not visible in the scene, /// but it will be created automatically when the scene starts. /// The UnityXRHmd will also have the main camera attached. You can disable the camera @@ -47,16 +52,19 @@ namespace Passer.Humanoid { /// If the button Show is pressed, the UnityXRHead object will be created as a child of /// the UnityXR object in the Real World. /// \image html UnityXRHeadSensorShown.png + /// \image rtf UnityXRHeadSensorShown.png /// /// Hand %Target /// ============ /// When you want to control the hands of the avatar using Unity XR you need to enable Unity XR on the Hand %Target: /// \image html UnityXRHandSensorNotShown.png + /// \image rtf UnityXRHandSensorNotShown.png /// Like with the Head %Target, the \ref Passer::Tracking::UnityXRController "UnityXRController" object /// is not visible in the editor scene by default but it will be created automatically when the scene starts. /// If the button Show is pressed, the UnityXRController object will be creates as a child of /// the UnityXR object in the Real World. /// \image html UnityXRHandSensorShown.png + /// \image rtf UnityXRHandSensorShown.png /// /// Hand %Tracking (Plus & Pro) /// ========================== @@ -67,6 +75,7 @@ namespace Passer.Humanoid { /// ------------ /// When the Android platform is selected in Unity, an additional option for Oculus Hand %Tracking is shown: /// \image html UnityXROculusHandTracking.png + /// \image rtf UnityXROculusHandTracking.png /// When enabled, hand tracking will be possible for this humanoid. /// /// HTC Vive @@ -76,6 +85,7 @@ namespace Passer.Humanoid { /// When the HTC Vive Hand Tracking SDK is imported in the project on the Windows Standalone platform, /// an option for HTC Vive Hand %Tracking is shown: /// \image html UnityXRViveHandTracking.png + /// \image rtf UnityXRViveHandTracking.png /// For Vive Hand tracking, the OpenVR Plugin for UnityXR is needed. OpenXR does not work with /// Vive Hand %Tracking in version 1.0.0 of the SDK. This may be fixed in more recent versions. /// The OpenVR Plugin is automatically installed when the SteamVR Plugin from the Asset Store is diff --git a/Runtime/HumanoidControl/Scripts/HumanoidControl.cs b/Runtime/HumanoidControl/Scripts/HumanoidControl.cs index 2d17871..c4c1fd9 100644 --- a/Runtime/HumanoidControl/Scripts/HumanoidControl.cs +++ b/Runtime/HumanoidControl/Scripts/HumanoidControl.cs @@ -26,6 +26,7 @@ namespace Passer.Humanoid { /// This document describes the available settings. /// /// \image html HumanoidControlInspector.png + /// \image rtf HumanoidControlInspector.png /// /// Targets /// ======= diff --git a/Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerVoice.cs b/Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerPunVoice.cs similarity index 100% rename from Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerVoice.cs rename to Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerPunVoice.cs diff --git a/Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerVoice.cs.meta b/Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerPunVoice.cs.meta similarity index 100% rename from Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerVoice.cs.meta rename to Runtime/HumanoidControl/Scripts/Networking/HumanoidPlayerPunVoice.cs.meta diff --git a/Runtime/HumanoidControl/Scripts/Targets/FootTarget.cs b/Runtime/HumanoidControl/Scripts/Targets/FootTarget.cs index f3fecb2..391c836 100644 --- a/Runtime/HumanoidControl/Scripts/Targets/FootTarget.cs +++ b/Runtime/HumanoidControl/Scripts/Targets/FootTarget.cs @@ -15,6 +15,7 @@ namespace Passer.Humanoid { /// /// /// \image html FootTargetInspector.png + /// \image rtf FootTargetInspector.png /// /// Sensors /// ======= diff --git a/Runtime/HumanoidControl/Scripts/Targets/HandTarget.cs b/Runtime/HumanoidControl/Scripts/Targets/HandTarget.cs index e3c5e29..0728576 100644 --- a/Runtime/HumanoidControl/Scripts/Targets/HandTarget.cs +++ b/Runtime/HumanoidControl/Scripts/Targets/HandTarget.cs @@ -40,6 +40,7 @@ namespace Passer.Humanoid { /// /// /// \image html HandTargetInspector.png + /// \image rtf HandTargetInspector.png /// /// Sensors /// ======= diff --git a/Runtime/HumanoidControl/Scripts/Targets/HeadTarget.cs b/Runtime/HumanoidControl/Scripts/Targets/HeadTarget.cs index 6d86a75..415ca73 100644 --- a/Runtime/HumanoidControl/Scripts/Targets/HeadTarget.cs +++ b/Runtime/HumanoidControl/Scripts/Targets/HeadTarget.cs @@ -8,6 +8,7 @@ namespace Passer.Humanoid { /// /// /// \image html HeadTargetInspector.png + /// \image rtf HeadTargetInspector.png /// /// %Sensors /// =========== diff --git a/Runtime/HumanoidControl/Scripts/Tools/AvatarManager.cs b/Runtime/HumanoidControl/Scripts/Tools/AvatarManager.cs index f280687..1dd3a33 100644 --- a/Runtime/HumanoidControl/Scripts/Tools/AvatarManager.cs +++ b/Runtime/HumanoidControl/Scripts/Tools/AvatarManager.cs @@ -14,6 +14,7 @@ namespace Passer.Humanoid { /// Single User /// =========== /// \image html AvatarManagerInspectorSingle.png + /// \image rtf AvatarManagerInspectorSingle.png /// /// The Avatar Manger script shows the list of available avatars to use. /// Every avatar needs to have a Animator component attached and only avatars from the @@ -28,6 +29,7 @@ namespace Passer.Humanoid { /// ========== /// When Networking Support is enabled additional entries for the third person avatar will be shown. /// \image html AvatarManagerInspectorMulti.png + /// \image rtf AvatarManagerInspectorMulti.png /// These values match the behaviour of the Remote Avatar in the Humanoid Control script: /// at the local client, the first person avatar is used, while the third person avatar is used on /// remote clients. This will enable you to optimize the avatars for each case. @@ -40,7 +42,8 @@ namespace Passer.Humanoid { /// and SetAvatar. These functions can also be used in combination with \ref Script "Scripts" /// or ControllerInput: /// - /// \image AvatarManagerControllerInput.png + /// \image html AvatarManagerControllerInput.png + /// \image rtf AvatarManagerControllerInput.png /// [HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_avatar_manager.html")] public class AvatarManager : MonoBehaviour { diff --git a/Runtime/Sites/Scripts/Possessable.cs b/Runtime/Sites/Scripts/Possessable.cs index 89a0fad..d5b3181 100644 --- a/Runtime/Sites/Scripts/Possessable.cs +++ b/Runtime/Sites/Scripts/Possessable.cs @@ -10,6 +10,7 @@ namespace Passer { /// /// /// \image html PossessionInspector.png + /// \image rtf PossessionInspector.png /// /// * %Possession type, see Possession::possessionType /// * %Cross site allowed, see Possession::crossSite diff --git a/Runtime/Tools/Events/Event.cs b/Runtime/Tools/Events/Event.cs index 0198c82..8648123 100644 --- a/Runtime/Tools/Events/Event.cs +++ b/Runtime/Tools/Events/Event.cs @@ -14,8 +14,10 @@ namespace Passer { /// When an event Handler has been defined, /// a new empty button will appear below which you can use to add an additional event Handler. /// \image html EventHandlerUnselected.png + /// \image rtf EventHandlerUnselected.png /// When an event Handler has been selected, a number of fields become visible: /// \image html EventHandlerSelected.png + /// \image rtf EventHandlerSelected.png /// /// Event Type /// ---------- @@ -51,6 +53,7 @@ namespace Passer { /// Options /// ------- /// \image html EventHandlerOptions.png + /// \image rtf EventHandlerOptions.png /// Depending on the parameter type additional settings can be set in the Options section. /// * Inverse: the parameter value will be inverted before it is sent to the %Method /// * Multiplication: the parameter value will be multiplied by the given value diff --git a/Runtime/Tools/Input/ControllerInput.cs b/Runtime/Tools/Input/ControllerInput.cs index 9d3552b..40cde75 100644 --- a/Runtime/Tools/Input/ControllerInput.cs +++ b/Runtime/Tools/Input/ControllerInput.cs @@ -9,6 +9,7 @@ namespace Passer { /// ControllerInput can be used to access the state and change of input buttons, touchpads and thumbsticks /// on any kind of input controller including game controllers and VR/XR controllers. /// \image html ControllerInputInspector.png + /// \image rtf ControllerInputInspector.png /// * \ref ControllerInput::fingerMovements "Finger Movements" /// * \ref ControllerInput::gameController "Game Controller" /// diff --git a/Runtime/Tools/Physics/CollisionEventHandler.cs b/Runtime/Tools/Physics/CollisionEventHandler.cs index b539835..9c18a21 100644 --- a/Runtime/Tools/Physics/CollisionEventHandler.cs +++ b/Runtime/Tools/Physics/CollisionEventHandler.cs @@ -11,6 +11,7 @@ namespace Passer { /// The Collision Event Handler can be placed on GameObjects and Rigidbodies to catch collision events and /// execute functions when this happens. /// \image html CollisionEventHandlerInspector.png + /// \image rtf CollisionEventHandlerInspector.png /// The event type is as follows: /// * Never: /// the event handler is disabled, the %Target Method is never called diff --git a/Runtime/Tools/Physics/TriggerEventHandler.cs b/Runtime/Tools/Physics/TriggerEventHandler.cs index dc86643..38e963d 100644 --- a/Runtime/Tools/Physics/TriggerEventHandler.cs +++ b/Runtime/Tools/Physics/TriggerEventHandler.cs @@ -13,6 +13,7 @@ namespace Passer { /// The Trigger Event Handler can be placed on GameObjects /// to catch trigger events and execute functions when this happens. /// \image html TriggerEventHandlerInspector.png + /// \image rtf TriggerEventHandlerInspector.png /// The event type is as follows: /// * Never: /// the event handler is disabled, the %Target Method is never called. @@ -73,6 +74,7 @@ namespace Passer { /// you can override the Controller Input while the GameObject is in the trigger collider. /// This enables you to assign a button to open a door when the player is close to that door for example. /// \image html TriggerEventHandlerControllerInput.png + /// \image rtf TriggerEventHandlerControllerInput.png /// The configuration is similar to the normal Controller Input. /// The difference is that empty entries do not override the Controller Input configuration. /// In the example above only the left Button 1 will be overridden, all other input will not be changed. diff --git a/Runtime/Tools/Scripts/Counter.cs b/Runtime/Tools/Scripts/Counter.cs index 48fb22f..235be0b 100644 --- a/Runtime/Tools/Scripts/Counter.cs +++ b/Runtime/Tools/Scripts/Counter.cs @@ -12,6 +12,7 @@ namespace Passer { /// The Counter can be incremented and decremented and functions cal be called based on the value. /// /// \image html CounterInspector.png + /// \image rtf CounterInspector.png /// /// * %Value, see Counter::value /// * %Minimum, see Counter::min diff --git a/Runtime/Tools/Scripts/Handle.cs b/Runtime/Tools/Scripts/Handle.cs index 435525a..c6512bb 100644 --- a/Runtime/Tools/Scripts/Handle.cs +++ b/Runtime/Tools/Scripts/Handle.cs @@ -20,6 +20,7 @@ namespace Passer { /// Sockets can also be used at different places to receive handles. /// /// \image html HandleInspector.png + /// \image rtf HandleInspector.png /// /// * \ref Handle::hand "Hand" /// * \ref Handle::grabType "Grab Type" diff --git a/Runtime/Tools/Scripts/HumanoidSpawnPoint.cs b/Runtime/Tools/Scripts/HumanoidSpawnPoint.cs index bea7698..6aa64fe 100644 --- a/Runtime/Tools/Scripts/HumanoidSpawnPoint.cs +++ b/Runtime/Tools/Scripts/HumanoidSpawnPoint.cs @@ -11,6 +11,7 @@ namespace Passer.Humanoid { /// which define the capsule which is checked with the isFree function. /// /// \image html HumanoidSpawnPointInspector.png + /// \image rtf HumanoidSpawnPointInspector.png /// /// * \ref HumanoidSpawnPoint::center "Center" /// * \ref HumanoidSpawnPoint::radius "Radius" @@ -19,6 +20,7 @@ namespace Passer.Humanoid { /// In the scene view, the capsule is visualized as an orange cylinder when the spawn point is selected: /// /// \image html HumanoidSpawnPointGizmo.png + /// \image rtf HumanoidSpawnPointGizmo.png [HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_humanoid_spawn_point.html")] public class HumanoidSpawnPoint : SpawnPoint { diff --git a/Runtime/Tools/Scripts/InteractionPointer.cs b/Runtime/Tools/Scripts/InteractionPointer.cs index 7dd7928..3e1e7e4 100644 --- a/Runtime/Tools/Scripts/InteractionPointer.cs +++ b/Runtime/Tools/Scripts/InteractionPointer.cs @@ -18,6 +18,7 @@ namespace Passer { /// Configuration /// ============= /// \image html InteractionPointerInspector.png + /// \image rtf InteractionPointerInspector.png /// /// * \ref InteractionPointer::active "Active" /// * \ref InteractionPointer::timedClick "Timed Click" diff --git a/Runtime/Tools/Scripts/Socket.cs b/Runtime/Tools/Scripts/Socket.cs index f4ffe45..899b87f 100644 --- a/Runtime/Tools/Scripts/Socket.cs +++ b/Runtime/Tools/Scripts/Socket.cs @@ -5,6 +5,7 @@ namespace Passer { /// Sockets can hold a Handles. /// \image html SocketGizmo.png + /// \image rtf SocketGizmo.png /// /// Attaching and Releasing /// ======================= diff --git a/Runtime/Tools/Scripts/Teleporter.cs b/Runtime/Tools/Scripts/Teleporter.cs index 7a3f2c3..5a8b544 100644 --- a/Runtime/Tools/Scripts/Teleporter.cs +++ b/Runtime/Tools/Scripts/Teleporter.cs @@ -19,6 +19,7 @@ namespace Passer { /// Here you will find an ‘Add Teleporter’ button: /// /// \image html TeleporterHeadTargetInspector.png + /// \image rtf TeleporterHeadTargetInspector.png /// /// When this button is pressed, a Teleporter GameObject (see below) will be attached to the Head Target. /// It will be active by default so that you will see the focus point continuously when running the scene. @@ -27,6 +28,7 @@ namespace Passer { /// which will teleport the humanoid to the location in focus: /// /// \image html TeleporterGazeControllerInput.png + /// \image rtf TeleporterGazeControllerInput.png /// /// The Left Button One will match the Menu Button on the SteamVR Controller and the X button of the Left Oculus Touch Controller. /// @@ -34,7 +36,8 @@ namespace Passer { /// ---------------------- /// Hand pointing based teleportation is activated on either Hand Target. Like above, you will find an ‘Add Teleporter’ button here: /// - /// image html TeleporterHandTargetInspector.png + /// \image html TeleporterHandTargetInspector.png + /// \image rtf TeleporterHandTargetInspector.png /// /// This will add a Teleporter GameObject to the Hand Target. In this case, no focus object is used, /// but an line renderer is used to show the pointing direction. This is visible as a standard pink ray on the hand. @@ -43,6 +46,7 @@ namespace Passer { /// On the Oculus Touch, the One button is the X or A button, while the trigger button is the Index Finger Trigger button. /// /// \image html TeleporterPointingControllerInput.png + /// \image rtf TeleporterPointingControllerInput.png /// /// Of course you can change these button assignments through the editing of the Controller Input, /// setting the desired button to the Teleporter.Activation and -.Click functions. @@ -51,6 +55,7 @@ namespace Passer { /// ============= /// /// \image html TeleporterInspector.png + /// \image rtf TeleporterInspector.png /// /// * \ref Teleporter::active "Active" /// * \ref Teleporter::timedClick "Timed teleport" diff --git a/Runtime/Visitors/Scripts/VisitorPossessions.cs b/Runtime/Visitors/Scripts/VisitorPossessions.cs index 250b552..7b2cf30 100644 --- a/Runtime/Visitors/Scripts/VisitorPossessions.cs +++ b/Runtime/Visitors/Scripts/VisitorPossessions.cs @@ -14,6 +14,7 @@ namespace Passer { /// /// /// \image html PawnPossessionsInspector.png + /// \image rtf PawnPossessionsInspector.png /// /// * Default possessions, see PawnPossessions::defaultPossessions /// * Clear at start, see PawnPossessions::clearAtStart