Updated HelpURLs to new Doxygen documentation
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@ -176,7 +176,6 @@ namespace Passer.Humanoid {
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protected Vector3 GetTargetPosition(Transform sensorTransform) {
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Vector3 targetPosition = sensorTransform.position + sensorTransform.rotation * sensor2TargetRotation * sensor2TargetPosition;
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Debug.DrawLine(targetPosition, sensorTransform.position, Color.magenta);
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return targetPosition;
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}
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@ -104,8 +104,8 @@ namespace Passer.Humanoid {
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/// * \ref HumanoidControl::scaling "Scaling"
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/// * \ref HumanoidControl::dontDestroyOnLoad "Don't Destroy on Load"
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/// * \ref HumanoidControl::disconnectInstances "Disconnect Instances"
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[HelpURL("https://passervr.com/documentation/humanoid-control/humanoid-control-script/")]
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public class HumanoidControl : MonoBehaviour /*: PawnControl*/ {
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_humanoid_control.html")]
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public class HumanoidControl : MonoBehaviour {
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/// <summary>The path at which the HumanoidControl script is found</summary>
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public string path;
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@ -228,7 +228,7 @@ namespace Passer.Humanoid {
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// Experimental
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public string remoteTrackerIpAddress;
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#endregion
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#endregion
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/// <summary>
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/// The local Id of this humanoid
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@ -239,7 +239,7 @@ namespace Passer.Humanoid {
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public Cerebellum.Cerebellum cerebellum;
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#endif
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#region Settings
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#region Settings
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/// <summary>If true, real world objects like controllers and cameras are shown in the scene</summary>
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public bool showRealObjects = true;
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@ -310,9 +310,9 @@ namespace Passer.Humanoid {
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/// </summary>
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public bool disconnectInstances = false;
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#endregion
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#endregion
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#region Init
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#region Init
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protected void Awake() {
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if (dontDestroyOnLoad)
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@ -352,9 +352,9 @@ namespace Passer.Humanoid {
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StartSensors();
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}
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#endregion
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#endregion
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#region Avatar
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#region Avatar
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private float GetAvatarNeckHeight() {
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if (avatarRig == null)
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@ -635,9 +635,9 @@ 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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@ -943,9 +943,9 @@ 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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@ -992,10 +992,10 @@ namespace Passer.Humanoid {
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//#if hSTEAMVR && UNITY_STANDALONE_WIN
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// public SteamVRTracker steamVR = new SteamVRTracker();
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//#endif
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//#if hOCULUS && (UNITY_STANDALONE_WIN || UNITY_ANDROID)
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// /// <summary>The Oculus tracker</summary>
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// public OculusTracker oculus = new OculusTracker();
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//#endif
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//#if hOCULUS && (UNITY_STANDALONE_WIN || UNITY_ANDROID)
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// /// <summary>The Oculus tracker</summary>
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// public OculusTracker oculus = new OculusTracker();
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//#endif
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/// <summary>The Windows Mixed Reality tracker</summary>
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#if hWINDOWSMR && UNITY_WSA_10_0
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public WindowsMRTracker mixedReality = new WindowsMRTracker();
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@ -1291,9 +1291,9 @@ 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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@ -1306,9 +1306,9 @@ 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 void Update() {
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Controllers.Clear();
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@ -1344,9 +1344,9 @@ 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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leapTracker.StopTracker();
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@ -1370,11 +1370,11 @@ 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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@ -1419,7 +1419,7 @@ 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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@ -1448,9 +1448,9 @@ 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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@ -1459,7 +1459,7 @@ 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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@ -1520,11 +1520,11 @@ 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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@ -1569,7 +1569,7 @@ 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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@ -1781,9 +1781,9 @@ 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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@ -1896,9 +1896,9 @@ 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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@ -2071,9 +2071,9 @@ 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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@ -2221,9 +2221,9 @@ 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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@ -2262,7 +2262,7 @@ 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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@ -2301,7 +2301,7 @@ 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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public string animatorParameterForward;
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public string animatorParameterSideward;
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public string animatorParameterRotation;
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@ -2381,7 +2381,7 @@ 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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@ -2402,7 +2402,7 @@ 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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@ -2470,7 +2470,7 @@ 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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@ -2483,9 +2483,9 @@ 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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public static HumanoidControl[] allHumanoids {
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@ -2574,6 +2574,8 @@ 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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///
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/// Settings
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/// ========
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/// \ref FootTarget::rotationSpeedLimitation "Rotation Speed Limitation"
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/// \ref FootTarget::slidePrevention "Slide Prevention"
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/// * \ref FootTarget::rotationSpeedLimitation "Rotation Speed Limitation"
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/// * \ref FootTarget::slidePrevention "Slide Prevention"
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///
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/// Events
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/// ======
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/// * \ref FootTarget::groundEvent "Ground Event"
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///
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[HelpURLAttribute("https://passervr.com/documentation/humanoid-control/foot-target/")]
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_foot_target.html")]
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public class FootTarget : HumanoidTarget {
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public bool isLeft;
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public Side side;
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@ -100,7 +100,7 @@ namespace Passer.Humanoid {
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/// * Add \ref Passer::Teleporter "Teleporter": Adds a preconfigured interaction pointer
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/// to the hand target which can teleport the avatar by pointing to new positions.
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[System.Serializable]
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[HelpURLAttribute("https://passervr.com/documentation/humanoid-control/hand-target/")]
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_hand_target.html")]
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public partial class HandTarget : HumanoidTarget {
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public HandTarget() {
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shoulder = new TargetedShoulderBone(this);
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@ -61,7 +61,7 @@ namespace Passer.Humanoid {
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/// <a href="http://passervr.com/documentation/interaction-eventsystem-and-ui/">Interaction, Event System and UI</a>.
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/// * Add \ref Passer::Teleporter "Teleporter": Adds a preconfigured gaze interaction pointer
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/// to the head target which can teleport the avatar by pointing to new positions.
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[HelpURL("https://passervr.com/documentation/humanoid-control/head-target/")]
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_head_target.html")]
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public class HeadTarget : HumanoidTarget {
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public HeadTarget() {
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@ -38,7 +38,7 @@ namespace Passer.Humanoid {
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/// ========
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/// \ref HipsTarget::bodyRotation "Body Rotation"
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///
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[HelpURLAttribute("https://passervr.com/documentation/humanoid-control/hips-target/")]
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_hips_target.html")]
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public partial class HipsTarget : HumanoidTarget {
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public HipsTarget() {
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@ -42,7 +42,7 @@ namespace Passer.Humanoid {
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///
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/// \image AvatarManagerControllerInput.png
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///
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[HelpURLAttribute("https://passervr.com/documentation/humanoid-control/avatar-manager/")]
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_avatar_manager.html")]
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public class AvatarManager : MonoBehaviour {
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/// <summary>The index of the current avatar in the list</summary>
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@ -15,6 +15,7 @@ namespace Passer {
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/// * %Is unique, see Possession::isUnique
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///
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/// \version 4
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_possessable.html")]
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public class Possessable : MonoBehaviour {
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/// <summary>
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@ -31,6 +31,7 @@ namespace Passer {
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/// Example sites can be found in Assets/Passer/Sites/
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///
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/// \version 4.0 and higher
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_site.html")]
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[RequireComponent(typeof(HumanoidSpawnPoint))]
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public class Site : MonoBehaviour {
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/// (e.g. SteamVR or Oculus Touch controllers).
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/// For game controllers like the Xbox controller, this corresponds to the left and right side of the gamepad.
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/// Event input is using an EventHandler to define its behaviour.
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_controller_input.html")]
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public class ControllerInput : MonoBehaviour {
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public enum SideButton {
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@ -17,7 +17,7 @@ namespace Passer {
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/// The easiest way to turn a single-user scene in a multi-user environment is to add the
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/// NetworkingStarter prefab to the scene. You can find this in the Humanoid->Prefabs->Networking folder.
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[System.Serializable]
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[HelpURLAttribute("https://passervr.com/documentation/humanoid-control/networking-support/")]
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_networking_starter.html")]
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#if hNW_PHOTON
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#if hPHOTON2
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public class NetworkingStarter : Photon.Pun.MonoBehaviourPunCallbacks
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@ -21,6 +21,7 @@ namespace Passer {
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/// - Value Change Event, see Counter::counterEvent
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///
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/// \version 4.0 and higher
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_counter.html")]
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public class Counter : MonoBehaviour {
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#region Properties
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/// The difference is that empty entries do not override the ControllerInput configuration.
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/// When the handle is released by the hand,
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/// the ControllerInput is restored to the original configuration.
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///
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[HelpURL("https://passervr.com/documentation/humanoid-control/grabbing-objects/handle/")]
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_handle.html")]
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public class Handle : MonoBehaviour {
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/// <summary>The way in which the hand can grab the handle</summary>
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@ -19,6 +19,7 @@ namespace Passer.Humanoid {
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/// In the scene view, the capsule is visualized as an orange cylinder when the spawn point is selected:
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///
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/// \image html HumanoidSpawnPointGizmo.png
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_humanoid_1_1_humanoid_spawn_point.html")]
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public class HumanoidSpawnPoint : SpawnPoint {
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/// <summary>
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/// This joint is implemented using a Configurable Joint
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/// such that it will follow the Handle’s Transform as closely as possible.
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/// When the Handle is released, the joint is destroyed again.
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///
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[HelpURL("https://passervr.com/apis/HumanoidControl/Unity/class_passer_1_1_socket.html")]
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public class Socket : MonoBehaviour {
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protected static void DebugLog(string s) {
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