Updated documentation
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Quick start
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===========
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Contibuting to Humanoid Control Free
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====================================
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If you want to contribute to this project, make sure you have access to the repository.
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You can request access by logging into our [GitLab site](https://gitlab.passervr.com/) with an GitHub or Google account.
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Besides that, it is best to [contract us](https://passervr.com/contract) about you wanting to contribute to this project. This will ensure you will get access more quickly.
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HumanoidControl documentation.pdf
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HumanoidControl documentation.pdf
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HumanoidControl documentation.pdf.meta
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HumanoidControl documentation.pdf.meta
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Installation
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============
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Import this package in Unity directly with the Package Manager git package importer.
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You can import the Humanoid Control Free package in Unity directly with the Package Manager git package importer.
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See [Unity: Installing from a Git URL](https://docs.unity3d.com/Manual/upm-ui-giturl.html)
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Use the link from 'Clone with HTTP' (for example: https://http://gitlab.passervr.com/passer/unity/humanoidcontrol4_free.git)
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Use the link from 'Clone with HTTP' (for example: https://gitlab.passervr.com/passer/unity/humanoidcontrol4_free.git)
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In this way you can always retrieve the latest version by pressing the `Update` button in the Package Manager.
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Optionally, you can use a tag to retrieve a specific version. For example:http://gitlab.passervr.com/passer/unity/humanoidcontrol4_free.git#4.1.0.
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@ -16,7 +16,7 @@ You will find all releases with UnityPackages and links for the Unity Package Ma
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Documentation
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=============
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See [PasserVR HumanoidControl Documentation](https://passervr.com/apis/HumanoidControl/Unity/index.html)
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For the latest version of the documentation, see [PasserVR HumanoidControl Documentation](https://passervr.com/apis/HumanoidControl/Unity/index.html)
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Video
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=====
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@ -302,131 +302,3 @@ namespace Passer {
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}
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}
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/*
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#if PLAYMAKER
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namespace HutongGames.PlayMaker.Actions {
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[ActionCategory("InstantVR")]
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[Tooltip("Controller input axis")]
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public class GetControllerAxis : FsmStateAction {
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[RequiredField]
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[Tooltip("Left or right (side) controller")]
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public BodySide controllerSide = BodySide.Left;
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[RequiredField]
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[UIHint(UIHint.Variable)]
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[Tooltip("Store the direction vector.")]
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public FsmVector3 storeVector;
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private IVR.ControllerInput controller0;
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public override void Awake() {
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controller0 = IVR.Controllers.GetController(0);
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}
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public override void OnUpdate() {
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IVR.ControllerInputSide controller = (controllerSide == BodySide.Left) ? controller0.left : controller0.right;
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storeVector.Value = new Vector3(controller.stickHorizontal, 0, controller.stickVertical);
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}
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}
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[ActionCategory("InstantVR")]
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[Tooltip("Controller input button")]
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public class GetControllerButton : FsmStateAction {
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[RequiredField]
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[Tooltip("Left or right (side) controller")]
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public BodySide controllerSide = BodySide.Right;
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[RequiredField]
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[UIHint(UIHint.Variable)]
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[Tooltip("Controller Button")]
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public ControllerButton button;
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[UIHint(UIHint.Variable)]
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[Tooltip("Store Result Bool")]
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public FsmBool storeBool;
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[UIHint(UIHint.Variable)]
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[Tooltip("Store Result Float")]
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public FsmFloat storeFloat;
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[Tooltip("Event to send when the button is pressed.")]
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public FsmEvent buttonPressed;
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[Tooltip("Event to send when the button is released.")]
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public FsmEvent buttonReleased;
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private IVR.ControllerInput controller0;
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public override void Awake() {
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controller0 = IVR.Controllers.GetController(0);
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}
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public override void OnUpdate() {
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IVR.ControllerInputSide controller = (controllerSide == BodySide.Left) ? controller0.left : controller0.right;
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bool oldBool = storeBool.Value;
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switch (button) {
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case ControllerInput.Button.StickButton:
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storeBool.Value = controller.stickButton;
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storeFloat.Value = controller.stickButton ? 1 : 0;
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break;
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case ControllerInput.Button.Up:
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storeBool.Value = controller.up;
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storeFloat.Value = controller.up ? 1 : 0;
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break;
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case ControllerInput.Button.Down:
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storeBool.Value = controller.down;
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storeFloat.Value = controller.down ? 1 : 0;
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break;
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case ControllerInput.Button.Left:
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storeBool.Value = controller.left;
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storeFloat.Value = controller.left ? 1 : 0;
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break;
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case ControllerInput.Button.Right:
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storeBool.Value = controller.right;
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storeFloat.Value = controller.right ? 1 : 0;
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break;
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case ControllerInput.Button.Button0:
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storeBool.Value = controller.buttons[0];
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storeFloat.Value = controller.buttons[0] ? 1 : 0;
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break;
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case ControllerInput.Button.Button1:
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storeBool.Value = controller.buttons[1];
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storeFloat.Value = controller.buttons[1] ? 1 : 0;
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break;
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case ControllerInput.Button.Button2:
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storeBool.Value = controller.buttons[2];
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storeFloat.Value = controller.buttons[2] ? 1 : 0;
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break;
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case ControllerInput.Button.Button3:
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storeBool.Value = controller.buttons[3];
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storeFloat.Value = controller.buttons[3] ? 1 : 0;
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break;
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case ControllerInput.Button.Option:
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storeBool.Value = controller.option;
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storeFloat.Value = controller.option ? 1 : 0;
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break;
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case ControllerInput.Button.Bumper:
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storeBool.Value = controller.bumper > 0.9F;
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storeFloat.Value = controller.bumper;
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break;
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case ControllerInput.Button.Trigger:
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storeBool.Value = controller.trigger > 0.9F;
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storeFloat.Value = controller.trigger;
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break;
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}
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if (storeBool.Value && !oldBool)
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Fsm.Event(buttonPressed);
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else if (!storeBool.Value && oldBool)
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Fsm.Event(buttonReleased);
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}
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}
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}
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#endif
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*/
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