Updated documentation

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Pascal Serrarens 2022-08-18 15:44:53 +02:00
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Quick start Contibuting to Humanoid Control Free
=========== ====================================
If you want to contribute to this project, make sure you have access to the repository. If you want to contribute to this project, make sure you have access to the repository.
You can request access by logging into our [GitLab site](https://gitlab.passervr.com/) with an GitHub or Google account. You can request access by logging into our [GitLab site](https://gitlab.passervr.com/) with an GitHub or Google account.
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. 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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Installation Installation
============ ============
Import this package in Unity directly with the Package Manager git package importer. You can import the Humanoid Control Free package in Unity directly with the Package Manager git package importer.
See [Unity: Installing from a Git URL](https://docs.unity3d.com/Manual/upm-ui-giturl.html) See [Unity: Installing from a Git URL](https://docs.unity3d.com/Manual/upm-ui-giturl.html)
Use the link from 'Clone with HTTP' (for example: https://http://gitlab.passervr.com/passer/unity/humanoidcontrol4_free.git) Use the link from 'Clone with HTTP' (for example: https://gitlab.passervr.com/passer/unity/humanoidcontrol4_free.git)
In this way you can always retrieve the latest version by pressing the `Update` button in the Package Manager. In this way you can always retrieve the latest version by pressing the `Update` button in the Package Manager.
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. 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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Documentation Documentation
============= =============
See [PasserVR HumanoidControl Documentation](https://passervr.com/apis/HumanoidControl/Unity/index.html) For the latest version of the documentation, see [PasserVR HumanoidControl Documentation](https://passervr.com/apis/HumanoidControl/Unity/index.html)
Video Video
===== =====

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} }
} }
/*
#if PLAYMAKER
namespace HutongGames.PlayMaker.Actions {
[ActionCategory("InstantVR")]
[Tooltip("Controller input axis")]
public class GetControllerAxis : FsmStateAction {
[RequiredField]
[Tooltip("Left or right (side) controller")]
public BodySide controllerSide = BodySide.Left;
[RequiredField]
[UIHint(UIHint.Variable)]
[Tooltip("Store the direction vector.")]
public FsmVector3 storeVector;
private IVR.ControllerInput controller0;
public override void Awake() {
controller0 = IVR.Controllers.GetController(0);
}
public override void OnUpdate() {
IVR.ControllerInputSide controller = (controllerSide == BodySide.Left) ? controller0.left : controller0.right;
storeVector.Value = new Vector3(controller.stickHorizontal, 0, controller.stickVertical);
}
}
[ActionCategory("InstantVR")]
[Tooltip("Controller input button")]
public class GetControllerButton : FsmStateAction {
[RequiredField]
[Tooltip("Left or right (side) controller")]
public BodySide controllerSide = BodySide.Right;
[RequiredField]
[UIHint(UIHint.Variable)]
[Tooltip("Controller Button")]
public ControllerButton button;
[UIHint(UIHint.Variable)]
[Tooltip("Store Result Bool")]
public FsmBool storeBool;
[UIHint(UIHint.Variable)]
[Tooltip("Store Result Float")]
public FsmFloat storeFloat;
[Tooltip("Event to send when the button is pressed.")]
public FsmEvent buttonPressed;
[Tooltip("Event to send when the button is released.")]
public FsmEvent buttonReleased;
private IVR.ControllerInput controller0;
public override void Awake() {
controller0 = IVR.Controllers.GetController(0);
}
public override void OnUpdate() {
IVR.ControllerInputSide controller = (controllerSide == BodySide.Left) ? controller0.left : controller0.right;
bool oldBool = storeBool.Value;
switch (button) {
case ControllerInput.Button.StickButton:
storeBool.Value = controller.stickButton;
storeFloat.Value = controller.stickButton ? 1 : 0;
break;
case ControllerInput.Button.Up:
storeBool.Value = controller.up;
storeFloat.Value = controller.up ? 1 : 0;
break;
case ControllerInput.Button.Down:
storeBool.Value = controller.down;
storeFloat.Value = controller.down ? 1 : 0;
break;
case ControllerInput.Button.Left:
storeBool.Value = controller.left;
storeFloat.Value = controller.left ? 1 : 0;
break;
case ControllerInput.Button.Right:
storeBool.Value = controller.right;
storeFloat.Value = controller.right ? 1 : 0;
break;
case ControllerInput.Button.Button0:
storeBool.Value = controller.buttons[0];
storeFloat.Value = controller.buttons[0] ? 1 : 0;
break;
case ControllerInput.Button.Button1:
storeBool.Value = controller.buttons[1];
storeFloat.Value = controller.buttons[1] ? 1 : 0;
break;
case ControllerInput.Button.Button2:
storeBool.Value = controller.buttons[2];
storeFloat.Value = controller.buttons[2] ? 1 : 0;
break;
case ControllerInput.Button.Button3:
storeBool.Value = controller.buttons[3];
storeFloat.Value = controller.buttons[3] ? 1 : 0;
break;
case ControllerInput.Button.Option:
storeBool.Value = controller.option;
storeFloat.Value = controller.option ? 1 : 0;
break;
case ControllerInput.Button.Bumper:
storeBool.Value = controller.bumper > 0.9F;
storeFloat.Value = controller.bumper;
break;
case ControllerInput.Button.Trigger:
storeBool.Value = controller.trigger > 0.9F;
storeFloat.Value = controller.trigger;
break;
}
if (storeBool.Value && !oldBool)
Fsm.Event(buttonPressed);
else if (!storeBool.Value && oldBool)
Fsm.Event(buttonReleased);
}
}
}
#endif
*/