diff --git a/3rdPlugins/README.md b/3rdPlugins/README.md
index 548b4dafa..9b3bd7f14 100644
--- a/3rdPlugins/README.md
+++ b/3rdPlugins/README.md
@@ -1,23 +1,15 @@
## 收集整理一些第三方库和插件
-* [Game Framework 基于 Unity 引擎的游戏框架](http://gameframework.cn/)
* [UWA开源库合集](https://lab.uwa4d.com/folder/single/5c0771b72977e84b406fb3fb)
* [腾讯开源库](https://opensource.tencent.com/projects)
* [显示.net代码(比如c#)的编译中间过程和结果的网站](https://sharplab.io/)
* [显示.net代码(比如c#)的编译中间过程和结果的网站(源码托管地址)](https://github.com/ashmind/SharpLab)
-* [Unity超炫特效插件包(近百种特效)](https://pan.baidu.com/s/1Di45dh46LrD1BAhZPbCVrA) 提取码:23x9
* [Procedural开源库合辑](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668912611&idx=1&sn=bd9263d19ab7296054a110409555a54f&chksm=f1c9f391c6be7a87c286095782a266536798cab375dc1f646decfb70edc5364c29b1017684b4&mpshare=1&scene=23&srcid=12152Je4rJW2qBQchC36pOeJ#rd)
-* [Mobile Movie Texture v2.1.2](https://pan.baidu.com/s/1NGgoKP2QLzvOb9Si3od2HQ) 提取码:7rfh
-* [【博物纳新】战争迷雾开源库测评](https://mp.weixin.qq.com/s/riKooDt7PyzTpJAxOqoVwg)
* [Unity推出免费全新标准材质库](https://mp.weixin.qq.com/s/EKnuKhQQLFeX3jG9dBPzEg)
-* [【博物纳新】Impostor Baker开源库测评](https://mp.weixin.qq.com/s/fkVLHjTFzlVtt12VMJqkGA)
-* [【博物纳新】AI for Animation开源库介绍](https://mp.weixin.qq.com/s/HtkW484f8RvFEqKOi_FEtQ)
* [unity引用查找插件-ReferenceFinder](https://www.cnblogs.com/blueberryzzz/p/10674581.html)
* [Unity资源引用查找工具-OrganizeResources](https://github.com/coding2233/OrganizeResources)
* [QNET,一款给力的APP弱网络测试工具](https://www.cnblogs.com/quark/p/10734587.html)
-* [【博物纳新】补间动画XTween开源库测评](https://mp.weixin.qq.com/s/ZSXLRU2E99l8ZkE98_R2gA)
* [Unity3d之-使用BMFont制作美术字体](https://www.cnblogs.com/imteach/p/10743725.html)
-* [【博物纳新】Procedural Landmass Generation开源库测评](https://mp.weixin.qq.com/s/mp4NTruAMe-FmvNPw8XBFQ)
* [6个Unity 开源项目分享!](https://gameinstitute.qq.com/community/detail/120934)
* [开源分享 Unity3d客户端与C#分布式服务端游戏框架](http://www.cnblogs.com/egametang/p/7486180.html)
* [xlua-framework](https://github.com/smilehao/xlua-framework)
@@ -92,6 +84,7 @@
* [ExpressionParser](http://wiki.unity3d.com/index.php/ExpressionParser)
* [Network Benchmark .NET](https://github.com/JohannesDeml/NetworkBenchmarkDotNet)
* [Eval-Expression.NET](https://github.com/zzzprojects/Eval-Expression.NET)
+* [C# expressions interpreter](https://github.com/dynamicexpresso/DynamicExpresso)
* [Zero Allocation StringBuilder for .NET Core and Unity](https://github.com/Cysharp/ZString)
* [强大的可视化编程插件 Flowcanvas + Nodecanvas 组合魔改版](https://note.youdao.com/ynoteshare1/index.html?id=6c6748dd043f124049a5b53ae281b950&type=note)
* [Unity_MapEditor_Terrain地图编辑器](https://github.com/Ogbest/Unity_MapEditor_Terrain)
@@ -241,7 +234,6 @@
* [bsdiff](https://github.com/mendsley/bsdiff)
* [LuaHelper](https://github.com/Tencent/LuaHelper)
* [Dynamic scrollView based on UGUI](https://github.com/aillieo/UnityDynamicScrollView)
-* [Zero Allocation StringBuilder for .NET Core and Unity](https://github.com/Cysharp/ZString)
* [A Unity Editor script for automating Rhubarb lip sync animation](https://github.com/crdrury/Unity-Rhubarb-Lip-Syncer)
* [RoadArchitect](https://github.com/MicroGSD/RoadArchitect)
* [SoftMaskForUGUI](https://github.com/mob-sakai/SoftMaskForUGUI)
@@ -377,10 +369,10 @@
* [Pure C# 3D real time physics simulation library](https://github.com/bepu/bepuphysics2)
* [Efficient glTF 3D import / export library for Unity](https://github.com/atteneder/glTFast)
* [MemoryStream with ArrayPool](https://github.com/itn3000/PooledStream)
-* [Graphy - Ultimate FPS Counter - Stats Monitor & Debugger](https://github.com/Tayx94/graphy)
* [Automatic LOD generation + scene optimization](https://github.com/Unity-Technologies/AutoLOD)
* [UnityMeshSimplifier](https://gitee.com/tangcm/UnityMeshSimplifier/tree/master)
* [MeshDecimator](https://github.com/Whinarn/MeshDecimator)
+* [unity中lod分级减面工具SimplyGon, lod预览工具](https://github.com/huailiang/lod)
* [A simple selection history window for Unity](https://github.com/acoppes/unity-history-window)
* [ULiteWebView是一个极度轻量化的Unity内嵌WebView插件](https://github.com/jinglikeblue/ULiteWebView)
* [Prefabshop-Prefab painter for Unity](https://github.com/Raptorij/Prefabshop)
@@ -398,3 +390,364 @@
* [Control a camera or any other object like SceneView camera](https://github.com/XJINE/Unity_SceneCameraController)
* [Overdraw profiler for Unity, shows fill rate](https://github.com/ken48/UnityOverdrawMonitor)
* [Roslyn analyzers for Unity game developers](https://github.com/microsoft/Microsoft.Unity.Analyzers)
+* [A native Unity plugin to handle runtime permissions on Android M+](https://github.com/yasirkula/UnityAndroidRuntimePermissions)
+* [Implementation of a lock-free dictionary on .Net](https://github.com/VSadov/NonBlocking)
+* [Unity-ZeroMQ-Example](https://github.com/valkjsaaa/Unity-ZeroMQ-Example)
+* [Unity3D-Python-Communication](https://github.com/off99555/Unity3D-Python-Communication)
+* [Python-Unity-Socket-Communication](https://github.com/Siliconifier/Python-Unity-Socket-Communication)
+* [UnityPy is python module that makes it possible to extract/unpack and edit Unity assets](https://github.com/K0lb3/UnityPy)
+* [A fast, powerful, safe and lightweight scripting language and engine for .NET](https://github.com/scriban/scriban)
+* [PGP library for .NET / c#](https://github.com/Cinchoo/ChoPGP)
+* [Apple Unity Plug-Ins](https://github.com/apple/unityplugins)
+* [unity-cache-server](https://github.com/Unity-Technologies/unity-cache-server)
+* [MikuMikuRig是一款集生成控制器,自动导入动画,自动布料为一体的blender插件](https://github.com/958261649/Miku_Miku_Rig)
+* [A pure C# CIL interpreter designed to load and execute managed code on IL2CPP (Unity) platforms](https://github.com/scottyboy805/dotnow-interpreter)
+* [单机吞吐2266万tps的网络通信框架](https://github.com/NewLifeX/NewLife.Net)
+* [性能监控软件](https://github.com/dingxiaowei/MonitorTool)
+* [Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples](https://github.com/luxkun/ReGoap)
+* [Expanded Math Functionality for Unity](https://github.com/FreyaHolmer/Mathfs)
+* [Steering, obstacle avoidance and path following behaviors for the Unity Game Engine](https://github.com/ricardojmendez/UnitySteer)
+* [3d Tilemap Editor for Unity](https://github.com/peartreegames/blocky-world-editor)
+* [Generate link.xml file for unity](https://github.com/KuraiAndras/LinkerGenerator)
+* [Interactive JPS Search Algorithim, using Steve Rabin's algorithim](https://github.com/trgrote/JPS-Unity)
+* [A pure C# implementation of xxhash algorithm](https://github.com/uranium62/xxHash)
+* [UnityFileDownloader](https://github.com/jpgordon00/UnityFileDownloader)
+* [TouchSocket是 C# 的一个整合性的、超轻量级的网络通信框架](https://github.com/RRQM/TouchSocket)
+* [Tools and libraries to glue C/C++ APIs to high-level languages](https://github.com/mono/CppSharp)
+* [Behavior trees for Unity3D projects](https://github.com/ashblue/fluid-behavior-tree)
+* [单机吞吐2266万tps的网络通信框架](https://github.com/NewLifeX/NewLife.Net)
+* [TouchSocket是 C# 的一个整合性的、超轻量级的网络通信框架](https://github.com/RRQM/TouchSocket)
+* [Object pooling system for Unity](https://github.com/mackysoft/XPool)
+* [Unity-AssetStreaming](https://github.com/oculus-samples/Unity-AssetStreaming)
+* [UnityHFSM](https://github.com/Inspiaaa/UnityHFSM)
+* [BakingSheet](https://github.com/cathei/BakingSheet)
+* [unity3d_quick_reflection](https://github.com/smopu/unity3d_quick_reflection)
+* [System.Span for Unity-2019](https://github.com/ousttrue/dotnet.system.memory)
+* [Fast, idiomatic C# implementation of Flatbuffers](https://github.com/jamescourtney/FlatSharp)
+* [A native Unity plugin to handle runtime permissions on Android M+](https://github.com/yasirkula/UnityAndroidRuntimePermissions)
+* [ParrelSync](https://github.com/VeriorPies/ParrelSync)
+* [Scene-View-Picker](https://github.com/RoyTheunissen/Scene-View-Picker)
+* [Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime](https://github.com/alelievr/Mixture)
+* [Terrain voxel engine with the use of Marching Cubes implemented in Unity](https://github.com/Javier-Garzo/Marching-cubes-on-Unity-3D)
+* [A fully dynamic planar navmesh for Unity supporting agents of any size](https://github.com/dotsnav/dotsnav)
+* [lightweight terrain tool for unity3d](https://github.com/emrecancubukcu/Terrain-Decorator)
+* [C# library for 2D/3D geometric computation, mesh algorithms, and so on](https://github.com/gradientspace/geometry3Sharp)
+* [Simple, message based, MMO Scale TCP networking in C#](https://github.com/vis2k/Telepathy)
+* [Portable Executable (PE) library written in .Net](https://github.com/secana/PeNet)
+* [Generate ToString method from public properties](https://github.com/Fody/ToString)
+* [VertexAnimation](https://github.com/maxartz15/VertexAnimation)
+* [简单高效的多边形地图系统](https://github.com/genechiu/NavMesh)
+* [AsmdefHelper](https://github.com/naninunenoy/AsmdefHelper)
+* [Unity editor tool for baking shaders to textures](https://github.com/Cyanilux/BakeShader)
+* [Embedded Typed Readonly In-Memory Document Database for .NET Core and Unity](https://github.com/Cysharp/MasterMemory)
+* [Fast, cross-platform and reliable multipart downloader with asynchronous progress events for .NET applications](https://github.com/bezzad/Downloader)
+* [XPool - Object Pooling System for Unity](https://github.com/mackysoft/XPool)
+* [C# Extension Methods | Over 1000 extension methods](https://github.com/zzzprojects/Z.ExtensionMethods)
+* [VisualProfiler-Unity](https://github.com/microsoft/VisualProfiler-Unity)
+* [Varena is a .NET library that provides a fast and lightweight arena allocator using virtual memory](https://github.com/xoofx/Varena)
+* [Unity设备判断高中低](https://github.com/dingxiaowei/DeviceGrading)
+* [A PBD fluid in unity running on the GPU](https://github.com/Scrawk/PBD-Fluid-in-Unity)
+* [GUID regenerator for Unity assets](https://github.com/jeffjadulco/unity-guid-regenerator)
+* [A .NET library to run C# code in parallel on the GPU through DX12, D2D1 and dynamically generated HLSL compute shader](https://github.com/Sergio0694/ComputeSharp)
+* [Creative geometry for Unity](https://github.com/IxxyXR/polyhydra-upm)
+* [Unified Realtime/API framework for .NET platform and Unity](https://github.com/Cysharp/MagicOnion)
+* [A small extension that adds a menu item to add folders as symlinks in Unity](https://github.com/karl-/unity-symlink-utility)
+* [High Performance Computing in C# (HPCsharp)](https://github.com/DragonSpit/HPCsharp)
+* [SPH-Water-Simulation-With-Unity](https://github.com/MahmoudKanbar/SPH-Water-Simulation-With-Unity)
+* [DMotion - A high level Animation Framework for Unity DOTS](https://github.com/gamedev-pro/dmotion)
+* [EasyTimeSlicing](https://github.com/aillieo/EasyTimeSlicing)
+* [Voice chat/VoIP solution for unity](https://github.com/adrenak/univoice)
+* [C# port of the stb_image.h](https://github.com/StbSharp/StbImageSharp)
+* [An advanced behaviour tree solution for the Unity game engine](https://github.com/luis-l/BonsaiBehaviourTree)
+* [AnotherThread](https://github.com/unity3d-jp/AnotherThread)
+* [UnityDebugSheet](https://github.com/Haruma-K/UnityDebugSheet)
+* [Runtime-Monitoring](https://github.com/JohnBaracuda/Runtime-Monitoring)
+* [Hierarchical Finite State Machine](https://github.com/AlexBlackfrost/Unity-Hierarchical-Finite-State-Machine)
+* [Case study on fluid dynamics, Volumetric GPU-Based fluid simulator](https://github.com/Al-Asl/Fluid-Simulator)
+* [C++11 std::mt19937_64 for C#](https://github.com/lineplay/mt19937_64_cs)
+* [AsyncEx](https://github.com/StephenCleary/AsyncEx)
+* [AsyncLock](https://github.com/neosmart/AsyncLock)
+* [Grass-Tool](https://github.com/starfaerie/Grass-Tool)
+* [fluid-behavior-tree](https://github.com/ashblue/fluid-behavior-tree)
+* [四叉树大场景解决方案](https://github.com/654306663/QuadTreeMap)
+* [SDFGI](https://github.com/Fewes/SDFGI)
+* [Http-Multipart-Data-Parser](https://github.com/Http-Multipart-Data-Parser/Http-Multipart-Data-Parser)
+* [UnityTimeRewinder](https://github.com/SitronX/UnityTimeRewinder)
+* [BoidsUnity](https://github.com/jtsorlinis/BoidsUnity)
+* [BuildReportInspector](https://github.com/Unity-Technologies/BuildReportInspector)
+* [Unity-Saver](https://github.com/IvanMurzak/Unity-Saver)
+* [prefab-library](https://github.com/joshcamas/prefab-library)
+* [Unity-Native-Sharing](https://github.com/NicholasSheehan/Unity-Native-Sharing)
+* [Mesh-Animation](https://github.com/codewriter-packages/Mesh-Animation)
+* [unity-animation](https://github.com/KleinerHacker/unity-animation)
+* [UnityUIOptimizationTool](https://github.com/JoanStinson/UnityUIOptimizationTool)
+* [Automatically setup Camera viewports from RectTransforms in Unity](https://github.com/gilzoide/unity-camera-viewport-rect)
+* [UnityBezierSolution](https://github.com/yasirkula/UnityBezierSolution)
+* [Reactive systems and other utilities for Unity DOTS](https://github.com/PanMadzior/ReactiveDots)
+* [com.unity.demoteam.mesh-to-sdf](https://github.com/Unity-Technologies/com.unity.demoteam.mesh-to-sdf)
+* [FPMath-基于 FixedMath.NET 的 Q31.32 定点数数学库](https://github.com/chenwansal/FPMath)
+* [Unity-Gyroscope-Parallax](https://github.com/IvanMurzak/Unity-Gyroscope-Parallax)
+* [UnityWebBrowser](https://github.com/Voltstro-Studios/UnityWebBrowser)
+* [ActiveRagdoll](https://github.com/ashleve/ActiveRagdoll)
+* [UnityWindowsFileDrag-Drop](https://github.com/Bunny83/UnityWindowsFileDrag-Drop)
+* [NSprites-Unity DOTS Sprite Rendering Package](https://github.com/Antoshidza/NSprites)
+* [Box2DSharp](https://github.com/Zonciu/Box2DSharp)
+* [psd-parser(Photoshop Document Parser for .Net)](https://github.com/NtreevSoft/psd-parser)
+* [Unity-AlembicToVAT](https://github.com/Gaxil/Unity-AlembicToVAT)
+* [WebSocketListener(A lightweight and scalable asynchronous WebSocket listener)](https://github.com/vtortola/WebSocketListener)
+* [AIConnectors-Unity C# API connections to StableDiffusion (Automatic1111 and Replicate.com), Dall-E, GPT-3, and possibly others in the future](https://github.com/JPhilipp/AIConnectors)
+* [OpenKCC-Open Source Kinematic Character Controller for Unity](https://github.com/nicholas-maltbie/OpenKCC)
+* [NativeTrees-Burst compatible Octree and Quadtree for Unity](https://github.com/bartofzo/NativeTrees)
+* [SuperScience-Gems of Unity Labs for our user-base](https://github.com/Unity-Technologies/SuperScience)
+* [Liquid-Simulation-Liquid simulation effect created in Unity](https://github.com/ivuecode/Liquid-Simulation)
+* [DungeonGenerator-Procdural dungeon generator for Unity3D](https://github.com/vazgriz/DungeonGenerator)
+* [Html2UnityRich-能够将Html标签转化为Unity支持的富文本标签(UGUI or TextPro)](https://github.com/Wilson403/Html2UnityRich)
+* [SimplifyPolygon](https://github.com/vanCopper/SimplifyPolygon)
+* [asset-relations-viewer](https://github.com/innogames/asset-relations-viewer)
+* [KCP C#版 线程安全,运行时无alloc,对gc无压力](https://github.com/KumoKyaku/KCP)
+* [MotionMatching](https://github.com/nashnie/MotionMatching)
+* [CapFrameX-Frametime capture and analysis tool](https://github.com/CXWorld/CapFrameX)
+* [MagicOnion-Unified Realtime/API framework for .NET platform and Unity](https://github.com/Cysharp/MagicOnion)
+* [YamlDotNet-YamlDotNet is a .NET library for YAML](https://github.com/aaubry/YamlDotNet)
+* [VYaml-The extra fast, low memory footprint YAML library for C#, focued on .NET and Unity](https://github.com/hadashiA/VYaml)
+* [Mixture-Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime](https://github.com/alelievr/Mixture)
+* [G-Shark-a free and open-source geometry library designed for computational designers and software developers in the Architecture, Engineering, and Construction (AEC) industry](https://github.com/GSharker/G-Shark)
+* [UnityDataTools-Experimental tools and libraries for reading and analyzing Unity data files](https://github.com/Unity-Technologies/UnityDataTools)
+* [Unity GPU Vector Graphics](https://github.com/voxell-tech/UnityGPUVectorGraphics)
+* [SimpleComputeShaderHashTable-A simple, threadsafe, lock-free hash table for Unity Compute Shaders](https://github.com/b0nes164/SimpleComputeShaderHashTable)
+* [LLVMSharp-LLVM bindings for .NET Standard written in C# using ClangSharp](https://github.com/dotnet/LLVMSharp)
+* [HexTiles-Unity Hex Tile Editor](https://github.com/RoryDungan/HexTiles)
+* [UniMeshCombiner-Simple Unity Mesh Combine Tool](https://github.com/sanukin39/UniMeshCombiner)
+* [Tri-Inspector](https://github.com/codewriter-packages/Tri-Inspector)
+* [UnityGLTF](https://github.com/KhronosGroup/UnityGLTF)
+* [ProceduralToolkit-Procedural generation library for Unity](https://github.com/Syomus/ProceduralToolkit)
+* [hierarchical-pathfinding](https://github.com/hugoscurti/hierarchical-pathfinding)
+* [Modular-AI Visual behaviour & AI design tool for Unity](https://github.com/Kitbashery/Modular-AI)
+* [Netcode.IO.NET-A pure managed C# implementation of the Netcode.IO spec](https://github.com/GlaireDaggers/Netcode.IO.NET)
+* [APKToolGUI](https://github.com/AndnixSH/APKToolGUI)
+* [AppIconChangerUnity-Change the app icon dynamically in Unity (iOS only)](https://github.com/kyubuns/AppIconChangerUnity)
+* [An OpenAI Rest Client for Unity (UPM)](https://github.com/RageAgainstThePixel/com.openai.unity)
+* [unity-voronoi Voronoi mesh generator](https://github.com/komietty/unity-voronoi)
+* [PathFinding](https://github.com/GameArki/PathFinding)
+* [stylised-character-controller(A stylised physics based character controller made in Unity 3D)](https://github.com/joebinns/stylised-character-controller)
+* [Skinner-Special Effects with Skinned Mesh in Unity](https://github.com/keijiro/Skinner)
+* [PBD-Fluid-in-Unity](https://github.com/Scrawk/PBD-Fluid-in-Unity)
+* [StructLinq-Implementation in C# of LINQ concept with struct](https://github.com/reegeek/StructLinq)
+* [unity-domain-reload-helper](https://github.com/joshcamas/unity-domain-reload-helper)
+* [Open-Source-Motion-Matching-System](https://github.com/dreaw131313/Open-Source-Motion-Matching-System)
+* [IL2C-IL2C - A translator for ECMA-335 CIL/MSIL to C language](https://github.com/kekyo/IL2C)
+* [高性能的多线程异步工具库](https://github.com/dotnet-campus/AsyncWorkerCollection)
+* [Addler-Memory management system for Unity's Addressable Asset System](https://github.com/Haruma-K/Addler)
+* [NativeHeap](https://github.com/Amarcolina/NativeHeap)
+* [Gobie-Simple C# source generation based on custom templates](https://github.com/GobieGenerator/Gobie)
+* [UnityBoneTools](https://github.com/ecidevilin/UnityBoneTools)
+* [LinqGen-Alloc-free and fast replacement for Linq, with code generation](https://github.com/cathei/LinqGen)
+* [Unity-GUID Implementation of a persistent serializable GUID](https://github.com/stonesheltergames/Unity-GUID)
+* [DTCompileTimeTracker-Unity editor extension which tracks compile time](https://github.com/DarrenTsung/DTCompileTimeTracker)
+* [GraphViewBehaviorTree](https://github.com/JamesLaFritz/GraphViewBehaviorTree)
+* [SimdLinq](https://github.com/Cysharp/SimdLinq)
+* [VirtualFileSystem-C#](https://github.com/Lurler/VirtualFileSystem)
+* [CopyOnWrite](https://github.com/microsoft/CopyOnWrite)
+* [Open AI GPT-3 and DALL-E dotnet SDK](https://github.com/betalgo/openai)
+* [LSystemsInUnity](https://github.com/pboechat/LSystemsInUnity)
+* [CSCore - .NET Audio Library](https://github.com/filoe/cscore)
+* [FASTER-Fast persistent recoverable log and key-value store + cache, in C# and C++](https://github.com/microsoft/FASTER)
+* [ProtoPromise](https://github.com/timcassell/ProtoPromise)
+* [ZLogger-Zero Allocation Text/Strcutured Logger for .NET Core and Unity, built on top of a Microsoft.Extensions.Logging](https://github.com/Cysharp/ZLogger)
+* [guid-based-reference](https://github.com/Unity-Technologies/guid-based-reference)
+* [MethodDecorator - Compile time decorator pattern via IL rewriting](https://github.com/Fody/MethodDecorator)
+* [Unity-Threading](https://github.com/Enderlook/Unity-Threading)
+* [ContextSteering-Unity](https://github.com/RubenFrans/ContextSteering-Unity)
+* [BNAO-A tiny, GPU-based Bent Normal and Ambient Occlusion baker for Unity](https://github.com/Fewes/BNAO)
+* [tension-tools](https://github.com/apilola/tension-tools)
+* [Unity-WinForms](https://github.com/Meragon/Unity-WinForms)
+* [Unity-Lightmap-Prefab-Baker](https://github.com/nukadelic/Unity-Lightmap-Prefab-Baker)
+* [SpherePlanet-QuadTreeimplement](https://github.com/Ymiku/SpherePlanet-QuadTreeimplement)
+* [VloxyEngine-Performance oriented voxel engine for unity](https://github.com/BLaZeKiLL/VloxyEngine)
+* [InspectorGraph](https://github.com/giantparticlegames/InspectorGraph)
+* [bepuphysics1int](https://github.com/sam-vdp/bepuphysics1int)
+* [KinoFog-Global fog effect for Unity](https://github.com/keijiro/KinoFog)
+* [Bolt.Addons.Community](https://github.com/RealityStop/Bolt.Addons.Community)
+* [GeneticSharp](https://github.com/giacomelli/GeneticSharp)
+* [QuadSphere](https://github.com/bicarbon8/QuadSphere)
+* [Deform - A fully-featured deformer system for Unity](https://github.com/keenanwoodall/Deform)
+* [unity-animation-compressor](https://github.com/fish-ken/unity-animation-compressor)
+* [AIShader - ChatGPT-powered shader generator for Unity](https://github.com/keijiro/AIShader)
+* [PopUnitySockets](https://github.com/NewChromantics/PopUnitySockets)
+* [BackgroundDownload - Plugins for mobile platforms to enable file downloads in background](https://github.com/Unity-Technologies/BackgroundDownload)
+* [Synthic](https://github.com/rhedgeco/Synthic)
+* [MonoGame - One framework for creating powerful cross-platform games](https://github.com/MonoGame/MonoGame)
+* [Metatex - Metadata-only texture importer for Unity](https://github.com/keijiro/Metatex)
+* [NetOctree - A dynamic, loose octree implementation](https://github.com/mcserep/NetOctree)
+* [interprocess - A cross-platform shared memory queue for fast communication between processes](https://github.com/cloudtoid/interprocess)
+* [UnityBoundingVolumeHeirachy(BVH)](https://github.com/rossborchers/UnityBoundingVolumeHeirachy)
+* [UnityWebSocket](https://github.com/psygames/UnityWebSocket)
+* [C-Sharp algorithms - All algorithms implemented in C#](https://github.com/TheAlgorithms/C-Sharp)
+* [Render-Crowd-Of-Animated-Characters](https://github.com/chenjd/Render-Crowd-Of-Animated-Characters)
+* [Netly - open source socket library for c# ](https://github.com/alec1o/Netly)
+* [Netick-KCC An implementation of Kinematic Character Controller with Netick Networking](https://github.com/Milk-Drinker01/Netick-KCC)
+* [NativeOctree - An Octree Native Collection for Unity DOTS](https://github.com/marijnz/NativeOctree)
+* [AsmdefHelper - Unity assembly definition utilities](https://github.com/naninunenoy/AsmdefHelper)
+* [2D-Platform-Controller](https://github.com/david-reborn/2D-Platform-Controller)
+* [UnityNativeShare](https://github.com/yasirkula/UnityNativeShare)
+* [Ebook-Unity-AIProgramming](https://github.com/MinaPecheux/Ebook-Unity-AIProgramming)
+* [Imaginator4Unity](https://github.com/NeogeneAI/Imaginator4Unity)
+* [AISkyboxGenerator](https://github.com/CatDarkGame/AISkyboxGenerator)
+* [FastScriptReload](https://github.com/handzlikchris/FastScriptReload)
+* [Unity3D.IncrementalCompiler - Unity3D Incremental C# Compiler using Roslyn](https://github.com/SaladLab/Unity3D.IncrementalCompiler)
+* [lighting-data-asset-reverse](https://github.com/guycalledfrank/lighting-data-asset-reverse)
+* [CustomNavMesh](https://github.com/jadvrodrigues/CustomNavMesh)
+* [UnityEngineAnalyzer](https://github.com/vad710/UnityEngineAnalyzer)
+* [NSprites-Unity DOTS Sprite Rendering Package](https://github.com/Antoshidza/NSprites)
+* [SocoTools-Crossous's unity tools,currently contains shader variant stripper tools](https://github.com/crossous/SocoTools)
+* [UnityShaderStripper](https://github.com/SixWays/UnityShaderStripper)
+* [UnityDbgDraw](https://github.com/pschraut/UnityDbgDraw)
+* [unity-voxel](https://github.com/mattatz/unity-voxel)
+* [PlayHooky-C# Runtime Hooking Library for .NET/Mono/Unity](https://github.com/wledfor2/PlayHooky)
+* [KNN-Fast K-Nearest Neighbour Library for Unity DOTS](https://github.com/ArthurBrussee/KNN)
+* [GameWork-Foundation](https://github.com/FronkonGames/GameWork-Foundation)
+* [FastDeepCloner](https://github.com/AlenToma/FastDeepCloner)
+* [box2d-netstandard](https://github.com/codingben/box2d-netstandard)
+* [Unity-Procedural-IK-Wall-Walking-Spider](https://github.com/PhilS94/Unity-Procedural-IK-Wall-Walking-Spider)
+* [BurstFFT-FFT implementation in C# optimized for Unity's Burst compiler](https://github.com/keijiro/BurstFFT)
+* [Unity-Animation-Sync](https://github.com/SolarianZ/Unity-Animation-Sync-Demo)
+* [Unity-Plane-Mesh-Splitter](https://github.com/artnas/Unity-Plane-Mesh-Splitter)
+* [TexturePanner](https://github.com/AdultLink/TexturePanner)
+* [lambdaparser](https://github.com/nreco/lambdaparser)
+* [EditorGUISplitView](https://github.com/miguel12345/EditorGUISplitView)
+* [com.unity.formats.fbx](https://github.com/Unity-Technologies/com.unity.formats.fbx)
+* [VirtualTexture](https://github.com/jintiao/VirtualTexture)
+* [PublishersFork](https://github.com/adamgit/PublishersFork)
+* [spine-runtimes](https://github.com/EsotericSoftware/spine-runtimes)
+* [C# utility library. C#工具包](https://github.com/yuzhengyang/Fork)
+* [UnityMemoryProfilerSupportKun](https://github.com/katsumasa/UnityMemoryProfilerSupportKun)
+* [AirSticker](https://github.com/CyberAgentGameEntertainment/AirSticker)
+* [Client Simulator for World Building](https://github.com/vrchat-community/ClientSim)
+* [simple-disk-utils](https://github.com/dkrprasetya/simple-disk-utils)
+* [Sep - Possibly the World's Fastest .NET CSV Parser](https://github.com/nietras/Sep)
+* [LowpolyConvertor](https://github.com/zd304/LowpolyConvertor)
+* [DOTS-BehaviorTree](https://github.com/SinyavtsevIlya/DOTS-BehaviorTree)
+* [Unity-Built-In-Attributes](https://github.com/teebarjunk/Unity-Built-In-Attributes)
+* [SPCRJointDynamics](https://github.com/SPARK-inc/SPCRJointDynamics)
+* [UnityTodo](https://github.com/somedeveloper00/UnityTodo)
+* [AsmResolver-A library for creating, reading and editing PE files and .NET modules](https://github.com/Washi1337/AsmResolver)
+* [TypeTreeDumper](https://github.com/DaZombieKiller/TypeTreeDumper/)
+* [AutumnBox - 图形化ADB工具箱](https://github.com/zsh2401/AutumnBox)
+* [DotNetCorePlugins - .NET Core library for dynamically loading code](https://github.com/natemcmaster/DotNetCorePlugins)
+* [Animation-Texture-Baker](https://github.com/sugi-cho/Animation-Texture-Baker)
+* [Il2CppInterop](https://github.com/BepInEx/Il2CppInterop)
+* [c2cs - Generate C# bindings from a C header](https://github.com/bottlenoselabs/c2cs)
+* [SharpCompilerSettingsForUnity-Change the C# compiler (csc) used on your Unity project, as you like](https://github.com/mob-sakai/CSharpCompilerSettingsForUnity)
+* [TextureMerge - pack/merge textures into image channels](https://github.com/Fidifis/TextureMerge)
+* [BVHTools-BVH Tools for Unity](https://github.com/emilianavt/BVHTools)
+* [SkiaForUnity - Skia For Unity with skottie animations](https://github.com/ammariqais/SkiaForUnity)
+* [AsyncWorkerCollection - 高性能的多线程异步工具库](https://github.com/dotnet-campus/AsyncWorkerCollection)
+* [reko - Reko is a binary decompiler](https://github.com/uxmal/reko)
+* [AutoLevel - Free procedural level generator for unity](https://github.com/Al-Asl/AutoLevel)
+* [OpenWorldFramework](https://github.com/tiredamage42/OpenWorldFramework)
+* [unity-project-pin-board](https://github.com/ichenpipi/unity-project-pin-board)
+* [DirectRetrieveAttribute](https://github.com/labbbirder/DirectRetrieveAttribute)
+* [UnityInjection](https://github.com/labbbirder/UnityInjection)
+* [Jitex - A library to modify MSIL and native code at runtime](https://github.com/Hitmasu/Jitex#Replace-Native-Code)
+* [PruningRadixTrie - 1000x faster Radix trie for prefix search & auto-complete](https://github.com/wolfgarbe/PruningRadixTrie)
+* [Shaman.ValueString](https://github.com/antiufo/Shaman.ValueString)
+* [unity-quadtree-octree-floodfill(Quadtree Octree flood-fill in Unity)](https://github.com/ElasticSea/unity-quadtree-octree-floodfill)
+* [TouchSocket - TouchSocket是.Net(包括 C# 、VB.Net、F#)的一个整合性的、超轻量级的网络通信框架](https://github.com/RRQM/TouchSocket)
+* [asset-pipeline](https://github.com/daihenka/asset-pipeline)
+* [Vision - UnityEngine.CullingGroup API for everyone](https://github.com/mackysoft/Vision)
+* [NaResolver - 轻量化的Unity游戏插件开发框架,给你带来极佳的体验](https://github.com/MidTerm-CN/NaResolver)
+* [VirtualFileSystem - A virtual file system implementation in modern C#](https://github.com/Atypical-Consulting/VirtualFileSystem)
+* [unity-primitive-mesh-asset-creator](https://github.com/keijiro/unity-primitive-mesh-asset-creator)
+* [FreeScheduler](https://github.com/2881099/FreeScheduler)
+* [MagicTween](https://github.com/AnnulusGames/MagicTween)
+* [unity-profiler-data-exporter](https://github.com/steve3003/unity-profiler-data-exporter)
+* [NETCore.Encrypt - NETCore encrypt and decrypt tool](https://github.com/myloveCc/NETCore.Encrypt)
+* [SmartReference](https://github.com/Brian-Jiang/SmartReference)
+* [Utf8StringInterpolation](https://github.com/Cysharp/Utf8StringInterpolation)
+* [RuntimeAssetDatabase](https://github.com/Battlehub0x/RuntimeAssetDatabase)
+* [Unity-Collider-Optimizer](https://github.com/aniketrajnish/Unity-Collider-Optimizer)
+* [PrimeTween - High-performance, allocation-free tween library for Unity](https://github.com/KyryloKuzyk/PrimeTween)
+* [MiniExcel - Fast, Low-Memory, Easy Excel .NET helper](https://github.com/mini-software/MiniExcel)
+* [YetAnotherHttpHandler](https://github.com/Cysharp/YetAnotherHttpHandler)
+* [UnityCameraSystem_CC - 基于Cinemachine的第一/三人称过肩/自由/斜45度/俯视角摄像机系统](https://github.com/LeahLee13/UnityCameraSystem_CC)
+* [MipmapStreaming](https://github.com/kuronekoyang/MipmapStreaming)
+* [UnsafeCollections](https://github.com/fholm/UnsafeCollections)
+* [Aether.Physics2D](https://github.com/tainicom/Aether.Physics2D)
+* [Vibration - Use custom vibrations on mobile with this native Plugin for Unity (Android & iOS)](https://github.com/BenoitFreslon/Vibration)
+* [ncalc - Mathematical Expressions Evaluator for .NET](https://github.com/ncalc/ncalc)
+* [DotFastLZ - a port of FastLZ, Small and portable byte-aligned LZ77 compression for C#](https://github.com/ikpil/DotFastLZ)
+* [ExcelDna - Free and easy .NET for Excel. This repository contains the core Excel-DNA library](https://github.com/Excel-DNA/ExcelDna)
+* [com.unity.editoriterationprofiler](https://github.com/Unity-Technologies/com.unity.editoriterationprofiler)
+* [DeepCopy - Simple & efficient library for deep copying .NET objects](https://github.com/ReubenBond/DeepCopy)
+* [ProjectWindowHistory - Editor extension that allows Undo/Redo on Unity ProjectWindow](https://github.com/Yusuke57/ProjectWindowHistory)
+* [wpftoolkit](https://github.com/xceedsoftware/wpftoolkit)
+* [SynicSugar-Unity High-level Networking Library for Mobile and Small-party Games with Epic Online Services](https://github.com/skeyll/SynicSugar)
+* [AOI - c# AOI algorithm for cross linked list](https://github.com/qq362946/AOI)
+* [EasyCompressor](https://github.com/mjebrahimi/EasyCompressor)
+* [PsdParser - PSD file parser library for C#](https://github.com/manju-summoner/PsdParser)
+* [bzPSD - PSD loader for .NET written entirely in managed C#](https://github.com/bizzehdee/bzPSD)
+* [npoi](https://github.com/nissl-lab/npoi)
+* [SocketIOUnity](https://github.com/itisnajim/SocketIOUnity)
+* [ImKeyframeReduction](https://github.com/phi16/ImKeyframeReduction)
+* [AsyncRAT-C-Sharp Open-Source Remote Administration Tool For Windows C# (RAT)](https://github.com/NYAN-x-CAT/AsyncRAT-C-Sharp)
+* [SDFTextureGenerator](https://github.com/cecarlsen/SDFTextureGenerator)
+* [Gitostory](https://github.com/emirkivrak/Gitostory)
+* [com.nebukam.job-assist](https://github.com/Nebukam/com.nebukam.job-assist)
+* [.Net-Bridge](https://github.com/tr8dr/.Net-Bridge)
+* [UnityMeshSimplifier](https://github.com/Unity-Technologies/UnityMeshSimplifier)
+* [ComputeSharp](https://github.com/Sergio0694/ComputeSharp)
+* [LitMotion - Lightning-fast and Zero Allocation Tween Library for Unity](https://github.com/AnnulusGames/LitMotion)
+* [whisper.unity](https://github.com/Macoron/whisper.unity)
+* [ClassifiedConsoleWindow](https://github.com/Goatman1996/ClassifiedConsoleWindow)
+* [UnityDropdown](https://github.com/SolidAlloy/UnityDropdown)
+* [ObservableCollections](https://github.com/Cysharp/ObservableCollections)
+* [UnityTimer](https://github.com/akbiggs/UnityTimer)
+* [NETworkManager - A powerful tool for managing networks and troubleshoot network problems](https://github.com/BornToBeRoot/NETworkManager)
+* [Jelly-Mesh-System](https://github.com/roundyyy/Jelly-Mesh-System)
+* [godot-3d-mannequin](https://github.com/gdquest-demos/godot-3d-mannequin)
+* [ReflectionTool-C# Reflection Wrapper Generation & Method Hooking Tools For Unity](https://github.com/kuronekoyang/ReflectionTool/)
+* [Fast-Persistent-Dictionary](https://github.com/jgric2/Fast-Persistent-Dictionary/)
+* [Kcp-CSharp](https://github.com/Molth/Kcp-CSharp)
+* [unity-package - Unity Plugin – Debug, control, and fine-tune your Unity games directly inside the game view](https://github.com/jahro-console/unity-package)
+* [H.Pipes - A simple, easy to use, strongly-typed, async wrapper around .NET named pipes](https://github.com/HavenDV/H.Pipes)
+* [Dynamic-Parkour-System](https://github.com/knela96/Dynamic-Parkour-System)
+* [AppWindowUtility](https://github.com/sator-imaging/AppWindowUtility)
+* [Unity-WinForms](https://github.com/Meragon/Unity-WinForms)
+* [csv - Fast C# CSV parser](https://github.com/nreco/csv)
+* [ParrelSync](https://github.com/VeriorPies/ParrelSync)
+* [VYaml - The extra fast, low memory footprint YAML library for C#, focued on .NET and Unity](https://github.com/hadashiA/VYaml)
+* [UniWindowController - Makes your Unity window transparent and allows you to drop files](https://github.com/kirurobo/uniwindowcontroller)
+* [KuroDynamicAtlas-High performance ASTC dynamic atlas for unity](https://github.com/kuronekoyang/KuroDynamicAtlas)
+* [UnsafeStringBuffer - High performance zero allocation string builder (but unsafe)](https://github.com/kuronekoyang/UnsafeStringBuffer)
+* [UnsafeArrayBuffer - High performance zero allocation array buffer (but unsafe)](https://github.com/kuronekoyang/UnsafeArrayBuffer)
+* [Animation-Instancing](https://github.com/Unity-Technologies/Animation-Instancing)
+* [UnityGpuInstancedAnimation](https://github.com/piti6/UnityGpuInstancedAnimation)
+* [zlua-An IL2CPP-optimized Lua scripting solution for Unity - faster and more elegant](https://github.com/focus-creative-games/zlua)
+* [unity-iso-tools(Make 2.5D isometric game in Unity easy)](https://github.com/BlackMATov/unity-iso-tools)
+* [dnlib - Reads and writes .NET assemblies and modules](https://github.com/0xd4d/dnlib)
+* [JustDiff - c# xls/xlsx/unity prefab diff view](https://github.com/luxuia/JustDiff)
+* [UniInk-CSharpInterpreter4AOT](https://github.com/Arc-huangjingtong/UniInk-CSharpInterpreter4AOT)
+* [Jawbone.Sockets - UDP and TCP socket library for game engines](https://github.com/ObviousPiranha/Jawbone.Sockets)
+* [AutoUpdater.NET](https://github.com/ravibpatel/AutoUpdater.NET)
+* [GodotIK](https://github.com/monxa/GodotIK)
+* [AutoUI](https://github.com/Sunnyliumingsheng/AutoUI)
+* [ColliderMeshTool](https://github.com/SinlessDevil/ColliderMeshTool)
+* [visualyaml - Unity 的 Yaml 差异工具](https://github.com/RamiShehadeh/visualyaml)
+* [UnityLibs-libs for unity, memorypool, UIView Code generator, EventSet for event manager, timer wheel, clock, etc](https://github.com/fancyhub/UnityLibs)
+* [MotionMatching-Motion Matching implementation for Unity](https://github.com/JLPM22/MotionMatching)
+* [UnityMaliCompilerBridge](https://github.com/arcsearoc/UnityMaliCompilerBridge)
+* [Unity-UGUIDrawCallAnalyzer](https://github.com/VenusEvans/Unity-UGUIDrawCallAnalyzer?tab=readme-ov-file)
+* [pdb2mdb](https://github.com/bodong1987/pdb2mdb)
+* [LiteEntitySystem](https://github.com/RevenantX/LiteEntitySystem)
+* [SuperSimpleTcp](https://github.com/jchristn/SuperSimpleTcp)
+* [ZMFrameWork](https://github.com/ZMteacher/ZMFrameWork)
+* [PoolManager- PoolManager is a lightweight and async-compatible object pooling system for Unity](https://github.com/BatuhanKanbur/PoolManager)
+* [UnityOctree - A dynamic, loose octree implementation for Unity written in C#](https://github.com/Nition/UnityOctree)
+* [centrifuge-csharp -C# client SDK to communicate with Centrifugo and Centrifuge-based server from multiple environments](https://github.com/centrifugal/centrifuge-csharp)
+* [UNanite - UNanite is an automatic LOD system intelligence for Unity](https://github.com/treviasxk/UNanite)
+* [com.unity.virtualmesh](https://github.com/Unity-Technologies/com.unity.virtualmesh)
+* [Unity资源缓存池,用来提前实例化防止运行时卡顿](https://github.com/zhimingliang/GameObjectPool)
+* [ADB-Explorer](https://github.com/Alex4SSB/ADB-Explorer)
+* [UnityNonConvexMeshColliders - Provides three types of non-convex MeshCollider approximations that work with rigid bodies](https://github.com/JohannHotzel/UnityNonConvexMeshColliders)
+* [UABEANext](https://github.com/nesrak1/UABEANext)
+* [scriptc - TypeScript-to-Native Compiler](https://github.com/vercel-labs/scriptc)
diff --git a/AI/README.md b/AI/README.md
index 555195d21..4045c6cfb 100644
--- a/AI/README.md
+++ b/AI/README.md
@@ -1,5 +1,6 @@
-## 游戏中的人工智能
+## AI相关
+### 游戏AI
>* [游戏AI探索之旅——从alphago到moba游戏](https://www.cnblogs.com/qcloud1001/p/9511640.html)
>* [游戏AI的生命力源自哪里?为你揭开MOBA AI的秘密!](https://www.cnblogs.com/qcloud1001/p/9214270.html)
>* [游戏人工智能开发之6种决策方法](https://www.gameres.com/467913.html)
@@ -9,3 +10,146 @@
>* [Skywind Inside](http://www.skywind.me/blog/)
>* [Goal Oriented Action Planning for a Smarter AI](https://gamedevelopment.tutsplus.com/tutorials/goal-oriented-action-planning-for-a-smarter-ai--cms-20793)
>* [GOAP](http://alumni.media.mit.edu/~jorkin/goap.html)
+
+### MCP
+>* [Awesome-MCP-ZH(MCP 资源精选, MCP指南)](https://github.com/yzfly/Awesome-MCP-ZH)
+>* [awesome-mcp-servers](https://github.com/punkpeye/awesome-mcp-servers)
+>* [unity-mcp](https://github.com/CoplayDev/unity-mcp)
+>* [UnityMCP](https://github.com/Arodoid/UnityMCP)
+>* [UnrealMCP](https://github.com/kvick-games/UnrealMCP)
+>* [awesome-mcp-list](https://github.com/MobinX/awesome-mcp-list)
+>* [uLoopMCP](https://github.com/hatayama/uLoopMCP/)
+>* [SharpToolsMCP](https://github.com/kooshi/SharpToolsMCP)
+>* [mcp-perforce](https://github.com/Cocoon-AI/mcp-perforce)
+>* [genai-toolbox - MCP Toolbox for Databases is an open source MCP server for databases](https://github.com/googleapis/genai-toolbox)
+>* [15 分钟内构建你的第一个 MCP 服务器](https://mp.weixin.qq.com/s/GHWDnIgJv0IoMiPLFrbFrA)
+>* [Build Your First MCP Server in 15 Minutes](https://medium.com/data-science-collective/build-your-first-mcp-server-in-15-minutes-complete-code-d63f85c0ce79)
+>* [Unreal_mcp](https://github.com/ChiR24/Unreal_mcp)
+>* [mcp-go](https://github.com/mark3labs/mcp-go)
+
+### Skill
+>* [nuwa-skill 你想蒸馏的下一个员工,何必是同事。蒸馏任何人的思维方式——心智模型、决策启发式、表达DNA](https://github.com/alchaincyf/nuwa-skill)
+>* [superpowers - Claude Code superpowers: core skills library](https://github.com/obra/superpowers)
+>* [awesome-agent-skills - Agent Skills 权威中文指南:快速入门、推荐技能、最新资讯与实战案例](https://github.com/libukai/awesome-agent-skills?tab=readme-ov-file)
+>* [awesome-claude-skills](https://github.com/ComposioHQ/awesome-claude-skills)
+>* [awesome-claude-skills (The awesome collection of Claude Skills and resources)](https://github.com/VoltAgent/awesome-claude-skills)
+>* [antigravity-awesome-skills](https://github.com/sickn33/antigravity-awesome-skills)
+>* [playwright-skill - Claude Code Skill for browser automation with Playwright](https://github.com/lackeyjb/playwright-skill)
+>* [graphify - AI coding assistant skill](https://github.com/safishamsi/graphify/tree/v3)
+>* [obsidian-skills](https://github.com/kepano/obsidian-skills)
+>* [Anthropic-Cybersecurity-Skills](https://github.com/mukul975/Anthropic-Cybersecurity-Skills)
+>* [awesome-persona-skills](https://github.com/tmstack/awesome-persona-skills)
+>* [awesome-design-md - Curated collection of DESIGN.md analysis by developer focused websites](https://github.com/VoltAgent/awesome-design-md)
+>* [human-writing 让 AI 写的中文读起来像一个具体的人在说话。通用创作与改稿 Skill,开箱即用](https://github.com/KKKKhazix/human-writing)
+>* [claude-video - Give Claude the ability to watch any video](https://github.com/bradautomates/claude-video)
+
+### SDK
+>* [openai-dotnet - The official .NET library for the OpenAI API](https://github.com/openai/openai-dotnet)
+>* [azure-sdk-for-net](https://github.com/Azure/azure-sdk-for-net)
+
+### CLI
+>* [teamcity-cli](https://github.com/JetBrains/teamcity-cli#)
+>* [copilot-cli](https://github.com/github/copilot-cli)
+
+### Memory
+>* [mem0 -Universal memory layer for AI Agents](https://github.com/mem0ai/mem0#)
+
+### RAG
+>* [🔍大模型应用开发实战一:RAG技术全栈指南](https://github.com/datawhalechina/all-in-rag)
+
+### Coding AI Assistant
+>* [cline](https://github.com/cline/cline)
+>* [MonkeyCode - 企业级 AI 编程助手](https://github.com/chaitin/MonkeyCode?tab=readme-ov-file)
+>* [XCodeReviewer - 基于大语言模型(LLM)的智能审计工具](https://github.com/lintsinghua/XCodeReviewer)
+>* [opencode - The open source coding agent](https://github.com/anomalyco/opencode)
+>* [cherry-studio](https://github.com/CherryHQ/cherry-studio)
+>* [AionUi - Free, local, open-source 24/7 Cowork and OpenClaw](https://github.com/iOfficeAI/AionUi/tree/main)
+>* [awesome-copilot](https://github.com/github/awesome-copilot)
+
+### AIGC
+>* [ComfyUI](https://github.com/Comfy-Org/ComfyUI)
+>* [ComfyUI-Desktop](https://github.com/Comfy-Org/desktop)
+>* [stable-diffusion.cpp](https://github.com/leejet/stable-diffusion.cpp)
+>* [aimangastudio - 一个利用 AI 制作漫画的工具,支持脚本创作、分镜设计和角色风格控制](https://github.com/morsoli/aimangastudio)
+>* [RedInk - 基于🍌Nano Banana Pro🍌 的一站式小红书图文生成器](https://github.com/HisMax/RedInk)
+>* [Wan2GP - A fast AI Video Generator for the GPU Poor](https://github.com/deepbeepmeep/Wan2GP)
+>* [json-render (AI → JSON → UI)](https://github.com/vercel-labs/json-render)
+>* [ui-ux-pro-max-skill](https://github.com/nextlevelbuilder/ui-ux-pro-max-skill)
+>* [Toonflow-app 是一款 AI 短剧漫剧工具,能够利用 AI 技术将小说自动转化为剧本,并结合 AI 生成的图片和视频](https://github.com/HBAI-Ltd/Toonflow-app)
+>* [JJYB_AI_VideoAutoCut- 智能视频自动剪辑与AI解说工具(离线TTS、原创解说、混剪、AI配音)](https://github.com/jianjieyiban/JJYB_AI_VideoAutoCut)
+>* [Pixelle-Video AI 全自动短视频引擎](https://github.com/AIDC-AI/Pixelle-Video)
+>* [VideoCaptioner - 🎬 卡卡字幕助手 | VideoCaptioner - 基于 LLM 的智能字幕助手](https://github.com/WEIFENG2333/VideoCaptioner)
+>* [awesome-seedance](https://github.com/ZeroLu/awesome-seedance)
+>* [NovelForge - AI辅助长篇小说创作,卡片式创作](https://github.com/RhythmicWave/NovelForge)
+>* [Seedance2-Storyboard-Generator](https://github.com/liangdabiao/Seedance2-Storyboard-Generator)
+>* [awesome-seedance](https://github.com/ZeroLu/awesome-seedance/)
+>* [awesome-gpt-image-2 Prompt as Code | GPT-Image2 工业级提示词引擎与模板库,370+ 个案例逆向工程,20+ 套工业级模板](https://github.com/freestylefly/awesome-gpt-image-2)
+>* [awesome-gpt-image-2-API-and-Prompts](https://github.com/EvoLinkAI/awesome-gpt-image-2-API-and-Prompts)
+>* [openpencil - The world's first open-source AI-native vector design tool and the first to feature concurrent Agent Teams. Design-as-Code. Turn prompts into UI directly on the live canvas. A modern alternative to Pencil](https://github.com/ZSeven-W/openpencil)
+
+### AI friend
+>* [xiaozhi-esp32 小智 AI 聊天机器人](https://github.com/78/xiaozhi-esp32)
+>* [AstrBot-✨ 一站式 LLM 聊天机器人平台及开发框架](https://github.com/AstrBotDevs/AstrBot)
+
+### Prompt
+>* [Quick Prompt ✨ 提示词管理与快速输入浏览器扩展](https://github.com/wenyuanw/quick-prompt)
+>* [prompt-optimizer](https://github.com/linshenkx/prompt-optimizer)
+
+### Knowledge
+>* [从 Prompt 到 Context:基于 1400+ 论文的 Context Engineering 系统综述](https://mp.weixin.qq.com/s/G5BUoM12vu2dWfxzIrAcfg)
+>* [Awesome-Context-Engineering](https://github.com/Meirtz/Awesome-Context-Engineering)
+>* [Awesome-AGI AGI资料汇总学习(主要包括LLM和AIGC)](https://github.com/ArronAI007/Awesome-AGI)
+>* [hello-agents 📚 《从零开始构建智能体》——从零开始的智能体原理与实践教程](https://github.com/datawhalechina/hello-agents)
+
+### LLM
+>* [LLM-RL-Visualized 🌟100+ 原创 LLM / RL 原理图📚,《大模型算法》作者巨献](https://github.com/changyeyu/LLM-RL-Visualized)
+>* [HY-Motion-1.0 腾讯混元](https://github.com/Tencent-Hunyuan/HY-Motion-1.0)
+>* [ACE-Step-1.5 The most powerful local music generation model that outperforms most commercial alternatives](https://github.com/ace-step/ACE-Step-1.5)
+>* [nano-vllm - A lightweight vLLM implementation built from scratch](https://github.com/GeeeekExplorer/nano-vllm)
+
+### Workflow
+>* [claude-flow](https://github.com/ruvnet/claude-flow)
+>* [C2C - The official code implementation for "Cache-to-Cache: Direct Semantic Communication Between Large Language Models"](https://github.com/thu-nics/C2C)
+>* [langgraph - Build resilient language agents as graphs](https://github.com/langchain-ai/langgraph)
+>* [langchaingo - LangChain for Go, the easiest way to write LLM-based programs in Go](https://github.com/tmc/langchaingo)
+
+### Text-to-Speech
+>* [Frontier Open-Source Text-to-Speech](https://github.com/microsoft/VibeVoice)
+
+### Agent
+>* [500-AI-Agents-Projects](https://github.com/ashishpatel26/500-AI-Agents-Projects)
+>* [openclaw - Your own personal AI assistant. Any OS. Any Platform. The lobster way. 🦞](https://github.com/openclaw/openclaw)
+>* [hermes-agent The agent that grows with you](https://github.com/NousResearch/hermes-agent)
+>* [BettaFish - 微舆:人人可用的多Agent舆情分析助手,打破信息茧房,还原舆情原貌,预测未来走向,辅助决策!从0实现,不依赖任何框架](https://github.com/666ghj/BettaFish)
+>* [🎯 告别信息过载,AI 助你看懂新闻资讯热点,简单的舆情监控分析](https://github.com/sansan0/TrendRadar)
+>* [trae-agent Trae Agent is an LLM-based agent for general purpose software engineering tasks](https://github.com/bytedance/trae-agent)
+>* [A2UI - Agent-to-User Interface](https://github.com/google/A2UI?tab=readme-ov-file)
+>* [daily_stock_analysis - LLM驱动的 A 股智能分析器](https://github.com/ZhuLinsen/daily_stock_analysis)
+>* [eigent - The Open Source Cowork Desktop to Unlock Your Exceptional Productivity](https://github.com/eigent-ai/eigent)
+>* [BMAD-METHOD - Breakthrough Method for Agile Ai Driven Development](https://github.com/bmad-code-org/BMAD-METHOD)
+>* [hello-agents 📚 《从零开始构建智能体》——从零开始的智能体原理与实践教程](https://github.com/datawhalechina/hello-agents)
+>* [camel - The first and the best multi-agent framework. Finding the Scaling Law of Agents](https://github.com/camel-ai/camel)
+>* [agent-framework - A framework for building, orchestrating and deploying AI agents and multi-agent workflows with support for Python and .NET](https://github.com/microsoft/agent-framework)
+>* [Locus-The open source Unity Dev Agent](https://github.com/r1n7aro/Locus)
+>* [gstack - Use Garry Tan's exact Claude Code setup: 23 opinionated tools that serve as CEO, Designer, Eng Manager, Release Manager, Doc Engineer, and QA](https://github.com/garrytan/gstack)
+>* [cindy - 心动网络 开源、开箱即用的 AI Agent](https://github.com/makecindy/cindy)
+
+### Document
+>* [Cursor Tutorial](https://cursor.com/cn/learn/how-ai-models-work)
+>* [使用 Agent 编码的最佳实践](https://cursor.com/cn/blog/agent-best-practices)
+>* [Building effective agents](https://www.anthropic.com/engineering/building-effective-agents)
+>* [Claude Code Doc](https://code.claude.com/docs/zh-CN/overview)
+>* [claude-code-guide (Setup, Commands, workflows, agents, skills & tips-n-tricks go from beginner to power user)](https://github.com/zebbern/claude-code-guide)
+>* [当AI学会了”做梦”:深扒Claude Code记忆系统](https://zhuanlan.zhihu.com/p/2023422937345135507)
+>* [seedance-2-0-official-launch](https://seed.bytedance.com/zh/blog/seedance-2-0-official-launch)
+
+### Service&Gateway
+>* [claude-relay-service - CRS-自建Claude Code镜像](https://github.com/Wei-Shaw/claude-relay-service)
+>* [bifrost - Fastest enterprise AI gateway (50x faster than LiteLLM) ](https://github.com/maximhq/bifrost)
+
+### Misc
+>* [MinerU - Transforms complex documents like PDFs into LLM-ready markdown/JSON for your Agentic workflows](https://github.com/opendatalab/MinerU)
+>* [chinese-llm-benchmark](https://github.com/jeinlee1991/chinese-llm-benchmark)
+>* [docutranslate - 文档(小说、论文、字幕)翻译工具](https://github.com/xunbu/docutranslate)
+>* [easyVoice - 开源文本转语音工具,支持超长文本,多角色配音](https://github.com/cosin2077/easyVoice)
+>* [DeepSpec - a full-stack codebase for training and evaluating speculative decoding algorithms](https://github.com/deepseek-ai/DeepSpec)
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diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin2_scaled.jpg b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin2_scaled.jpg
deleted file mode 100644
index 01f907a6a..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3.png b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3.png
deleted file mode 100644
index eb0049d6d..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3_scaled.jpg b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3_scaled.jpg
deleted file mode 100644
index 97c34aea3..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin4_scaled.jpg b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin4_scaled.jpg
deleted file mode 100644
index 7e596a7fa..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin_scaled.jpg b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin_scaled.jpg
deleted file mode 100644
index 56740a837..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin_scaled.jpg and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_board_dff.mat b/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_board_dff.mat
deleted file mode 100644
index f35b10d91..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_board_dff.mat and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_dff.mat b/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_dff.mat
deleted file mode 100644
index d561d0249..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_dff.mat and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/AndroidManifest.xml b/ARTraining/ChuYinAR/Assets/Plugins/Android/AndroidManifest.xml
deleted file mode 100644
index a58529eb4..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/Android/AndroidManifest.xml
+++ /dev/null
@@ -1,54 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/Vuforia.jar b/ARTraining/ChuYinAR/Assets/Plugins/Android/Vuforia.jar
deleted file mode 100644
index bd77b0269..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/Vuforia.jar and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/VuforiaUnityPlayer.jar b/ARTraining/ChuYinAR/Assets/Plugins/Android/VuforiaUnityPlayer.jar
deleted file mode 100644
index 7bc6cda3d..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/VuforiaUnityPlayer.jar and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforia.so b/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforia.so
deleted file mode 100644
index f54c8d499..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforia.so and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaUnityPlayer.so b/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaUnityPlayer.so
deleted file mode 100644
index 1c5390262..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaUnityPlayer.so and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaWrapper.so b/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaWrapper.so
deleted file mode 100644
index 64907d832..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaWrapper.so and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/DebugLog.java b/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/DebugLog.java
deleted file mode 100644
index ab8cdd736..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/DebugLog.java
+++ /dev/null
@@ -1,40 +0,0 @@
-/*============================================================================
-Copyright (c) 2016 PTC Inc. All Rights Reseverd
-Copyright (c) 2010-2011 Qualcomm Connected Experiences, Inc.
-============================================================================*/
-
-package com.vuforia.VuforiaUnityPlayer;
-
-import android.util.Log;
-
-/** DebugLog is a support class for the Vuforia samples applications.
- *
- * Exposes functionality for logging.
- *
- * */
-public class DebugLog
-{
- private static final String LOGTAG = "Vuforia";
-
- /** Logging functions to generate ADB logcat messages. */
-
- public static final void LOGE(String nMessage)
- {
- Log.e(LOGTAG, nMessage);
- }
-
- public static final void LOGW(String nMessage)
- {
- Log.w(LOGTAG, nMessage);
- }
-
- public static final void LOGD(String nMessage)
- {
- Log.d(LOGTAG, nMessage);
- }
-
- public static final void LOGI(String nMessage)
- {
- Log.i(LOGTAG, nMessage);
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/OrientationUtility.java b/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/OrientationUtility.java
deleted file mode 100644
index 18ad28a49..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/OrientationUtility.java
+++ /dev/null
@@ -1,75 +0,0 @@
-/*============================================================================
-Copyright (c) 2016 PTC Inc. All Rights Reseverd
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-============================================================================*/
-
-
-package com.vuforia.VuforiaUnityPlayer;
-
-import android.app.Activity;
-import android.content.Context;
-import android.content.pm.ActivityInfo;
-import android.content.res.Configuration;
-import android.os.Build;
-import android.util.DisplayMetrics;
-import android.view.Display;
-import android.view.Surface;
-import android.view.WindowManager;
-
-/* On some devices specific orientations are not supported if "autorotation" is not enabled in the screen settings.
- * Unity will still report the unsupported orientation at runtime via Screen.orientation, which will lead to inconsitencies
- * in video background rendering. Querying the actual orientation from the Activity resolves the problem.
-**/
-public class OrientationUtility
-{
- // The values here need to match those in Tracker.h
- static final int SCREEN_ORIENTATION_UNKNOWN = 0;
- static final int SCREEN_ORIENTATION_PORTRAIT = 1;
- static final int SCREEN_ORIENTATION_PORTRAITUPSIDEDOWN = 2;
- static final int SCREEN_ORIENTATION_LANDSCAPELEFT = 3;
- static final int SCREEN_ORIENTATION_LANDSCAPERIGHT = 4;
-
- public static int getSurfaceOrientation(Activity activity)
- {
-
- // Sanity check:
- if (activity == null)
- {
- return -1; // invalid value
- }
-
- Configuration config = activity.getResources().getConfiguration();
- Display display = ((WindowManager)activity.getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay();
-
- int displayRotation;
- if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.FROYO)
- {
- displayRotation = display.getRotation(); // only available from Froyo
- }
- else
- {
- displayRotation = display.getOrientation();
- }
-
- int activityOrientation = SCREEN_ORIENTATION_UNKNOWN;
-
- switch (config.orientation)
- {
- case Configuration.ORIENTATION_PORTRAIT:
- case Configuration.ORIENTATION_SQUARE:
- activityOrientation = ( (displayRotation == Surface.ROTATION_0 || displayRotation == Surface.ROTATION_270) ? SCREEN_ORIENTATION_PORTRAIT : SCREEN_ORIENTATION_PORTRAITUPSIDEDOWN );
- break;
-
- case Configuration.ORIENTATION_LANDSCAPE:
- activityOrientation = ( (displayRotation == Surface.ROTATION_0 || displayRotation == Surface.ROTATION_90) ? SCREEN_ORIENTATION_LANDSCAPELEFT : SCREEN_ORIENTATION_LANDSCAPERIGHT);
- break;
-
- case Configuration.ORIENTATION_UNDEFINED:
- default:
- break;
- }
-
- return activityOrientation;
- }
-
-}
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/VuforiaInitializer.java b/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/VuforiaInitializer.java
deleted file mode 100644
index 074410deb..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/VuforiaInitializer.java
+++ /dev/null
@@ -1,114 +0,0 @@
-/*============================================================================
-Copyright (c) 2016 PTC Inc. All Rights Reserved
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-============================================================================*/
-
-
-package com.vuforia.VuforiaUnityPlayer;
-
-import android.app.Activity;
-import android.content.Context;
-import android.content.pm.ActivityInfo;
-import android.content.res.Configuration;
-import android.os.Build;
-import android.util.DisplayMetrics;
-import android.view.Display;
-import android.view.Surface;
-import android.view.WindowManager;
-
-import com.vuforia.Vuforia;
-
-/* This class is responsible for initializing and deinitializting Vuforia from Java.
-* The initVuforia and deinitVuforia methods are invoked from C#
-**/
-public class VuforiaInitializer
-{
- // Name of the native dynamic libraries to load:
- private static final String NATIVE_LIB_UNITYPLAYER = "VuforiaUnityPlayer";
- private static final String NATIVE_LIB_VUFORIAWRAPPER = "VuforiaWrapper";
- private static final String NATIVE_LIB_VUFORIA = "Vuforia";
-
- /** Native platform initialization prior to Vuforia initialization */
- private static native void initPlatformNative();
-
- /** Load native libraries stored in "libs/armeabi*" */
- public static void loadNativeLibraries()
- {
- loadLibrary(NATIVE_LIB_VUFORIA);
- loadLibrary(NATIVE_LIB_VUFORIAWRAPPER);
- loadLibrary(NATIVE_LIB_UNITYPLAYER);
- }
-
- // initializes platform specific aspects of Vuforia.
- public static void initPlatform()
- {
- // Carry out native platform initialization:
- initPlatformNative();
- }
-
-
- // initializes Vuforia. This is a blocking call that is invoked from c# - Unity will prevent an ANR.
- public static int initVuforia(Activity activity, String licenseKey)
- {
- DebugLog.LOGD("Initializing Vuforia...");
-
- // Always set GLES 2.0 - GLES 1.x is no longer supported.
- Vuforia.setInitParameters(activity, Vuforia.GL_20, licenseKey);
-
- // Set the software environment type hint to 'UNITY_SOFTWARE_ENVIRONMENT':
- Vuforia.setHint(0xCCCCC000, 0x001AAAAA);
-
- // SDK Wrapper type hint, Unity and wrapper version are set from QCARWrapper.cpp
-
- int progressValue = -1;
-
- do
- {
- // Vuforia.init() blocks until an initialization step is complete,
- // then it proceeds to the next step and reports progress in
- // percents (0 ... 100%)
- // If Vuforia.init() returns -1, it indicates an error.
- // Initialization is done when progress has reached 100%.
- progressValue = Vuforia.init();
-
- // We check whether the task has been canceled in the meantime
- // (by calling AsyncTask.cancel(true))
- // and bail out if it has, thus stopping this thread.
- // This is necessary as the AsyncTask will run to completion
- // regardless of the status of the component that started is.
- } while (progressValue >= 0 && progressValue < 100);
-
- if (progressValue < 0)
- {
- DebugLog.LOGE("Vuforia initialization failed");
-
- return progressValue;
- }
-
- return 0;
- }
-
-
- /** A helper for loading native libraries stored in "libs/armeabi*". */
- private static boolean loadLibrary(String nLibName)
- {
- try
- {
- System.loadLibrary(nLibName);
- //DebugLog.LOGI("Native library lib" + nLibName + ".so loaded");
- return true;
- }
- catch (UnsatisfiedLinkError ulee)
- {
- DebugLog.LOGE("The library lib" + nLibName +
- ".so could not be loaded: " + ulee.toString());
- }
- catch (SecurityException se)
- {
- DebugLog.LOGE("The library lib" + nLibName +
- ".so was not allowed to be loaded");
- }
-
- return false;
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Editor/Unzip.js b/ARTraining/ChuYinAR/Assets/Plugins/Editor/Unzip.js
deleted file mode 100644
index a22dad4c7..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/Editor/Unzip.js
+++ /dev/null
@@ -1,21 +0,0 @@
-import System.IO.File;
-import System.IO.Stream;
-import ICSharpCode.SharpZipLib.Core;
-import ICSharpCode.SharpZipLib.Zip;
-
-// this script unzips a container at a given path and returns a input stream to a given file in this container
-public static function Unzip(path : String, fileName : String)
-{
- var fileStream = OpenRead(path);
- var zipFile = new ZipFile(fileStream);
-
- for (var zipEntry : ZipEntry in zipFile)
- {
- if (zipEntry.Name == fileName)
- {
- return zipFile.GetInputStream(zipEntry);
- }
- }
-
- return;
-}
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Info.plist b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Info.plist
deleted file mode 100644
index 9ac9318ed..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Info.plist
+++ /dev/null
@@ -1,64 +0,0 @@
-
-
-
-
- BuildMachineOSBuild
- 14F27
- CFBundleDevelopmentRegion
- English
- CFBundleExecutable
- VuforiaWrapper
- CFBundleIdentifier
- com.qualcomm.qcar.testapps.VuforiaWrapper
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- VuforiaWrapper
- CFBundlePackageType
- BNDL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleSupportedPlatforms
-
- MacOSX
-
- CFBundleVersion
- 1
- CFPlugInDynamicRegisterFunction
-
- CFPlugInDynamicRegistration
- NO
- CFPlugInFactories
-
- 00000000-0000-0000-0000-000000000000
- MyFactoryFunction
-
- CFPlugInTypes
-
- 00000000-0000-0000-0000-000000000000
-
- 00000000-0000-0000-0000-000000000000
-
-
- CFPlugInUnloadFunction
-
- DTCompiler
- com.apple.compilers.llvm.clang.1_0
- DTPlatformBuild
- 7C68
- DTPlatformVersion
- GM
- DTSDKBuild
- 15C43
- DTSDKName
- macosx10.11
- DTXcode
- 0720
- DTXcodeBuild
- 7C68
- NSHumanReadableCopyright
- Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. All Rights Reserved. Proprietary - Qualcomm Connected Experiences, Inc.
-
-
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper
deleted file mode 100644
index 1fac2d113..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper.signature b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper.signature
deleted file mode 100644
index 9c64309c0..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper.signature
+++ /dev/null
@@ -1 +0,0 @@
-sx!dg0-9Ļ"!6Uj챿l/Ձx)1HaΎlW͕j̠8i@kDCC\k9phN8ȿP]v]e_^op4NzZƯew
\ No newline at end of file
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Resources/en.lproj/InfoPlist.strings b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Resources/en.lproj/InfoPlist.strings
deleted file mode 100644
index 5e45963c3..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Resources/en.lproj/InfoPlist.strings and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/Vuforia.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/Vuforia.dll
deleted file mode 100644
index 620ccf4b6..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/Vuforia.dll and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/VuforiaWrapper.dll
deleted file mode 100644
index 9f3878f48..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/VuforiaWrapper.dll and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/Vuforia.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/Vuforia.dll
deleted file mode 100644
index ddd690ef6..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/Vuforia.dll and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/VuforiaWrapper.dll
deleted file mode 100644
index 9cdafe69f..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/VuforiaWrapper.dll and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaNativeRendererController.mm b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaNativeRendererController.mm
deleted file mode 100644
index a584d2f73..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaNativeRendererController.mm
+++ /dev/null
@@ -1,42 +0,0 @@
-/*============================================================================
-Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-============================================================================*/
-
-#import "UnityAppController.h"
-#import "VuforiaRenderDelegate.h"
-
-
-// Unity native rendering callback plugin mechanism is only supported
-// from version 4.5 onwards
-#if UNITY_VERSION>434
-
-// Exported methods for native rendering callback
-extern "C" void VuforiaSetGraphicsDevice(void* device, int deviceType, int eventType);
-extern "C" void VuforiaRenderEvent(int marker);
-
-#endif
-
-// Controller to support native rendering callback
-@interface VuforiaNativeRendererController : UnityAppController
-{
-}
-- (void)shouldAttachRenderDelegate;
-@end
-
-@implementation VuforiaNativeRendererController
-
-- (void)shouldAttachRenderDelegate
-{
- self.renderDelegate = [[VuforiaRenderDelegate alloc] init];
-
-// Unity native rendering callback plugin mechanism is only supported
-// from version 4.5 onwards
-#if UNITY_VERSION>434
- UnityRegisterRenderingPlugin(&VuforiaSetGraphicsDevice, &VuforiaRenderEvent);
-#endif
-}
-@end
-
-
-IMPL_APP_CONTROLLER_SUBCLASS(VuforiaNativeRendererController)
\ No newline at end of file
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.h b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.h
deleted file mode 100644
index 088bc3d69..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.h
+++ /dev/null
@@ -1,11 +0,0 @@
-/*============================================================================
-Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-============================================================================*/
-
-
-#import "PluginBase/RenderPluginDelegate.h"
-
-// Controller to support native rendering callback
-@interface VuforiaRenderDelegate : NSObject
-@end
\ No newline at end of file
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.mm b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.mm
deleted file mode 100644
index a5a686793..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.mm
+++ /dev/null
@@ -1,22 +0,0 @@
-/*============================================================================
-Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-============================================================================*/
-
-
-#import "VuforiaRenderDelegate.h"
-
-// Exported methods for setting surface recreated flag
-extern "C" void setSurfaceRecreated();
-
-@implementation VuforiaRenderDelegate
-
-- (void)mainDisplayInited:(struct UnityRenderingSurface*)surface
-{
-}
-
-- (void)onAfterMainDisplaySurfaceRecreate
-{
- setSurfaceRecreated();
-}
-@end
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaUnityPlayer.h b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaUnityPlayer.h
deleted file mode 100644
index 2201365c7..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaUnityPlayer.h
+++ /dev/null
@@ -1,20 +0,0 @@
-/*============================================================================
-Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-============================================================================*/
-
-
-#ifdef __cplusplus
-extern "C"
-{
-#endif
-
- int getRotationFlag(int screenOrientation);
- void setPlatFormNative();
- int initQCARiOS(int graphicsAPI, int ScreenOrientation, const char* licenseKey);
- void setSurfaceOrientationiOS(int orientation);
-
-#ifdef __cplusplus
-}
-#endif
\ No newline at end of file
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/libVuforia.a b/ARTraining/ChuYinAR/Assets/Plugins/iOS/libVuforia.a
deleted file mode 100644
index f2e9a6ca3..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/iOS/libVuforia.a and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.dll
deleted file mode 100644
index ecb21d6c5..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.dll and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.exp b/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.exp
deleted file mode 100644
index fc3bf5796..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.exp and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.lib b/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.lib
deleted file mode 100644
index 88275e62b..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.lib and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.dll
deleted file mode 100644
index cafa08a62..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.dll and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.exp b/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.exp
deleted file mode 100644
index 9166eda64..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.exp and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.lib b/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.lib
deleted file mode 100644
index 46178d69d..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.lib and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.dat b/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.dat
deleted file mode 100644
index 3a9f2b823..000000000
Binary files a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.dat and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.xml b/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.xml
deleted file mode 100644
index 0569ae4ee..000000000
--- a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.xml
+++ /dev/null
@@ -1,9 +0,0 @@
-
-
-
-
-
-
-
-
-
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/Materials/framemarker_sample.mat b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/Materials/framemarker_sample.mat
deleted file mode 100644
index 390af5294..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/Materials/framemarker_sample.mat
+++ /dev/null
@@ -1,44 +0,0 @@
-%YAML 1.1
-%TAG !u! tag:unity3d.com,2011:
---- !u!21 &2100000
-Material:
- serializedVersion: 3
- m_ObjectHideFlags: 0
- m_PrefabParentObject: {fileID: 0}
- m_PrefabInternal: {fileID: 0}
- m_Name: framemarker_sample
- m_Shader: {fileID: 7, guid: 0000000000000000e000000000000000, type: 0}
- m_SavedProperties:
- serializedVersion: 2
- m_TexEnvs:
- data:
- first:
- name: _MainTex
- second:
- m_Texture: {fileID: 2800000, guid: 576784faa64e74d1582fd26998e51a03, type: 1}
- m_Scale: {x: 1, y: 1}
- m_Offset: {x: 0, y: 0}
- data:
- first:
- name: _BumpMap
- second:
- m_Texture: {fileID: 0}
- m_Scale: {x: 1, y: 1}
- m_Offset: {x: 0, y: 0}
- m_Floats:
- data:
- first:
- name: _Shininess
- second: .078125
- m_Colors:
- data:
- first:
- name: _Color
- second: {r: 1, g: 1, b: 1, a: 1}
- data:
- first:
- name: _SpecColor
- second: {r: .5, g: .5, b: .5, a: 1}
---- !u!1002 &2100001
-EditorExtensionImpl:
- serializedVersion: 6
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frame-markers-transparent.zip b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frame-markers-transparent.zip
deleted file mode 100644
index f7aca7374..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frame-markers-transparent.zip and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frameMarker_Sample.png b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frameMarker_Sample.png
deleted file mode 100644
index 8ec5fe54c..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frameMarker_Sample.png and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ComponentFactoryStarter/ComponentFactoryStarter.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ComponentFactoryStarter/ComponentFactoryStarter.cs
deleted file mode 100644
index 110b26dff..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ComponentFactoryStarter/ComponentFactoryStarter.cs
+++ /dev/null
@@ -1,26 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System.IO;
-using UnityEditor;
-
-namespace Vuforia.EditorClasses
-{
- ///
- /// Small utility class to create an instance of the VuforiaBehaviourComponentFactory in the editor before anything is initialized.
- ///
- [InitializeOnLoad]
- public class ComponentFactoryStarter
- {
- ///
- /// register an instance of the VuforiaBehaviourComponentFactory class at the singleton immediately
- ///
- static ComponentFactoryStarter()
- {
- BehaviourComponentFactory.Instance = new VuforiaBehaviourComponentFactory();
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ExtensionImport.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ExtensionImport.cs
deleted file mode 100644
index 1b5c6c788..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ExtensionImport.cs
+++ /dev/null
@@ -1,138 +0,0 @@
-/*==============================================================================
-Copyright (c) 2015-2016 PTC Inc. All Rights Reserved.
-
-Copyright (c) 2015 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-
-Vuforia is a trademark of PTC Inc., registered in the United States and other
-countries.
-==============================================================================*/
-
-using UnityEngine;
-using UnityEditor;
-
-namespace Vuforia.EditorClasses
-{
- [InitializeOnLoad]
- public static class ExtensionImport
- {
- private static readonly string VUFORIA_ANDROID_SETTINGS = "VUFORIA_ANDROID_SETTINGS";
- private static readonly string VUFORIA_IOS_SETTINGS = "VUFORIA_IOS_SETTINGS";
- private static readonly string VUFORIA_WSA_SETTINGS = "VUFORIA_WSA_SETTINGS";
-
- static ExtensionImport()
- {
- EditorApplication.update += UpdatePluginSettings;
- EditorApplication.update += UpdatePlayerSettings;
- }
-
- static void UpdatePluginSettings()
- {
- // Unregister callback (executed only once)
- EditorApplication.update -= UpdatePluginSettings;
-
- PluginImporter[] importers = PluginImporter.GetAllImporters();
- foreach (var imp in importers)
- {
- string pluginPath = imp.assetPath;
- bool isVuforiaWrapperPlugin =
- pluginPath.EndsWith("QCARWrapper.dll") || pluginPath.EndsWith("VuforiaWrapper.dll") ||
- pluginPath.EndsWith("QCARWrapper.bundle") || pluginPath.EndsWith("VuforiaWrapper.bundle");
- if (isVuforiaWrapperPlugin && imp.GetCompatibleWithAnyPlatform())
- {
- Debug.Log("Setting platform to 'Editor' for plugin: " + pluginPath);
- imp.SetCompatibleWithAnyPlatform(false);
- imp.SetCompatibleWithEditor(true);
- }
- }
- }
-
- static void UpdatePlayerSettings()
- {
- // Unregister callback (executed only once)
- EditorApplication.update -= UpdatePlayerSettings;
-
- BuildTargetGroup androidBuildTarget = BuildTargetGroup.Android;
- BuildTargetGroup iOSBuildTarget = BuildTargetGroup.iOS;
- BuildTargetGroup wsaBuildTarget = BuildTargetGroup.WSA;
-
- string androidSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(androidBuildTarget);
- androidSymbols = androidSymbols ?? "";
- if (!androidSymbols.Contains(VUFORIA_ANDROID_SETTINGS))
- {
- if (PlayerSettings.Android.targetDevice != AndroidTargetDevice.ARMv7)
- {
- Debug.Log("Setting Android target device to ARMv7");
- PlayerSettings.Android.targetDevice = AndroidTargetDevice.ARMv7;
- }
-
- if (PlayerSettings.Android.androidTVCompatibility)
- {
- // Disable Android TV compatibility, as this is not compatible with
- // portrait, portrait-upside-down and landscape-right orientations.
- Debug.Log("Disabling Android TV compatibility.");
- PlayerSettings.Android.androidTVCompatibility = false;
- }
-
-#if !UNITY_5_0 // UNITY_5_1 and newer
- Debug.Log("Setting Android Graphics API to OpenGL ES 2.0.");
- PlayerSettings.SetGraphicsAPIs(
- BuildTarget.Android,
- new UnityEngine.Rendering.GraphicsDeviceType[]{UnityEngine.Rendering.GraphicsDeviceType.OpenGLES2});
-#endif
- // Here we set the scripting define symbols for Android
- // so we can remember that the settings were set once.
- PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android,
- androidSymbols + ";" + VUFORIA_ANDROID_SETTINGS);
- }
-
- string iOSSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(iOSBuildTarget);
- iOSSymbols = iOSSymbols ?? "";
- if (!iOSSymbols.Contains(VUFORIA_IOS_SETTINGS))
- {
-#if INCLUDE_IL2CPP
- int scriptingBackend = 0;
- if (PlayerSettings.GetPropertyOptionalInt("ScriptingBackend", ref scriptingBackend, iOSBuildTarget))
- {
- if (scriptingBackend != (int)ScriptingImplementation.IL2CPP)
- {
- Debug.Log("Setting iOS scripting backend to IL2CPP to enable 64bit support.");
- PlayerSettings.SetPropertyInt("ScriptingBackend", (int)ScriptingImplementation.IL2CPP, iOSBuildTarget);
- }
- }
- else
- {
- Debug.LogWarning("ScriptinBackend property not available for iOS; perhaps the iOS Build Support component was not installed");
- }
-#endif //INCLUDE_IL2CPP
-
- // Here we set the scripting define symbols for IOS
- // so we can remember that the settings were set once.
- PlayerSettings.SetScriptingDefineSymbolsForGroup(iOSBuildTarget,
- iOSSymbols + ";" + VUFORIA_IOS_SETTINGS);
- }
-
- string wsaSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(wsaBuildTarget);
- wsaSymbols = wsaSymbols ?? "";
- if (!wsaSymbols.Contains(VUFORIA_WSA_SETTINGS))
- {
- // The Windows SDK we want to use is "Universal 10"
- EditorUserBuildSettings.wsaSDK = WSASDK.UWP;
-
- // We want to use the Webcam (obviously); to acheive this, UWP forces us to also require access
- // to the microphone (which is not so obvious)
- PlayerSettings.WSA.SetCapability(PlayerSettings.WSACapability.WebCam, true);
- PlayerSettings.WSA.SetCapability(PlayerSettings.WSACapability.Microphone, true);
-
- // Vuforia SDK for UWP now also requires InternetClient Access
- PlayerSettings.WSA.SetCapability(PlayerSettings.WSACapability.InternetClient, true);
-
- // Here we set the scripting define symbols for WSA
- // so we can remember that the settings were set once.
- PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.WSA,
- wsaSymbols + ";" + VUFORIA_WSA_SETTINGS);
- }
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/PostProcessBuildPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/PostProcessBuildPlayer.cs
deleted file mode 100644
index dc3955158..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/PostProcessBuildPlayer.cs
+++ /dev/null
@@ -1,372 +0,0 @@
-/*==============================================================================
-Copyright (c) 2015-2016 PTC Inc. All Rights Reserved. Confidential and Proprietary -
-Protected under copyright and other laws.
-Vuforia is a trademark of PTC Inc., registered in the United States and other
-countries.
-==============================================================================*/
-
-
-using System;
-using System.Collections.Generic;
-using System.IO;
-using System.Linq;
-using UnityEditor;
-using UnityEditor.Callbacks;
-using UnityEngine;
-
-namespace Vuforia.EditorClasses
-{
- ///
- /// Purpose of this post build script is to post process the project.pbxproj file
- /// generated by Unity to add any additional Libraries, Frameworks or build paths
- /// needed to build a QCAR app then add calls to the QCAR library into the Unity
- /// generated C code
- ///
- class PostProcessBuildPlayer
- {
- #region NESTED
-
- private class Framework
- {
- public Framework(string name, string id, string fileRefId)
- {
- Name = name;
- Id = id;
- FileRefId = fileRefId;
- }
-
- public readonly string Name;
- public readonly string Id;
- public readonly string FileRefId;
- }
-
- private class ResFile : Framework
- {
- public ResFile(string name, string id, string fileRefId, string lastKnownType)
- : base(name, id, fileRefId)
- {
- LastKnownType = lastKnownType;
- }
-
- public readonly string LastKnownType;
- }
-
- #endregion // NESTED
-
-
-
- #region PRIVATE_MEMBER_VARIABLES
-
- // These ids have been generated by creating a project using Xcode then
- // extracting the values from the generated project.pbxproj. The format of this
- // file is not documented by Apple so the correct algorithm for generating these
- // ids is unknown
-
- private const string AVFOUNDATION_ID = "CCE8C2AB135C7CDD000D8035";
- private const string AVFOUNDATION_FILEREFID = "CCE8C2AA135C7CDD000D8035";
-
- private const string COREVIDEO_ID = "CC375CE01316C2C5004F0FDD";
- private const string COREVIDEO_FILEREFID = "CC375CDF1316C2C5004F0FDD";
-
- private const string COREMEDIA_ID = "CC375CE51316C2D3004F0FDD";
- private const string COREMEDIA_FILEREFID = "CC375CE41316C2D3004F0FDD";
-
- private const string SECURITY_ID = "CCE8C2BA135C7EA3000D8035";
- private const string SECURITY_FILEREFID = "CCE8C2B9135C7EA3000D8035";
-
- private const string QCARDIR_ID = "CC9FCA1D1445D76E004F4DC3";
- private const string QCARDIR_FILEREFID = "CC9FCA171445D76E004F4DC3";
-
- private const string VUFORIADIR_ID = "8C4ECDDD1C5F637A0070D641";
- private const string VUFORIADIR_FILEREFID = "8C4ECDDC1C5F637A0070D641";
-
-
- // List of all the frameworks to be added to the project
- private static readonly Framework[] _frameworks = new[]
- {
- new Framework("AVFoundation.framework", AVFOUNDATION_ID, AVFOUNDATION_FILEREFID),
- new Framework("CoreMedia.framework", COREMEDIA_ID, COREMEDIA_FILEREFID),
- new Framework("CoreVideo.framework", COREVIDEO_ID, COREVIDEO_FILEREFID),
- new Framework("Security.framework", SECURITY_ID, SECURITY_FILEREFID),
- };
-
- private static readonly ResFile[] _resFiles = new[]
- {
- new ResFile("QCAR", QCARDIR_ID, QCARDIR_FILEREFID, "folder"),
- new ResFile("Vuforia", VUFORIADIR_ID, VUFORIADIR_FILEREFID, "folder"),
- };
-
- #endregion // PRIVATE_MEMBER_VARIABLES
-
-
-
- #region PRIVATE_METHODS
-
- private static void AddBuildFile(StreamWriter pbxProj, Framework framework)
- {
- var subsection = "Resources";
- if (framework.Name.EndsWith("framework"))
- subsection = "Frameworks";
- Debug.Log("Adding build file " + framework.Name);
-
-
- pbxProj.WriteLine("\t\t" + framework.Id + " /* " + framework.Name + " in " + subsection +
- " */ = {isa = PBXBuildFile; fileRef = " + framework.FileRefId + " /* " + framework.Name +
- " */; };");
-
- }
-
- private static void AddResFileReference(StreamWriter pbxProj, ResFile resfile)
- {
- Debug.Log("Adding data file reference " + resfile.Name);
-
- var id = resfile.FileRefId;
- var lastKnownFileType = resfile.LastKnownType;
- var name = resfile.Name;
-
- pbxProj.WriteLine("\t\t" + id + " /* " + name +
- " */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = " +
- lastKnownFileType + "; name = " + name + "; path = Data/Raw/" + name +
- "; sourceTree = SOURCE_ROOT; };");
- }
-
- private static void AddFrameworkFileReference(StreamWriter pbxProj, Framework framework)
- {
- var id = framework.FileRefId;
- var name = framework.Name;
-
- Debug.Log("Adding framework file reference " + name);
- pbxProj.WriteLine("\t\t" + id + " /* " + name +
- " */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = " + name +
- "; path = System/Library/Frameworks/" + name + "; sourceTree = SDKROOT; };");
- }
-
- private static void AddFrameworksBuildPhase(StreamWriter pbxProj, Framework framework)
- {
- var id = framework.Id;
- var name = framework.Name;
- Debug.Log("Adding build phase " + name);
- pbxProj.WriteLine("\t\t\t\t" + id + " /* " + name + " in Frameworks */,");
- }
-
- private static void AddResourcesBuildPhase(StreamWriter pbxProj, ResFile resfile)
- {
- var id = resfile.Id;
- var name = resfile.Name;
- Debug.Log("Adding build phase " + name);
- pbxProj.WriteLine("\t\t\t\t" + id + " /* " + name + " in Resources */,");
- }
-
- private static void AddGroup(StreamWriter pbxProj, Framework framework)
- {
- var id = framework.FileRefId;
- var name = framework.Name;
- Debug.Log("Add group " + name);
- pbxProj.WriteLine("\t\t\t\t" + id + " /* " + name + " */,");
- }
-
- private static string[] ReadExistingFiles(string[] lines)
- {
- var beginPbxbuildfileSection = false;
- var existingFiles = new List();
-
- int i = 0;
- var line = lines[i];
- while (line.Length < 6 || line.Substring(3, 3) != "End")
- {
- if(!beginPbxbuildfileSection)
- beginPbxbuildfileSection = line.Length > 3 && line.Substring(3).StartsWith("Begin PBXBuildFile");
- else
- existingFiles.Add(line.Split(new char[0], StringSplitOptions.RemoveEmptyEntries)[2]);
- i = i + 1;
- line = lines[i];
- }
-
- return existingFiles.ToArray();
- }
-
-
- ///
- /// Processes the given xcode project to add or change the supplied parameters
- ///
- /// filename of the Xcode project to change
- /// list of Apple standard frameworks to add to the project
- /// list resource files added to the project
- private static void ProcessPbxProj(string xCodeProjFileName, Framework[] frameworks, ResFile[] resFiles)
- {
- // Open up the file generated by Unity and read into memory as a list of lines for processing
- var pbxprojFilename = Path.Combine(xCodeProjFileName, "project.pbxproj");
- var lines = File.ReadAllLines(pbxprojFilename);
-
-
- // Work out which of the resfiles exist and remove them if they don't, this
- // There may not be a qcar resource folder if no targets are used
- var newResFiles = new List();
- foreach (var rf in resFiles)
- if (Directory.Exists(Path.Combine(xCodeProjFileName, "../Data/Raw/" + rf.Name)))
- {
- newResFiles.Add(rf);
- }
- resFiles = newResFiles.ToArray();
-
- // Next open up an empty project.pbxproj for writing and iterate over the old
- // file copying the original file and inserting anything extra we need
- var pbxproj = File.CreateText(pbxprojFilename);
-
- // As we iterate through the list we'll record which section of the
- // project.pbxproj we are currently in
- var section = "";
-
- // We use these booleans to decide whether we have already added the list of
- // build files to the link line. This is needed because there could be multiple
- // build targets and they are not named in the project.pbxproj
- var frameworksBuildAdded = false;
- var resBuildAdded = false;
-
- // Build a list of the files already added to the project. Then use it to
- // avoid adding anything to the project twice
- var existingFiles = ReadExistingFiles(lines);
- var filteredFrameworks = new List();
- foreach (var framework in frameworks)
- if (!existingFiles.Contains(framework.Name))
- filteredFrameworks.Add(framework);
- frameworks = filteredFrameworks.ToArray();
-
- var filteredResFiles = new List();
- foreach (var resFile in resFiles)
- if (!existingFiles.Contains(resFile.Name))
- filteredResFiles.Add(resFile);
- resFiles = filteredResFiles.ToArray();
-
-
-
- // Now iterate through the project adding any new lines where needed
- for (int i = 0; i < lines.Length; i++)
- {
- var line = lines[i];
-
-
- // Disable BITCODE
- if (line.TrimStart().StartsWith("ENABLE_BITCODE"))
- {
- line = line.Replace("YES", "NO");
- }
-
- pbxproj.WriteLine(line);
-
- // Each section starts with a comment such as
- // /* Begin PBXBuildFile section */"
- if (line.Length > 3 && line.Substring(3).StartsWith("Begin"))
- {
- section = line.Split(' ')[2];
- if (section == "PBXBuildFile")
- {
- foreach (var framework in frameworks)
- AddBuildFile(pbxproj, framework);
- foreach (var resfile in resFiles)
- AddBuildFile(pbxproj, resfile);
- }
- if (
- section == "PBXFileReference")
- {
- foreach (var framework in frameworks)
- AddFrameworkFileReference(pbxproj, framework);
- foreach (var resfile in resFiles)
- AddResFileReference(pbxproj, resfile);
- }
- }
- if (line.Length > 3 && line.Substring(3).StartsWith("End"))
- {
- section = "";
- }
-
- if (section == "PBXFrameworksBuildPhase")
- {
- if (line.Trim().StartsWith("files"))
- if (!frameworksBuildAdded)
- foreach (var framework in frameworks)
- {
- AddFrameworksBuildPhase(pbxproj, framework);
- frameworksBuildAdded = true;
- }
- }
-
- // The PBXResourcesBuildPhase section is what appears in XCode as "Link
- // Binary With Libraries". As with the frameworks we make the assumption the
- // first target is always "Unity-iPhone" as the name of the target itself is
- // not listed in project.pbxproj
- if (section == "PBXResourcesBuildPhase")
- {
- if (line.Trim().StartsWith("files"))
- if (!resBuildAdded)
- foreach (var resfile in resFiles)
- {
- AddResourcesBuildPhase(pbxproj, resfile);
- resBuildAdded = true;
- }
- }
-
- // The PBXGroup is the section that appears in XCode as "Copy Bundle Resources".
- if (section == "PBXGroup")
- {
- if (line.Trim().StartsWith("children") &&
- (lines[i - 2].Trim().Split(' ')[2] == "CustomTemplate"))
- {
- foreach (var resfile in resFiles)
- AddGroup(pbxproj, resfile);
- foreach (var framework in frameworks)
- AddGroup(pbxproj, framework);
- }
- }
-
- // The PBXShellScriptBuildPhase appears in Xcode 4 as "Run Script", we need to delete the QCAR
- // directory from the app to avoid a duplicate copy
- if (section == "PBXShellScriptBuildPhase")
- {
- if (line.Trim().StartsWith("shellScript"))
- {
- pbxproj.Flush();
- pbxproj.BaseStream.Seek(-3, SeekOrigin.Current);
-
- pbxproj.WriteLine("\\nrm -rf \\\"$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Data/Raw/QCAR\\\"\";");
- }
- }
-
- // change for Unity 4.2 because header search path needs to be in HEADER_SEARCH_PATHS group
- if (section == "XCBuildConfiguration")
- {
- if (line.Trim().StartsWith("HEADER_SEARCH_PATHS = ("))
- pbxproj.WriteLine("\t\t\t\t\t\"$(SRCROOT)/Libraries\",");
- }
-
- //add C++11 support by explicitly linking to libc++
- if (line.Trim().StartsWith("OTHER_LDFLAGS = ("))
- {
- pbxproj.WriteLine("\t\t\t\t\t\"-lc++\",");
- }
-
- }
- pbxproj.Close();
- }
-
- #endregion // PRIVATE_METHODS
-
-
-
- [PostProcessBuildAttribute(1)]
- public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject)
- {
-#if UNITY_5_0
- if (target == BuildTarget.iPhone)
-#else // UNITY_5_1 or above
- if (target == BuildTarget.iOS)
-#endif
- {
- var xCodeProjFullPath = Path.Combine(pathToBuiltProject, "Unity-iPhone.xcodeproj");
-
- Debug.Log("xCode Project " + xCodeProjFullPath);
- ProcessPbxProj(xCodeProjFullPath, _frameworks, _resFiles);
- }
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Unzipper/SharpZipLibUnzipper.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Unzipper/SharpZipLibUnzipper.cs
deleted file mode 100644
index df3692918..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Unzipper/SharpZipLibUnzipper.cs
+++ /dev/null
@@ -1,35 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System.IO;
-using UnityEditor;
-
-namespace Vuforia.EditorClasses
-{
- ///
- /// class wrapping a JS functionality to unzip a file, registers itself at the Unzipper Singleton to provide the functionality.
- ///
- [InitializeOnLoad]
- public class SharpZipLibUnzipper : IUnzipper
- {
- ///
- /// register an instance of this class at the singleton immediately
- ///
- static SharpZipLibUnzipper()
- {
- Unzipper.Instance = new SharpZipLibUnzipper();
- }
-
- public Stream UnzipFile(string path, string fileNameinZip)
- {
- #if !EXCLUDE_JAVASCRIPT
- return Unzip.Unzip(path, fileNameinZip);
- #else
- return null;
- #endif
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.XML b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.XML
deleted file mode 100644
index 3d520be44..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.XML
+++ /dev/null
@@ -1,1238 +0,0 @@
-
-
-
- Vuforia.UnityExtensions.Editor
-
-
-
-
- Reads authoringinfo.xml which contains additional for datasets needed
- in the Unity editor.
-
-
-
-
- Read ImageTarget-info from the current XML element and add it to ImageTarget-list
-
-
-
-
- Read Vumark-info from the current XML element and add it to VuMark-list
-
-
-
-
- Read CylinderTarget-info from the current XML element and add it to CylinderTarget-list
-
-
-
-
- Read ObjectTarget-info from the current XML element and add it to ObjectTarget-list
-
-
-
-
- Editor for the DeviceTrackerBehaviour
-
-
-
-
- Setup serialized properties when the inspector is loaded
-
-
-
-
- Draws the custom inspector for the monobehaviour
-
-
-
-
- Editor of the DigitalEyewearBehaviour
-
-
-
-
- Setup serialized properties when the inspector is loaded
-
-
-
-
- OnInspectorGUI exposes public Tracker settings in Inspector
- WorldCenterMode: Defines how the relative transformation that is returned
- by the Vuforia Tracker is applied. Either the camera is
- moved in the scene with respect to a "world center" or
- all the targets are moved with respect to the camera.
-
-
-
-
- Adds Vuforia components required for video background rendering on the primary camera by copying them from the camera child objects of the VuforiaBehaviour
-
-
-
-
- Adds Vuforia components required for video background rendering on the secondary camera by copying them from the camera child objects of the VuforiaBehaviour
-
-
-
-
- This method Swithces the camera mode between
- stereo and mono.
-
-
-
-
- Access primary camera of serialized property
-
-
-
-
- Access secondary camera of serialized property
-
-
-
-
- Access central anchor of serialized property
-
-
-
-
- Access parent anchor of serialized property
-
-
-
-
- Returns a list of scene paths in the current Unity project
-
-
-
-
- returns the extension of a file, given a full path to that file.
-
-
-
-
- This class provides utility properties to a serialized object
- targeting a CylinderTargetAbstractBehaviour
-
-
-
-
- This class wraps a SerializedObject of a TrackableBehaviour and provides utility-methods.
-
- This class should be used when a trackable behaviour is modified in the editor
- and the changes should be made persistent. By using the SerializedProperties for editing
- Unity will automatically handle editor functionality, e.g. Undo/Redo
- It is possible that the serialized object is editing multiple objects simultaneously.
-
-
-
- The serialized object targets a TrackableBehaviour.
-
-
-
-
- The constructor gets all SerializedProperties of the trackable behaviour.
-
-
-
-
-
- Any code which modifies the SerializedObject should be enclosed
- with a using-statement of this method. Calling Edit() updates the
- SerializedObject.
-
- EditHandle applies all modified data when it is disposed
- Example:
- using(SerializedTrackable.Edit())
- {
- ... editor code
- }
-
-
-
- Get all game objects of behaviours that are targeted by the serialized object
-
-
-
-
- Get the internal SerializedObject-instance
-
-
-
-
- The constructor gets all SerializedProperties of the trackable behaviour.
-
-
-
-
-
- The name of the data set the Trackable belongs to.
- Please be aware that the data set name is not a unique identifier at runtime!
-
-
-
-
- Defines whether extended tracking should be enabled for this target
-
-
-
-
- Defines whether this target should initilize smart terrain (and which) when detected.
- Set null to not initialize any smart terrain.
-
-
-
-
- the minimum bounds of the occluder box for ST initialization
-
-
-
-
- the maximum bounds of the occluder box for ST initialization
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Get all behaviours that are edited by the serialized object
-
-
-
-
- This class provides utility properties to a serialized object
- targeting an ImageTargetAbstractBehaviour
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Get all behaviours that are edited by the serialized object
-
-
-
-
- This class provides utility properties to a serialized object
- targeting a MarkerAbstractBehaviour
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Get all behaviours that are edited by the serialized object
-
-
-
-
- This class provides utility properties to a serialized object
- targeting a MultiTargetAbstractBehaviour
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Get all behaviours that are edited by the serialized object
-
-
-
-
- Extension methods for SerializedObject.
-
-
-
-
- Utility function for editing a SerializedObject. Any code which modifies the SerializedObject should
- be enclosed with a using-statement of this method. Calling Edit() updates the SerializedObject.
-
- EditHandle applies all modified data when it is disposed
- Example:
- using(SerializedObject.Edit())
- {
- ... editor code
- }
-
-
-
- Check whether all values of the serialized property are approximately equal.
- If so, change the property to have a unique value for all targets.
-
- The property needs to have a floatValue
- true if the serialized property now contains one value.
-
-
-
- Get all values of serialized array
-
- Property has to point to a string array
- copy of the serialized array. note that changing this array does not affect the serializedproperty
-
-
-
- Remove first occurence of string-value in the serialized array
-
- Property has to point to a string array
- this value is removed from the array
-
-
-
- Add a string-value to a serialized array or list
-
- Property has to point to a string array
- this value is added to the array
-
-
-
- get array size and move serializedproperty to first item of array
-
- Property has to point to an array. After the method it points to the first entry in the array
- array size
-
-
-
- Utility class for editing a SerializedObject.
-
-
-
-
- Constructor updates the serialized object.
-
-
-
-
- Applies all modified data of the serialized object
-
-
-
-
- This class provides utility properties to a serialized object
- targeting an ObjectTargetAbstractBehaviour
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Get all behaviours that are edited by the serialized object
-
-
-
-
- Aspect ratio length/width
-
-
-
-
- Aspect ratio length/height
-
-
-
-
- Whether the visualization of the bounding box/alignment guide is enabled in the editor
-
-
-
-
- Set or get the preview image in the inspector
-
-
-
-
- This class provides utility properties to a serialized object
- targeting a PropAbstractBehaviour
-
-
-
-
- This class provides utility properties to a serialized object
- targeting a SmartTerrainTrackableBehaviour
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Allows to set which mesh filter should be automatically updated with new mesh revisions
- If set to null, nothing will be updated
-
-
-
-
- Allows to set which mesh collider should be automatically updated with new mesh revisions
- If set to null, nothing will be updated
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Allows to set which box collider should be automatically updated with new bounding box revisions
- If set to null, nothing will be updated
-
-
-
-
- This class provides utility properties to a serialized object
- targeting a VuMarkAbstractBehaviour
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Get all behaviours that are edited by the serialized object
-
-
-
-
- This class provides utility properties to a serialized object
- targeting a WordAbstractBehaviour
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Get all behaviours that are edited by the serialized object
-
-
-
-
- Editor for the SmartTerrainTrackerBehaviour
-
-
-
-
- Setup serialized properties when the inspector is loaded
-
-
-
-
- Draws the inspector for the smart terrain prefab
-
-
-
-
- Editor of the BackgroundPlaneBehaviour
-
-
-
-
- OnInspectorGUI exposes public settings in Inspector
-
-
-
-
- This class reads the *.xml file of an editor target configuration file for retrieving object editor parameters
-
-
-
-
- Read Object Target editor parameters for all specified targets.
-
- Path to editor configuration file with extension .xml
- Objects targets for which the corresponding parameters should be retreived from the file.
-
-
-
- Editor class for ObjectTargetBehaviours
-
-
-
-
- Recalculates the aspect ratio of the Object Target from a size vector.
-
- Local aspect ratio of this object target will be updated
- Uniform scale of the target
-
-
-
- Define a new scale for the object target.
- If PreserveChildSize is true, all child objects will be scaled inversely in order to keep their original size.
-
- Local scale of this object target will be updated
- Uniform scale of the target
-
-
-
- Recalculates the bbox of the Object Target from a min, max bbox
-
- Local bbox of this object target will be updated
- bbox minimum
- bbox maximum
-
-
-
- Redefine the preview image of the Object Target from a targetID reference
-
- Preview imaeg of this object target will be updated
- target ID use to reference the preview i mage
-
-
-
- Configure the Object Target in this custom editor.
-
- name of the object for the configuration
-
-
-
- Initializes the Object Target when it is drag-dropped into the scene.
-
-
-
-
- Lets the user choose a Object Target from a drop down list. Object Target
- must be defined in the "config.xml" file.
-
-
-
-
- Update scene view for our ObjectTarget editor
-
-
-
-
- Editor for Surfaces
-
-
-
-
- Configure the Smart Terrain Surface in this custom editor.
-
-
-
-
- Initializes the Smart Terrain Surface when it is drag-dropped into the scene.
-
-
-
-
- Draws the inspector for the surface
-
-
-
-
- Editor Extension that allows the configuration of initialization targets for smart terrain
-
-
-
-
- Draws the section of the inspector that is used to configure a target as a smart terrain initialization target
-
-
-
-
- draw translation or rotation handle for init target if set
-
-
-
-
- Editor for the CloudRecoBehaviour
-
-
-
-
- Draws a custom UI for the cloud reco behaviour inspector
-
-
-
-
- Renders a label to visualize the CloudRecoBehaviour
-
-
-
-
- This class is used to store and access data that is read from a config.xml
- file.
-
-
-
-
- et attributes of the VuMark Target with the given name.
- If the VuMark Target does not yet exist it is created automatically.
-
-
-
-
- Returns the number of VuMarks currently present in the config data.
-
-
-
-
- he ConfigData Manager handles operations on the ConfigData (e.g. sync with
- config.xml file, sync with scene).
-
-
-
-
- Get config-data for text recognition
-
-
-
-
- This class is used to parse the config.xml file into a ConfigData file and
- vice versa. The config.xml file is used to configure Trackables and
- Virtual Buttons.
- Implements a non-thread safe singleton pattern.
-
-
-
-
- This class creates a mesh for a cylinder, cone, or conical frustum.
- The resulting mesh contains vertex positions, normals, and texture coordinates.
- The resulting mesh contains inward and outward faces and can therefore be viewed double-sided.
- The resulting mesh has one, two, or three submeshes: side geometry, top geometry (optional), bottom geometry (optional)
-
-
-
-
- Create a mesh for a cylinder, cone, or conical frustum.
-
- Distance between point on top circle and corresponding point on bottom circle. Height for cylinders, slant height for cones.
- Top diameter. For an upward cone it is zero. For a cylinder it is equal to the bottom diameter.
- Bottom diameter. For a downward cone it is zero. For a cylinder it is equal to the top diameter.
- Tesselation of the mesh is defined by setting the number of vertices per circle.
- Define if optional top geometry should be generated.
- Define if optional bottom geometry should be generated.
- material used for the inside of the cylinder mesh
-
-
-
-
- Create a circle for top or bottom geometry. Positions, normals, and texture coordinates are added.
-
- Vertices of circle, must be parallel to xz-plane
- define whether the circle is for the top or for the bottom geometry
- return face indices
-
-
-
- Create positions for a circle at a specific height (y-coordinate).
- Note that the real height (y-coordinate) is used, not the sidelength
-
-
-
-
- Create texture coordinates for top or bottom geometry
-
-
-
-
- Convert a 3D-position to a texture coordinate for the side geometry.
-
- angle in xz-plane
- Slant height (sidelength) of 3D position
- Texture coordinate within range [0,1]
-
-
-
- Editor for the CylinderTargetBehaviour
-
-
-
-
- Define the ratio between sidelength, top diameter, and bottom diameter.
- Geometry and materials are updated according to the new parameters.
-
-
-
-
- Define a new scale for the cylinder target, which corresponds to the sidelength.
- If PreserveChildSize is true, all child objects will be scaled inversely in order to keep their original size.
-
- Local scale of edited cylinder targets will be updated
- Uniform scale of the target, corresponds to the sidelength
-
-
-
- Updates CylinderTarget. Deletes all parts and recreates them.
- Creates a mesh with vertices, normals, and texture coordinates.
- Top and bottom geometry are represented as separate submeshes,
- i.e. resulting mesh contains 1, 2, or 3 submeshes.
-
- Game Object which contains the CylinderTargetBehaviour
-
-
-
- Create and return materials for cylinder targets. The newly created materials
- are based on the default material.
-
-
-
-
- Configure the Cylinder Target in this custom editor.
-
- This method configures the cylinder target behaviour when it is first opened in the editor
- It assigns the default dataset and creates game objects for visualizing the cylinder.
- The result is equal to the CylinderTarget-prefab, even when the script is manually added to a
- gameobject.
-
-
-
- Initializes the Cylinder Target when it is drag-dropped into the scene.
-
-
-
-
- Lets the user choose a Cylinder Target from a drop down list. Cylinder Target
- must be defined in the "config.xml" file.
-
-
-
-
- Editor for the DataSetLoadBehaviour
-
-
-
-
- Called when the ARCamera is instantiated in the scene
-
-
-
-
- Draws the DataSetLoadBehaviour inspector
-
-
-
-
- Draws check boxes for all data sets to choose to load them.
- returns true if the list has been modified by the developer in the UI.
-
-
-
-
- Custom Unity Menu to Apply Dataset properties from the XML file to scene objects
-
-
-
-
- Custom Unity menu option to Apply Dataset properties from the XML file to scene objects
-
-
-
-
- Editor for ImageTargetBehaviours
-
-
-
-
- Updates the scale values in the transform component of all edited image targets from a given size.
- If PreserveChildSize is true, all child objects will be scaled inversely in order to keep their original size.
-
- Local scale of edited image targets will be updated
- Either x- or y-component is set as uniform scale, based on aspect ratio of target
-
-
-
- Create and return material for image target.
-
-
-
-
- Configure the Image Target in this custom editor.
-
-
-
-
- Initializes the Image Target when it is drag-dropped into the scene.
-
-
-
-
- Lets the user choose a Image Target from a drop down list. Image Target
- must be defined in the "config.xml" file.
-
-
-
-
- Interface providing means to unzip a package and return back a file stream of a specific file within this package
-
-
-
-
- Unzips a file in a package at a given path and returns a stream to that file.
-
-
-
-
-
-
-
- Editor for the KeepAliveAbstractBehaviour
-
-
-
-
- Draws check boxes to keep various objects alive on scene change
-
-
-
-
- Editor for MarkerBehaviours
-
-
-
-
- Configure the Marker in this custom editor.
-
-
-
-
- Initializes the Marker when it is drag-dropped into the scene.
-
-
-
-
- Lets the user choose a Marker by specifying an ID.
-
-
-
-
- Editor for MultiTargetBehaviours
-
-
-
-
- Configure the Multi Target in this custom editor.
-
-
-
-
- Initializes the Multi Target when it is drag-dropped into the scene.
-
-
-
-
- Checks if the transformation of the Multi Target has been changed by
- Unity transform-handles in scene view.
- This is also called when user changes attributes in Inspector.
-
-
-
-
- Lets the user choose a Multi Target from a drop down list. Multi Target
- must be defined in the "config.xml" file.
-
-
-
-
- Editor for the VideoBackgroundManager
-
-
-
-
- Setup serialized properties when the inspector is loaded
-
-
-
-
- Draws the custom inspector for the monobehaviour
-
-
-
-
- Displays various help menu options in the Unity menu
-
-
-
-
- Method opens up a browser Window with the specified URL.
- This method is called when "Vuforia Documentation" is chosen from the
- Unity "Help" menu.
-
-
-
-
- Method opens up a browser Window with the specified URL.
- This method is called when "Release Notes" is chosen from the
- Unity "Help" menu.
-
-
-
-
- Draw popups for dataset and trackable name and update serialized object accordingly
-
- It is necessary to update the serialized object before and
- to apply the changes after calling this method
- dataset-name and trackable might be reset to the first element in the lists
- Function to extract all trackable names for the current trackable type from a dataset
- Label for popup to select trackable name
- true if the dataset or trackable has been change
-
-
-
- Draw button for target manager page
-
-
-
-
- draw typical options for dataset trackables: preserve child size, extended tracking and smart terrain
-
- the method should be called with serializedObject.Edit()
-
-
-
- If extended tracking is enabled for any target in the scene
-
-
-
-
- If any target in the scene is initializing smart terrain
- and/or the smart terrain tracker is configured to start on the ARCamera
-
-
-
-
-
- This function enables an asynchronous call to open the Vuforia sample apps page.
-
-
-
-
- Editor for the ReconstructionAbstractBehaviour
-
-
-
-
- Configure the Smart Terrain in this custom editor.
-
-
-
-
- Initializes the Smart Terrain when it is drag-dropped into the scene.
-
-
-
-
- This method checks for the scale of the SmartTerrainObject and resets it if it's not 1,1,1
-
-
-
-
- Draws the inspector for the smart terrain prefab
-
-
-
-
- Editor for Props
-
-
-
-
- Configure the Smart Terrain Prop in this custom editor.
-
-
-
-
- Initializes the Smart Terrain Prop when it is drag-dropped into the scene.
-
-
-
-
- Draws the inspector for the prop
-
-
-
-
- Define data for dictionary (word list) with given name
-
-
-
-
- Define data for a filter list or custom word list with given name
-
-
-
-
- Get dictionary with given name
-
-
-
-
- Get word list with given name
-
-
-
-
- Get the number of available dictionaries
-
-
-
-
- Get the number of available filter lists / custom word lists
-
-
-
-
- A dictionary contains a binary vwl-file
-
-
-
-
- A word list contains a text file, can be used as custom word list or filter list
-
-
-
-
- Editor for the TextRecoBehaviour
-
-
-
-
- Configure the TextReco in this custom editor.
-
-
-
-
- Executed new TextRecoBehaviour is instantiated in the scene
-
-
-
-
- Draws a custom UI for the text reco behaviour inspector
-
-
-
-
- Renders a label to visualize the TextRecoBehaviour
-
-
-
-
- Test if file is a valid word list file: checks for plaint text file and for maximum line (word) length
-
-
-
-
- Editor of the VuforiaBehaviour
-
-
-
-
- Setup serialized properties when the inspector is loaded
-
-
-
-
- OnInspectorGUI exposes public Tracker settings in Inspector
- WorldCenterMode: Defines how the relative transformation that is returned
- by the Vuforia Tracker is applied. Either the camera is
- moved in the scene with respect to a "world center" or
- all the targets are moved with respect to the camera.
-
-
-
-
- This class reads the *.dat-file of a target data set for retreiving cylinder parameters.
-
-
-
-
- Read cylinder parameters for all specified targets.
-
- Path to dataset-file with extension .dat
- Cylinder targets for which the corresponding parameters should be retreived from the file.
-
-
-
- This class implements to IPlayModeEditorUtility to provide various editor functionality (popups, reading xml files)
- at play mode runtime without introducing a depenency on UnityEdtitor from runtime classes.
-
-
-
-
- register an instance of this class at the singleton immediately when application is executed
-
-
-
-
- Displays a popup dialog in the Unity editor
-
-
-
-
- Loads web cam profiles from an XML file at a given path and returns all of them
- including the default profile
-
-
-
-
- Forces a restart of Play Mode in the Editor.
- It is called when Unity re-compiles the scripts shortly after starting play mode.
-
-
-
-
- Displays a large error message in the window that the mouse is currently over
-
-
-
-
- This restarts Play Mode and unregisters from the editor callback.
-
-
-
-
- Singleton implementation for a helper calls that provides unzipping functionality
- If no external IUnzipper implementation is registered, an internal null implementation is used
-
-
-
-
- Singleton accessor for Unzipper
-
-
-
-
- Editor for the UserDefinedTargetBuildingBehaviour
-
-
-
-
- Draws a custom UI for the UserDefinedTargetBehaviour inspector
-
-
-
-
- Renders a label to visualize the UserDefinedTargetBehaviour
-
-
-
-
- Editor for the VirtualButtonBehaviour
-
-
-
-
- Update Virtual Buttons from configuration data.
-
-
-
-
- Add Virtual Buttons that are specified in the configuration data.
-
-
-
-
- Configure the Virtual Button in this custom editor.
-
-
-
-
- Initializes the Virtual Button when it is drag-dropped into the scene.
-
-
-
-
- Lets the user set sensitivity and name of a Virtual Button.
-
-
-
-
- Locks the y-scale of a Virtual Button at 1.
-
-
-
-
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diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Prefabs/Word.prefab b/ARTraining/ChuYinAR/Assets/Vuforia/Prefabs/Word.prefab
deleted file mode 100644
index 8fd302f52..000000000
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+++ /dev/null
@@ -1,97 +0,0 @@
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diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Resources/Materials/DistortionStereoMaterial.mat b/ARTraining/ChuYinAR/Assets/Vuforia/Resources/Materials/DistortionStereoMaterial.mat
deleted file mode 100644
index 26d5843bf..000000000
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@@ -1,28 +0,0 @@
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diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/BackgroundPlaneBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/BackgroundPlaneBehaviour.cs
deleted file mode 100644
index cefbdcc96..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/BackgroundPlaneBehaviour.cs
+++ /dev/null
@@ -1,23 +0,0 @@
-/*==============================================================================
-Copyright (c) 2014 Qualcomm Connected Experiences, Inc. All Rights Reserved.
-
-Confidential and Proprietary - Protected under copyright and other laws.
-
-Vuforia is a trademark of PTC Inc., registered in the United States and other
-countries.
-==============================================================================*/
-
-using System;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// The BackgroundPlaneBehaviour class creates a mesh at the far end
- /// of camera frustum over which video background is rendered.
- ///
- public class BackgroundPlaneBehaviour : BackgroundPlaneAbstractBehaviour
- {
-
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CloudRecoBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CloudRecoBehaviour.cs
deleted file mode 100644
index cb30db681..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CloudRecoBehaviour.cs
+++ /dev/null
@@ -1,21 +0,0 @@
-/*==============================================================================
-Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This is the main behaviour class that encapsulates cloud recognition behaviour.
- /// It just has to be added to a Vuforia-enabled Unity scene and will initialize the target finder and wait for new results.
- /// State changes and new results will be sent to registered ICloudRecoEventHandlers
- ///
- public class CloudRecoBehaviour : CloudRecoAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CylinderTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CylinderTargetBehaviour.cs
deleted file mode 100644
index b3a3d3885..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CylinderTargetBehaviour.cs
+++ /dev/null
@@ -1,19 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for a CylinderTarget in the editor
- /// as well as a tracked CylinderTarget result at runtime
- ///
- public class CylinderTargetBehaviour : CylinderTargetAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DatabaseLoadBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DatabaseLoadBehaviour.cs
deleted file mode 100644
index 82460d2b7..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DatabaseLoadBehaviour.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This behaviour allows to automatically load and activate one or more DataSet on startup
- ///
- public class DatabaseLoadBehaviour : DatabaseLoadAbstractBehaviour
- {
- public override void AddOSSpecificExternalDatasetSearchDirs()
- {
- #if UNITY_ANDROID
- if (Application.platform == RuntimePlatform.Android)
- {
- // Get the external storage directory
- AndroidJavaClass jclassEnvironment = new AndroidJavaClass("android.os.Environment");
- AndroidJavaObject jobjFile = jclassEnvironment.CallStatic("getExternalStorageDirectory");
- string externalStorageDirectory = jobjFile.Call("getAbsolutePath");
-
- // Get the package name
- AndroidJavaObject jobjActivity = new AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic("currentActivity");
- string packageName = jobjActivity.Call("getPackageName");
-
- // Add some best practice search directories
- //
- // Assumes just Vufroria datasets extracted to the files directory
- AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/");
-
- // Assume entire StreamingAssets dir is extracted here and our datasets are in the "Vuforia" directory
- AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/Vuforia/");
-
- // Assume entire StreamingAssets dir is extracted here and our datasets are in the "QCAR" directory
- AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/QCAR/");
- }
-#endif //UNITY_ANDROID
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs
deleted file mode 100644
index cb827b919..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs
+++ /dev/null
@@ -1,163 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// A custom handler that registers for Vuforia initialization errors
- ///
- public class DefaultInitializationErrorHandler : MonoBehaviour
- {
- #region PRIVATE_MEMBER_VARIABLES
-
- private string mErrorText = "";
- private bool mErrorOccurred = false;
-
- private const string WINDOW_TITLE = "Vuforia Initialization Error";
-
- #endregion // PRIVATE_MEMBER_VARIABLES
-
- #region UNTIY_MONOBEHAVIOUR_METHODS
-
- void Awake()
- {
- // Check for an initialization error on start.
- VuforiaAbstractBehaviour vuforiaBehaviour = (VuforiaAbstractBehaviour)FindObjectOfType(typeof(VuforiaAbstractBehaviour));
- if (vuforiaBehaviour)
- {
- vuforiaBehaviour.RegisterVuforiaInitErrorCallback(OnVuforiaInitializationError);
- }
- }
-
- void OnGUI()
- {
- // On error, create a full screen window.
- if (mErrorOccurred)
- GUI.Window(0, new Rect(0, 0, Screen.width, Screen.height),
- DrawWindowContent, WINDOW_TITLE);
- }
-
- ///
- /// When this game object is destroyed, it unregisters itself as event handler
- ///
- void OnDestroy()
- {
- VuforiaAbstractBehaviour vuforiaBehaviour = (VuforiaAbstractBehaviour)FindObjectOfType(typeof(VuforiaAbstractBehaviour));
- if (vuforiaBehaviour)
- {
- vuforiaBehaviour.UnregisterVuforiaInitErrorCallback(OnVuforiaInitializationError);
- }
- }
-
- #endregion // UNTIY_MONOBEHAVIOUR_METHODS
-
- #region PRIVATE_METHODS
-
- private void DrawWindowContent(int id)
- {
- // Create text area with a 10 pixel distance from other controls and
- // window border.
- GUI.Label(new Rect(10, 25, Screen.width - 20, Screen.height - 95),
- mErrorText);
-
- // Create centered button with 50/50 size and 10 pixel distance from
- // other controls and window border.
- if (GUI.Button(new Rect(Screen.width / 2 - 75, Screen.height - 60, 150, 50), "Close"))
- {
- #if UNITY_EDITOR
- UnityEditor.EditorApplication.isPlaying = false;
- #else
- Application.Quit();
- #endif
- }
- }
-
- private void SetErrorCode(VuforiaUnity.InitError errorCode)
- {
- Debug.LogError("Vuforia initialization failed: " + mErrorText);
- switch (errorCode)
- {
- case VuforiaUnity.InitError.INIT_EXTERNAL_DEVICE_NOT_DETECTED:
- mErrorText =
- "Failed to initialize Vuforia because this " +
- "device is not docked with required external hardware.";
- break;
- case VuforiaUnity.InitError.INIT_LICENSE_ERROR_MISSING_KEY:
- mErrorText =
- "Vuforia App key is missing. Please get a valid key, " +
- "by logging into your account at developer.vuforia.com " +
- "and creating a new project";
- break;
- case VuforiaUnity.InitError.INIT_LICENSE_ERROR_INVALID_KEY:
- mErrorText =
- "Invalid Key used. " +
- "Please make sure you are using a valid Vuforia App Key";
- break;
- case VuforiaUnity.InitError.INIT_LICENSE_ERROR_NO_NETWORK_TRANSIENT:
- mErrorText =
- "Unable to contact server. Please try again later.";
- break;
- case VuforiaUnity.InitError.INIT_LICENSE_ERROR_NO_NETWORK_PERMANENT:
- mErrorText =
- "No network available. Please make sure you are connected to the internet.";
- break;
- case VuforiaUnity.InitError.INIT_LICENSE_ERROR_CANCELED_KEY:
- mErrorText =
- "This App license key has been cancelled " +
- "and may no longer be used. Please get a new license key.";
- break;
- case VuforiaUnity.InitError.INIT_LICENSE_ERROR_PRODUCT_TYPE_MISMATCH:
- mErrorText =
- "Vuforia App key is not valid for this product. Please get a valid key, "+
- "by logging into your account at developer.vuforia.com and choosing the "+
- "right product type during project creation";
- break;
- #if (UNITY_IPHONE || UNITY_IOS)
- case VuforiaUnity.InitError.INIT_NO_CAMERA_ACCESS:
- mErrorText =
- "Camera Access was denied to this App. \n" +
- "When running on iOS8 devices, \n" +
- "users must explicitly allow the App to access the camera.\n" +
- "To restore camera access on your device, go to: \n" +
- "Settings > Privacy > Camera > [This App Name] and switch it ON.";
- break;
- #endif
- case VuforiaUnity.InitError.INIT_DEVICE_NOT_SUPPORTED:
- mErrorText =
- "Failed to initialize Vuforia because this device is not " +
- "supported.";
- break;
- case VuforiaUnity.InitError.INIT_ERROR:
- mErrorText = "Failed to initialize Vuforia.";
- break;
- }
- }
-
- private void SetErrorOccurred(bool errorOccurred)
- {
- mErrorOccurred = errorOccurred;
- }
-
- #endregion // PRIVATE_METHODS
-
-
-
- #region Vuforia_lifecycle_events
-
- public void OnVuforiaInitializationError(VuforiaUnity.InitError initError)
- {
- if (initError != VuforiaUnity.InitError.INIT_SUCCESS)
- {
- SetErrorCode(initError);
- SetErrorOccurred(true);
- }
- }
-
- #endregion // Vuforia_lifecycle_events
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultSmartTerrainEventHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultSmartTerrainEventHandler.cs
deleted file mode 100644
index 851b7d702..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultSmartTerrainEventHandler.cs
+++ /dev/null
@@ -1,85 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// A default event handler that handles reconstruction events for a ReconstructionFromTarget
- /// It uses a single Prop template that is used for every newly created prop,
- /// and a surface template that is used for the primary surface
- ///
- public class DefaultSmartTerrainEventHandler : MonoBehaviour
- {
- #region PRIVATE_MEMBERS
-
- private ReconstructionBehaviour mReconstructionBehaviour;
-
- #endregion // PRIVATE_MEMBERS
-
-
- #region PUBLIC_MEMBERS
-
- public PropBehaviour PropTemplate;
- public SurfaceBehaviour SurfaceTemplate;
-
- #endregion // PUBLIC_MEMBERS
-
-
-
- #region UNTIY_MONOBEHAVIOUR_METHODS
-
- void Start()
- {
- mReconstructionBehaviour = GetComponent();
- if (mReconstructionBehaviour)
- {
- mReconstructionBehaviour.RegisterPropCreatedCallback(OnPropCreated);
- mReconstructionBehaviour.RegisterSurfaceCreatedCallback(OnSurfaceCreated);
- }
- }
-
- void OnDestroy()
- {
- if (mReconstructionBehaviour)
- {
- mReconstructionBehaviour.UnregisterPropCreatedCallback(OnPropCreated);
- mReconstructionBehaviour.UnregisterSurfaceCreatedCallback(OnSurfaceCreated);
- }
- }
-
- #endregion // UNTIY_MONOBEHAVIOUR_METHODS
-
-
-
- #region RECONSTRUCTION_CALLBACKS
-
- ///
- /// Called when a prop has been created
- ///
- public void OnPropCreated(Prop prop)
- {
- if (mReconstructionBehaviour)
- mReconstructionBehaviour.AssociateProp(PropTemplate, prop);
- }
-
- ///
- /// Called when a surface has been created
- ///
- public void OnSurfaceCreated(Surface surface)
- {
- if (mReconstructionBehaviour)
- mReconstructionBehaviour.AssociateSurface(SurfaceTemplate, surface);
- }
-
- #endregion // RECONSTRUCTION_CALLBACKS
- }
-}
-
-
-
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs
deleted file mode 100644
index 576804dc2..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs
+++ /dev/null
@@ -1,112 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// A custom handler that implements the ITrackableEventHandler interface.
- ///
- public class DefaultTrackableEventHandler : MonoBehaviour,
- ITrackableEventHandler
- {
- #region PRIVATE_MEMBER_VARIABLES
-
- private TrackableBehaviour mTrackableBehaviour;
-
- #endregion // PRIVATE_MEMBER_VARIABLES
-
-
-
- #region UNTIY_MONOBEHAVIOUR_METHODS
-
- void Start()
- {
- mTrackableBehaviour = GetComponent();
- if (mTrackableBehaviour)
- {
- mTrackableBehaviour.RegisterTrackableEventHandler(this);
- }
- }
-
- #endregion // UNTIY_MONOBEHAVIOUR_METHODS
-
-
-
- #region PUBLIC_METHODS
-
- ///
- /// Implementation of the ITrackableEventHandler function called when the
- /// tracking state changes.
- ///
- public void OnTrackableStateChanged(
- TrackableBehaviour.Status previousStatus,
- TrackableBehaviour.Status newStatus)
- {
- if (newStatus == TrackableBehaviour.Status.DETECTED ||
- newStatus == TrackableBehaviour.Status.TRACKED ||
- newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
- {
- OnTrackingFound();
- }
- else
- {
- OnTrackingLost();
- }
- }
-
- #endregion // PUBLIC_METHODS
-
-
-
- #region PRIVATE_METHODS
-
-
- private void OnTrackingFound()
- {
- Renderer[] rendererComponents = GetComponentsInChildren(true);
- Collider[] colliderComponents = GetComponentsInChildren(true);
-
- // Enable rendering:
- foreach (Renderer component in rendererComponents)
- {
- component.enabled = true;
- }
-
- // Enable colliders:
- foreach (Collider component in colliderComponents)
- {
- component.enabled = true;
- }
-
- Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
- }
-
-
- private void OnTrackingLost()
- {
- Renderer[] rendererComponents = GetComponentsInChildren(true);
- Collider[] colliderComponents = GetComponentsInChildren(true);
-
- // Disable rendering:
- foreach (Renderer component in rendererComponents)
- {
- component.enabled = false;
- }
-
- // Disable colliders:
- foreach (Collider component in colliderComponents)
- {
- component.enabled = false;
- }
-
- Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
- }
-
- #endregion // PRIVATE_METHODS
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DeviceTrackerBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DeviceTrackerBehaviour.cs
deleted file mode 100644
index 62aac8e93..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DeviceTrackerBehaviour.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-/*==============================================================================
-Copyright (c) 2015 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-namespace Vuforia
-{
- ///
- /// The DeviceTracker handles the rotational tracking for VR support
- /// It comes as a component of the ARCamera prefab and should only be used as part of it.
- /// It is important that at any given time, only one instance of this script exists in the scene.
- ///
- public class DeviceTrackerBehaviour : DeviceTrackerAbstractBehaviour
- {
- }
-
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DigitalEyewearBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DigitalEyewearBehaviour.cs
deleted file mode 100644
index 98f184443..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DigitalEyewearBehaviour.cs
+++ /dev/null
@@ -1,37 +0,0 @@
-/*==============================================================================
-Copyright (c) 2015 PTC Inc. All Rights Reserved.
-
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// The DigitalEyewearBehaviour class handles the configuration of
- /// eyewear devices. It is responsible for enabling stereo rendering.
- ///
- public class DigitalEyewearBehaviour : DigitalEyewearAbstractBehaviour
- {
-
- private static DigitalEyewearBehaviour mDigitalEyewearBehaviour = null;
-
- ///
- /// A simple static singleton getter to the DigitalEyewearBehaviour (if present in the scene)
- /// Will return null if no DigitalEyewearBehaviour has been instanciated in the scene.
- ///
- public static DigitalEyewearBehaviour Instance
- {
- get
- {
- if (mDigitalEyewearBehaviour == null)
- mDigitalEyewearBehaviour = FindObjectOfType();
-
- return mDigitalEyewearBehaviour;
- }
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/GLErrorHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/GLErrorHandler.cs
deleted file mode 100644
index dc51d49a4..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/GLErrorHandler.cs
+++ /dev/null
@@ -1,80 +0,0 @@
-/*==============================================================================
-Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-using System.Collections;
-
-namespace Vuforia
-{
- ///
- /// This Script can be used to set a full screen error message if an error happens on startup.
- /// (such as no OpenGL ES 2.0 support that is required for some samples).
- ///
- public class GLErrorHandler : MonoBehaviour
- {
- #region PRIVATE_MEMBER_VARIABLES
-
- private static string mErrorText = "";
- private static bool mErrorOccurred = false;
-
- private const string WINDOW_TITLE = "Sample Error";
-
- #endregion // PRIVATE_MEMBER_VARIABLES
-
-
-
- #region PUBLIC_METHODS
-
- ///
- /// Sets an error text that is rendered every frame
- ///
- public static void SetError(string errorText)
- {
- mErrorText = errorText;
- mErrorOccurred = true;
- }
-
- #endregion // PUBLIC_METHODS
-
-
-
- #region UNTIY_MONOBEHAVIOUR_METHODS
-
- // In this method we draw an error window in case something happened.
- void OnGUI()
- {
- // On error, create a full screen window.
- if (mErrorOccurred)
- {
- GUI.Window(0, new Rect(0, 0, Screen.width, Screen.height),
- DrawWindowContent, WINDOW_TITLE);
- }
- }
-
- #endregion // UNTIY_MONOBEHAVIOUR_METHODS
-
-
-
- #region PRIVATE_METHODS
-
- // This method draws an error-dialog on the screen.
- private void DrawWindowContent(int id)
- {
- // Create text area with a 10 pixel distance from other controls and
- // window border.
- GUI.Label(new Rect(10, 25, Screen.width - 20, Screen.height - 95),
- mErrorText);
-
- // Create centered button with 50/50 size and 10 pixel distance from
- // other controls and window border.
- if (GUI.Button(new Rect(Screen.width / 2 - 75, Screen.height - 60,
- 150, 50), "Close"))
- Application.Quit();
- }
-
- #endregion // PRIVATE_METHODS
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/HideExcessAreaBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/HideExcessAreaBehaviour.cs
deleted file mode 100644
index de81099cd..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/HideExcessAreaBehaviour.cs
+++ /dev/null
@@ -1,19 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-using System.Collections;
-
-namespace Vuforia
-{
- ///
- /// This Behaviour creates four planes (mattes) at the near clipping plane of camera frustum
- /// to hide the augmentation going off the limit of video background due to scaling
- ///
- public class HideExcessAreaBehaviour : HideExcessAreaAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ImageTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ImageTargetBehaviour.cs
deleted file mode 100644
index ffa8ba45e..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ImageTargetBehaviour.cs
+++ /dev/null
@@ -1,19 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for an ImageTarget in the editor
- /// as well as a tracked image target result at runtime
- ///
- public class ImageTargetBehaviour : ImageTargetAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/AndroidUnityPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/AndroidUnityPlayer.cs
deleted file mode 100644
index 54126d7d7..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/AndroidUnityPlayer.cs
+++ /dev/null
@@ -1,230 +0,0 @@
-/*==============================================================================
-Copyright (c) 2016 PTC Inc.
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class encapsulates functionality to detect various surface events
- /// (size, orientation changed) and delegate this to native.
- /// These are used by Unity Extension code and should usually not be called by app code.
- ///
- class AndroidUnityPlayer : IUnityPlayer
- {
- // The Activity orientation is sometimes not correct when triggered immediately after the orientation change is
- // reported in Unity.
- // querying for the next 20 frames seems to yield the correct orientation eventually across all devices.
- private const int NUM_FRAMES_TO_QUERY_ORIENTATION = 25;
- private const int JAVA_ORIENTATION_CHECK_FRM_INTERVAL = 60;
- private ScreenOrientation mScreenOrientation = ScreenOrientation.Unknown;
- private ScreenOrientation mJavaScreenOrientation = ScreenOrientation.Unknown;
- private int mFramesSinceLastOrientationReset;
- private int mFramesSinceLastJavaOrientationCheck;
-
- // AndroidJava resources need to be #if'd in order to allow AoT compilation on iOS
- #if UNITY_ANDROID
- private AndroidJavaObject mCurrentActivity;
- private AndroidJavaClass mJavaOrientationUtility;
- private AndroidJavaClass mVuforiaInitializer;
- #endif
-
- #region PUBLIC_METHODS
-
- ///
- /// Loads native plugin libraries on platforms where this is explicitly required.
- ///
- public void LoadNativeLibraries()
- {
- LoadNativeLibrariesFromJava();
- }
-
- ///
- /// Initialized platform specific settings
- ///
- public void InitializePlatform()
- {
- InitAndroidPlatform();
- }
-
- ///
- /// Initializes Vuforia; called from Start
- ///
- public VuforiaUnity.InitError Start(string licenseKey)
- {
- int errorCode = InitVuforia(licenseKey);
- if (errorCode >= 0)
- InitializeSurface();
- return (VuforiaUnity.InitError)errorCode;
- }
-
- ///
- /// Called from Update, checks for various life cycle events that need to be forwarded
- /// to Vuforia, e.g. orientation changes
- ///
- public void Update()
- {
- if (SurfaceUtilities.HasSurfaceBeenRecreated())
- {
- InitializeSurface();
- }
- else
- {
- // if Unity reports that the orientation has changed, reset the member variable
- // - this will trigger a check in Java for a few frames...
- if (Screen.orientation != mScreenOrientation)
- ResetUnityScreenOrientation();
-
- CheckOrientation();
- }
-
- mFramesSinceLastOrientationReset++;
- }
-
- ///
- /// Pauses Vuforia
- ///
- public void OnPause()
- {
- VuforiaUnity.OnPause();
- }
-
- ///
- /// Resumes Vuforia
- ///
- public void OnResume()
- {
- VuforiaUnity.OnResume();
- }
-
- ///
- /// Deinitializes Vuforia
- ///
- public void OnDestroy()
- {
- VuforiaUnity.Deinit();
- }
-
- // Java resources need to be explicitly disposed.
- public void Dispose()
- {
- #if UNITY_ANDROID
- mCurrentActivity.Dispose();
- mCurrentActivity = null;
-
- mJavaOrientationUtility.Dispose();
- mJavaOrientationUtility = null;
- #endif
- }
-
- #endregion // PUBLIC_METHODS
-
-
-
- #region PRIVATE_METHODS
-
- private void LoadNativeLibrariesFromJava()
- {
- #if UNITY_ANDROID
- if (mCurrentActivity == null || mVuforiaInitializer == null)
- {
- AndroidJavaClass javaUnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- mCurrentActivity = javaUnityPlayer.GetStatic("currentActivity");
- if (mCurrentActivity != null)
- {
- mVuforiaInitializer = new AndroidJavaClass("com.vuforia.VuforiaUnityPlayer.VuforiaInitializer");
- mVuforiaInitializer.CallStatic("loadNativeLibraries");
- }
- }
-#endif
- }
-
- private void InitAndroidPlatform()
- {
- #if UNITY_ANDROID
- LoadNativeLibrariesFromJava();
- if (mVuforiaInitializer != null)
- mVuforiaInitializer.CallStatic("initPlatform");
-#endif
- }
-
- private int InitVuforia(string licenseKey)
- {
- int errorcode = -1;
- #if UNITY_ANDROID
- LoadNativeLibrariesFromJava();
- if (mVuforiaInitializer != null)
- errorcode = mVuforiaInitializer.CallStatic("initVuforia", mCurrentActivity, licenseKey);
-#endif
- return errorcode;
- }
-
- private void InitializeSurface()
- {
- SurfaceUtilities.OnSurfaceCreated();
-
- #if UNITY_ANDROID
- AndroidJavaClass javaUnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- mCurrentActivity = javaUnityPlayer.GetStatic("currentActivity");
- if (mCurrentActivity != null)
- {
- mJavaOrientationUtility = new AndroidJavaClass("com.vuforia.VuforiaUnityPlayer.OrientationUtility");
- }
- #endif
-
- ResetUnityScreenOrientation();
- CheckOrientation();
- }
-
- private void ResetUnityScreenOrientation()
- {
- mScreenOrientation = Screen.orientation;
- mFramesSinceLastOrientationReset = 0;
- }
-
- private void CheckOrientation()
- {
- // check for the activity orientation for a few frames after it has changed in Unity
- bool getOrientationFromJava = mFramesSinceLastOrientationReset < NUM_FRAMES_TO_QUERY_ORIENTATION;
- if (!getOrientationFromJava)
- getOrientationFromJava = mFramesSinceLastJavaOrientationCheck > JAVA_ORIENTATION_CHECK_FRM_INTERVAL;
-
- if (getOrientationFromJava)
- {
- // mScreenOrientation remains at the value reported by Unity even when the activity reports a different one
- // otherwise the check for orientation changes will return true every frame.
- int correctScreenOrientation = (int) mScreenOrientation;
-
-#if UNITY_ANDROID
- if (mCurrentActivity != null)
- {
- // The orientation reported by Unity is not reliable on some devices (e.g. landscape right on the Nexus 10)
- // We query the correct orientation from the activity to make sure.
- int activityOrientation = mJavaOrientationUtility.CallStatic("getSurfaceOrientation", mCurrentActivity);
- if (activityOrientation != 0)
- correctScreenOrientation = activityOrientation;
- }
- #endif
- ScreenOrientation javaScreenOrientation = (ScreenOrientation) correctScreenOrientation;
- if (javaScreenOrientation != mJavaScreenOrientation)
- {
- mJavaScreenOrientation = javaScreenOrientation;
- SurfaceUtilities.SetSurfaceOrientation(mJavaScreenOrientation);
- }
-
- mFramesSinceLastJavaOrientationCheck = 0;
- }
- else
- {
- mFramesSinceLastJavaOrientationCheck++;
- }
- }
-
- #endregion // PRIVATE_METHODS
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/ComponentFactoryStarterBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/ComponentFactoryStarterBehaviour.cs
deleted file mode 100644
index 75bc1c548..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/ComponentFactoryStarterBehaviour.cs
+++ /dev/null
@@ -1,55 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Reflection;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// Small utility behaviour to create an instance of the VuforiaBehaviourComponentFactory at runtime before anything is initialized.
- ///
- public partial class ComponentFactoryStarterBehaviour : MonoBehaviour
- {
- ///
- /// call all member methods that have the FactoryStart attribute
- ///
- void Awake()
- {
- List methods = this.GetType().GetMethods(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly).ToList();
- methods.AddRange(this.GetType().GetMethods(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly));
-
- foreach (MethodInfo methodInfo in methods)
- {
- foreach (Attribute attribute in methodInfo.GetCustomAttributes(true))
- {
- if (attribute is FactorySetter)
- {
- #if NETFX_CORE
- Action factorySetMethod = methodInfo.CreateDelegate(typeof(Action), this) as Action;
- #else
- Action factorySetMethod = Delegate.CreateDelegate(typeof(Action), this, methodInfo) as Action;
- #endif // NETFX_CORE
- if (factorySetMethod != null)
- {
- factorySetMethod();
- }
- }
- }
- }
- }
-
- [FactorySetter]
- void SetBehaviourComponentFactory()
- {
- Debug.Log("Setting BehaviourComponentFactory");
- BehaviourComponentFactory.Instance = new VuforiaBehaviourComponentFactory();
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/IOSUnityPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/IOSUnityPlayer.cs
deleted file mode 100644
index 91d8d1b2c..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/IOSUnityPlayer.cs
+++ /dev/null
@@ -1,121 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Runtime.InteropServices;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class encapsulates functionality to detect various surface events
- /// (size, orientation changed) and delegate this to native.
- /// These are used by Unity Extension code and should usually not be called by app code.
- ///
- class IOSUnityPlayer : IUnityPlayer
- {
- private ScreenOrientation mScreenOrientation = ScreenOrientation.Unknown;
-
- ///
- /// Loads native plugin libraries on platforms where this is explicitly required.
- ///
- public void LoadNativeLibraries()
- {
- }
-
- ///
- /// Initialized platform specific settings
- ///
- public void InitializePlatform()
- {
- setPlatFormNative();
- }
-
- ///
- /// Initializes Vuforia; called from Start
- ///
- public VuforiaUnity.InitError Start(string licenseKey)
- {
- VuforiaRenderer.RendererAPI rendererAPI = VuforiaRenderer.Instance.GetRendererAPI();
- int errorCode = initQCARiOS((int)rendererAPI, (int)Screen.orientation, licenseKey);
- if (errorCode >= 0)
- InitializeSurface();
- return (VuforiaUnity.InitError)errorCode;
- }
-
- ///
- /// Called from Update, checks for various life cycle events that need to be forwarded
- /// to Vuforia, e.g. orientation changes
- ///
- public void Update()
- {
- if (SurfaceUtilities.HasSurfaceBeenRecreated())
- {
- InitializeSurface();
- }
- else
- {
- // if Unity reports that the orientation has changed, set it correctly in native
- if (Screen.orientation != mScreenOrientation)
- SetUnityScreenOrientation();
- }
-
- }
-
- public void Dispose()
- {
- }
-
- ///
- /// Pauses Vuforia
- ///
- public void OnPause()
- {
- VuforiaUnity.OnPause();
- }
-
- ///
- /// Resumes Vuforia
- ///
- public void OnResume()
- {
- VuforiaUnity.OnResume();
- }
-
- ///
- /// Deinitializes Vuforia
- ///
- public void OnDestroy()
- {
- VuforiaUnity.Deinit();
- }
-
-
- private void InitializeSurface()
- {
- SurfaceUtilities.OnSurfaceCreated();
-
- SetUnityScreenOrientation();
- }
-
- private void SetUnityScreenOrientation()
- {
- mScreenOrientation = Screen.orientation;
- SurfaceUtilities.SetSurfaceOrientation(mScreenOrientation);
- // set the native orientation (only required on iOS and WSA)
- setSurfaceOrientationiOS((int) mScreenOrientation);
- }
-
- [DllImport("__Internal")]
- private static extern void setPlatFormNative();
-
- [DllImport("__Internal")]
- private static extern int initQCARiOS(int rendererAPI, int screenOrientation, string licenseKey);
-
- [DllImport("__Internal")]
- private static extern void setSurfaceOrientationiOS(int screenOrientation);
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll
deleted file mode 100644
index 70061807a..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/VuforiaBehaviourComponentFactory.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/VuforiaBehaviourComponentFactory.cs
deleted file mode 100644
index 9d67fe153..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/VuforiaBehaviourComponentFactory.cs
+++ /dev/null
@@ -1,79 +0,0 @@
-/*==============================================================================
-Copyright (c) 2016 PTC Inc. All Rights Reserved.
-
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// Factory class that adds child class Behaviours
- ///
- public class VuforiaBehaviourComponentFactory : IBehaviourComponentFactory
- {
- #region PUBLIC_METHODS
-
- public MaskOutAbstractBehaviour AddMaskOutBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public VirtualButtonAbstractBehaviour AddVirtualButtonBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public TurnOffAbstractBehaviour AddTurnOffBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public ImageTargetAbstractBehaviour AddImageTargetBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public MarkerAbstractBehaviour AddMarkerBehaviour(GameObject gameObject)
- {
-#pragma warning disable 618
- return gameObject.AddComponent();
-#pragma warning restore 618
- }
-
- public MultiTargetAbstractBehaviour AddMultiTargetBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public CylinderTargetAbstractBehaviour AddCylinderTargetBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public WordAbstractBehaviour AddWordBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public TextRecoAbstractBehaviour AddTextRecoBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public ObjectTargetAbstractBehaviour AddObjectTargetBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public VuMarkAbstractBehaviour AddVuMarkBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- #endregion // PUBLIC_METHODS
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/WSAUnityPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/WSAUnityPlayer.cs
deleted file mode 100644
index 4983d05ea..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/WSAUnityPlayer.cs
+++ /dev/null
@@ -1,166 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Runtime.InteropServices;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class encapsulates functionality to detect various surface events
- /// (size, orientation changed) and delegate this to native.
- /// These are used by Unity Extension code and should usually not be called by app code.
- ///
- class WSAUnityPlayer : IUnityPlayer
- {
- private ScreenOrientation mScreenOrientation = ScreenOrientation.Unknown;
-
- ///
- /// Loads native plugin libraries on platforms where this is explicitly required.
- ///
- public void LoadNativeLibraries()
- {
- }
-
- ///
- /// Initialized platform specific settings
- ///
- public void InitializePlatform()
- {
- setPlatFormNative();
- }
-
- ///
- /// Initializes Vuforia; called from Start
- ///
- public VuforiaUnity.InitError Start(string licenseKey)
- {
- int errorCode = initVuforiaWSA(licenseKey);
- if (errorCode >= 0)
- InitializeSurface();
- return (VuforiaUnity.InitError)errorCode;
- }
-
- ///
- /// Called from Update, checks for various life cycle events that need to be forwarded
- /// to Vuforia, e.g. orientation changes
- ///
- public void Update()
- {
- if (SurfaceUtilities.HasSurfaceBeenRecreated())
- {
- InitializeSurface();
- }
- else
- {
- // if Unity reports that the orientation has changed, set it correctly in native
- ScreenOrientation currentOrientation = GetActualScreenOrientation();
-
- if (currentOrientation != mScreenOrientation)
- SetUnityScreenOrientation();
- }
-
- }
-
- public void Dispose()
- {
- }
-
- ///
- /// Pauses Vuforia
- ///
- public void OnPause()
- {
- VuforiaUnity.OnPause();
- }
-
- ///
- /// Resumes Vuforia
- ///
- public void OnResume()
- {
- VuforiaUnity.OnResume();
- }
-
- ///
- /// Deinitializes Vuforia
- ///
- public void OnDestroy()
- {
- VuforiaUnity.Deinit();
- }
-
-
- private void InitializeSurface()
- {
- SurfaceUtilities.OnSurfaceCreated();
-
- SetUnityScreenOrientation();
- }
-
- private void SetUnityScreenOrientation()
- {
- mScreenOrientation = GetActualScreenOrientation();
-
- SurfaceUtilities.SetSurfaceOrientation(mScreenOrientation);
-
- // set the native orientation (only required on iOS and WSA)
- setSurfaceOrientationWSA((int) mScreenOrientation);
- }
-
- ///
- /// There is a known Unity issue for Windows 10 UWP apps where the initial orientation is wrongly
- /// reported as AutoRotation instead of the actual orientation.
- /// This method tries to infer the screen orientation from the device orientation if this is the case.
- ///
- ///
- private ScreenOrientation GetActualScreenOrientation()
- {
- ScreenOrientation orientation = Screen.orientation;
-
- if (orientation == ScreenOrientation.AutoRotation)
- {
- DeviceOrientation devOrientation = Input.deviceOrientation;
-
- switch (devOrientation)
- {
- case DeviceOrientation.LandscapeLeft:
- orientation = ScreenOrientation.LandscapeLeft;
- break;
-
- case DeviceOrientation.LandscapeRight:
- orientation = ScreenOrientation.LandscapeRight;
- break;
-
- case DeviceOrientation.Portrait:
- orientation = ScreenOrientation.Portrait;
- break;
-
- case DeviceOrientation.PortraitUpsideDown:
- orientation = ScreenOrientation.PortraitUpsideDown;
- break;
-
- default:
- // fallback: Landscape Left
- orientation = ScreenOrientation.LandscapeLeft;
- break;
- }
- }
-
- return orientation;
- }
-
- [DllImport("VuforiaWrapper")]
- private static extern void setPlatFormNative();
-
- [DllImport("VuforiaWrapper")]
- private static extern int initVuforiaWSA(string licenseKey);
-
- [DllImport("VuforiaWrapper")]
- private static extern void setSurfaceOrientationWSA(int screenOrientation);
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/KeepAliveBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/KeepAliveBehaviour.cs
deleted file mode 100644
index 17b822d02..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/KeepAliveBehaviour.cs
+++ /dev/null
@@ -1,21 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System.Collections.Generic;
-using System.Linq;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// The KeepAliveBehaviour allows Vuforia objects to be reused across multiple
- /// scenes. This makes it possible to share datasets and targets between scenes.
- ///
- [RequireComponent(typeof (VuforiaBehaviour))]
- public class KeepAliveBehaviour : KeepAliveAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MarkerBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MarkerBehaviour.cs
deleted file mode 100644
index b57005200..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MarkerBehaviour.cs
+++ /dev/null
@@ -1,23 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for a Marker in the editor
- /// as well as a tracked marker result at runtime
- /// This class is deprecated. The same functionality
- /// is provided by using a rectangular VuMark.
- ///
- [Obsolete("This class is deprecated. The same functionality is provided by using a rectangular VuMark.")]
- public class MarkerBehaviour : MarkerAbstractBehaviour
- {
-
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MaskOutBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MaskOutBehaviour.cs
deleted file mode 100644
index fabf9db79..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MaskOutBehaviour.cs
+++ /dev/null
@@ -1,41 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// Helper behaviour used to hide augmented objects behind the video background.
- ///
- public class MaskOutBehaviour : MaskOutAbstractBehaviour
- {
- #region UNITY_MONOBEHAVIOUR_METHODS
-
- void Start ()
- {
- if (VuforiaRuntimeUtilities.IsVuforiaEnabled())
- {
- Renderer rendererComp = GetComponent();
- int numMaterials = rendererComp.materials.Length;
- if (numMaterials == 1)
- {
- rendererComp.sharedMaterial = maskMaterial;
- }
- else
- {
- Material[] maskMaterials = new Material[numMaterials];
- for (int i = 0; i < numMaterials; i++)
- maskMaterials[i] = maskMaterial;
-
- rendererComp.sharedMaterials = maskMaterials;
- }
- }
- }
-
- #endregion // UNITY_MONOBEHAVIOUR_METHODS
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MultiTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MultiTargetBehaviour.cs
deleted file mode 100644
index 608535326..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MultiTargetBehaviour.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for a MultiTarget in the editor
- /// as well as a tracked MultiTarget result at runtime
- ///
- public class MultiTargetBehaviour : MultiTargetAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ObjectTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ObjectTargetBehaviour.cs
deleted file mode 100644
index fac92f32d..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ObjectTargetBehaviour.cs
+++ /dev/null
@@ -1,19 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for an ObjectTarget in the editor
- /// as well as a tracked object target result at runtime
- ///
- public class ObjectTargetBehaviour : ObjectTargetAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/PropBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/PropBehaviour.cs
deleted file mode 100644
index 7fec163b8..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/PropBehaviour.cs
+++ /dev/null
@@ -1,17 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for a Prop in the editor
- /// as well as a reconstructed and tracked prop result at runtime
- ///
- public class PropBehaviour : PropAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionBehaviour.cs
deleted file mode 100644
index b606e0289..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionBehaviour.cs
+++ /dev/null
@@ -1,15 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-namespace Vuforia
-{
- ///
- /// This is the main behaviour class that encapsulates smart terrain reconstruction behaviour.
- ///
- public class ReconstructionBehaviour : ReconstructionAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionFromTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionFromTargetBehaviour.cs
deleted file mode 100644
index e6afb21c9..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionFromTargetBehaviour.cs
+++ /dev/null
@@ -1,15 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-namespace Vuforia
-{
- ///
- /// This Monobehaviour supplements the ReconstructionAbstractBehaviour with target initialization specific functionality
- ///
- public class ReconstructionFromTargetBehaviour : ReconstructionFromTargetAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SmartTerrainTrackerBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SmartTerrainTrackerBehaviour.cs
deleted file mode 100644
index 0d3229133..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SmartTerrainTrackerBehaviour.cs
+++ /dev/null
@@ -1,17 +0,0 @@
-/*==============================================================================
-Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-namespace Vuforia
-{
- ///
- /// This is the main behaviour class that manages the smart terrain tracker
- /// It comes as a component of the ARCamera prefab but can be use on any other game object as well
- /// It is important that at any given time, only one instance of this script exists in the scene.
- ///
- public class SmartTerrainTrackerBehaviour : SmartTerrainTrackerAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SurfaceBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SurfaceBehaviour.cs
deleted file mode 100644
index 65efc7e96..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SurfaceBehaviour.cs
+++ /dev/null
@@ -1,17 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for a Surface in the editor
- /// as well as a reconstructed and tracked surface result at runtime
- ///
- public class SurfaceBehaviour : SurfaceAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TextRecoBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TextRecoBehaviour.cs
deleted file mode 100644
index 66df607aa..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TextRecoBehaviour.cs
+++ /dev/null
@@ -1,22 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System.Collections.Generic;
-using System.Linq;
-using UnityEngine;
-
-
-namespace Vuforia
-{
- ///
- /// This is the main behaviour class that encapsulates text recognition behaviour.
- /// It just has to be added to a Vuforia-enabled Unity scene and will initialize the text tracker with the configured word list.
- /// Events for newly recognized or lost words will be called on registered ITextRecoEventHandlers
- ///
- public class TextRecoBehaviour : TextRecoAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffBehaviour.cs
deleted file mode 100644
index 377bd3791..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffBehaviour.cs
+++ /dev/null
@@ -1,35 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// A utility behaviour to disable rendering of a game object at run time.
- ///
- public class TurnOffBehaviour : TurnOffAbstractBehaviour
- {
-
- #region UNITY_MONOBEHAVIOUR_METHODS
-
- void Awake()
- {
- if (VuforiaRuntimeUtilities.IsVuforiaEnabled())
- {
- // We remove the mesh components at run-time only, but keep them for
- // visualization when running in the editor:
- MeshRenderer targetMeshRenderer = this.GetComponent();
- Destroy(targetMeshRenderer);
- MeshFilter targetMesh = this.GetComponent();
- Destroy(targetMesh);
- }
- }
-
- #endregion // UNITY_MONOBEHAVIOUR_METHODS
-
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffWordBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffWordBehaviour.cs
deleted file mode 100644
index 3365f9e74..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffWordBehaviour.cs
+++ /dev/null
@@ -1,38 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// A utility behaviour to disable rendering of a word behaviour at run time.
- ///
- public class TurnOffWordBehaviour : MonoBehaviour
- {
-
- #region UNITY_MONOBEHAVIOUR_METHODS
-
- void Awake()
- {
- if (VuforiaRuntimeUtilities.IsVuforiaEnabled())
- {
- // We remove the renderer at run-time only, but keep it for
- // visualization when running in the editor
- // We keep the MeshFilter for retreiving the size of the Word-prefab
- MeshRenderer targetMeshRenderer = this.GetComponent();
- Destroy(targetMeshRenderer);
- //The child object for visualizing text is removed at runtime
- var text = transform.FindChild("Text");
- if(text != null)
- Destroy(text.gameObject);
- }
- }
-
- #endregion // UNITY_MONOBEHAVIOUR_METHODS
-
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/UserDefinedTargetBuildingBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/UserDefinedTargetBuildingBehaviour.cs
deleted file mode 100644
index 104f9f0a6..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/UserDefinedTargetBuildingBehaviour.cs
+++ /dev/null
@@ -1,22 +0,0 @@
-/*==============================================================================
-Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This Component can be used to create new ImageTargets at runtime. It can be configured to start scanning automatically
- /// or via a call from an external script.
- /// Registered event handlers will be informed of changes in the frame quality as well as new TrackableSources
- ///
- public class UserDefinedTargetBuildingBehaviour : UserDefinedTargetBuildingAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Utilities/VRIntegrationHelper.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Utilities/VRIntegrationHelper.cs
deleted file mode 100644
index 46a448b87..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Utilities/VRIntegrationHelper.cs
+++ /dev/null
@@ -1,141 +0,0 @@
-/*===============================================================================
-Copyright (c) 2015-2016 PTC Inc. All Rights Reserved. Confidential and Proprietary -
-Protected under copyright and other laws.
-Vuforia is a trademark of PTC Inc., registered in the United States and other
-countries.
-===============================================================================*/
-
-
-using System;
-using UnityEngine;
-
-using Vuforia;
-
-public class VRIntegrationHelper : MonoBehaviour
-{
- private static Matrix4x4 mLeftCameraMatrixOriginal;
- private static Matrix4x4 mRightCameraMatrixOriginal;
-
- private static Camera mLeftCamera;
- private static Camera mRightCamera;
-
- private static HideExcessAreaAbstractBehaviour mLeftExcessAreaBehaviour;
- private static HideExcessAreaAbstractBehaviour mRightExcessAreaBehaviour;
-
- private static Rect mLeftCameraPixelRect;
- private static Rect mRightCameraPixelRect;
-
- private static bool mLeftCameraDataAcquired = false;
- private static bool mRightCameraDataAcquired = false;
-
- public bool IsLeft;
- public Transform TrackableParent;
-
- void Awake()
- {
- GetComponent().fieldOfView = 90f;
- }
-
- void Start()
- {
- VuforiaBehaviour.Instance.RegisterVuforiaStartedCallback(OnVuforiaStarted);
- }
-
- void OnVuforiaStarted()
- {
- mLeftCamera = DigitalEyewearBehaviour.Instance.PrimaryCamera;
- mRightCamera = DigitalEyewearBehaviour.Instance.SecondaryCamera;
-
- mLeftExcessAreaBehaviour = mLeftCamera.GetComponent();
- mRightExcessAreaBehaviour = mRightCamera.GetComponent();
- }
-
- void LateUpdate()
- {
- // to this only once per frame, not for both cameras
- if (IsLeft)
- {
- if (mLeftCameraDataAcquired && mRightCameraDataAcquired)
- {
- // make sure the central anchor point is set to the latest head tracking pose:
- DigitalEyewearBehaviour.Instance.CentralAnchorPoint.localRotation = mLeftCamera.transform.localRotation;
- DigitalEyewearBehaviour.Instance.CentralAnchorPoint.localPosition = mLeftCamera.transform.localPosition;
-
- // temporarily set the primary and secondary cameras to their offset position and set the pixelrect they will have for rendering
- Vector3 localPosLeftCam = mLeftCamera.transform.localPosition;
- Rect leftCamPixelRect = mLeftCamera.pixelRect;
- Vector3 leftCamOffset = mLeftCamera.transform.right.normalized * mLeftCamera.stereoSeparation * -0.5f;
- mLeftCamera.transform.position = mLeftCamera.transform.position + leftCamOffset;
- mLeftCamera.pixelRect = mLeftCameraPixelRect;
-
- Vector3 localPosRightCam = mRightCamera.transform.localPosition;
- Rect rightCamPixelRect = mRightCamera.pixelRect;
- Vector3 rightCamOffset = mRightCamera.transform.right.normalized * mRightCamera.stereoSeparation * 0.5f;
- mRightCamera.transform.position = mRightCamera.transform.position + rightCamOffset;
- mRightCamera.pixelRect = mRightCameraPixelRect;
-
- BackgroundPlaneBehaviour bgPlane = mLeftCamera.GetComponentInChildren();
- bgPlane.BackgroundOffset = mLeftCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.position;
-
- mLeftExcessAreaBehaviour.PlaneOffset = mLeftCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.position;
- mRightExcessAreaBehaviour.PlaneOffset = mRightCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.position;
-
- if (TrackableParent != null)
- TrackableParent.localPosition = Vector3.zero;
-
- // update Vuforia explicitly
- VuforiaBehaviour.Instance.UpdateState(false, true);
-
- if (TrackableParent != null)
- TrackableParent.position += bgPlane.BackgroundOffset;
-
- // set the projection matrices for skewing
- VuforiaBehaviour.Instance.ApplyCorrectedProjectionMatrix(mLeftCameraMatrixOriginal, true);
- VuforiaBehaviour.Instance.ApplyCorrectedProjectionMatrix(mRightCameraMatrixOriginal, false);
-
-#if !(UNITY_5_2 || UNITY_5_1 || UNITY_5_0) // UNITY_5_3 and above
-
- // read back the projection matrices set by Vuforia and set them to the stereo cameras
- // not sure if the matrices would automatically propagate between the left and right, so setting it explicitly twice
- mLeftCamera.SetStereoProjectionMatrices(mLeftCamera.projectionMatrix, mRightCamera.projectionMatrix);
- mRightCamera.SetStereoProjectionMatrices(mLeftCamera.projectionMatrix, mRightCamera.projectionMatrix);
-
-#endif
- // reset the left camera
- mLeftCamera.transform.localPosition = localPosLeftCam;
- mLeftCamera.pixelRect = leftCamPixelRect;
-
- // reset the position of the right camera
- mRightCamera.transform.localPosition = localPosRightCam;
- mRightCamera.pixelRect = rightCamPixelRect;
- }
- }
- }
-
- // OnPreRender is called once per camera each frame
- void OnPreRender()
- {
- // on pre render is where projection matrix and pixel rect are set up correctly (for each camera individually)
- // so we use this to acquire this data.
- if (IsLeft && !mLeftCameraDataAcquired)
- {
- // at start matrix can be undefined
- if (!VuforiaRuntimeUtilities.MatrixIsNaN(mLeftCamera.projectionMatrix))
- {
- mLeftCameraMatrixOriginal = mLeftCamera.projectionMatrix;
- mLeftCameraPixelRect = mLeftCamera.pixelRect;
- mLeftCameraDataAcquired = true;
- }
- }
- else if (!mRightCameraDataAcquired)
- {
- // at start matrix can be undefined
- if (!VuforiaRuntimeUtilities.MatrixIsNaN(mRightCamera.projectionMatrix))
- {
- mRightCameraMatrixOriginal = mRightCamera.projectionMatrix;
- mRightCameraPixelRect = mRightCamera.pixelRect;
- mRightCameraDataAcquired = true;
- }
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundBehaviour.cs
deleted file mode 100644
index 6cc77ad15..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundBehaviour.cs
+++ /dev/null
@@ -1,22 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using System.Text.RegularExpressions;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// The VideoBackgroundBehaviour class handles native video background rendering.
- ///
- [RequireComponent(typeof(Camera))]
- public class VideoBackgroundBehaviour : VideoBackgroundAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundManager.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundManager.cs
deleted file mode 100644
index de9c53dbc..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundManager.cs
+++ /dev/null
@@ -1,41 +0,0 @@
-/*==============================================================================
-Copyright (c) 2015 PTC Inc. All Rights Reserved.
-
-Copyright (c) 2014-2015 Qualcomm Connected Experiences, Inc. All Rights Reserved.
-
-Confidential and Proprietary - Protected under copyright and other laws.
-
-Vuforia is a trademark of PTC Inc., registered in the United States and other
-countries.
-==============================================================================*/
-
-using UnityEngine;
-using System.Collections;
-
-namespace Vuforia
-{
- ///
- /// The VideoBackgroundManager class creates a texture which is used to
- /// render video background using BTA.
- ///
- public class VideoBackgroundManager : VideoBackgroundManagerAbstractBehaviour
- {
-
- private static VideoBackgroundManager mInstance = null;
-
- ///
- /// A simple static singleton getter to the VideoBackgroundManager (if present in the scene)
- /// Will return null if no VideoBackgroundManager has been instanciated in the scene.
- ///
- public static VideoBackgroundManager Instance
- {
- get
- {
- if (mInstance == null)
- mInstance = FindObjectOfType();
-
- return mInstance;
- }
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VirtualButtonBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VirtualButtonBehaviour.cs
deleted file mode 100644
index 1640660b2..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VirtualButtonBehaviour.cs
+++ /dev/null
@@ -1,22 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This behaviour associates a Virtual Button with a game object. Use the
- /// functionality in ImageTargetBehaviour to create and destroy Virtual Buttons
- /// at run-time.
- ///
- public class VirtualButtonBehaviour : VirtualButtonAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuMarkBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuMarkBehaviour.cs
deleted file mode 100644
index c7ae80e70..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuMarkBehaviour.cs
+++ /dev/null
@@ -1,20 +0,0 @@
-/*===============================================================================
-Copyright (c) 2016 PTC Inc. All Rights Reserved.
-
-Confidential and Proprietary - Protected under copyright and other laws.
-Vuforia is a trademark of PTC Inc., registered in the United States and other
-countries.
-===============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for a VuMark template in the editor
- /// as well as a tracked VuMark result at runtime
- ///
- public class VuMarkBehaviour : VuMarkAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuforiaBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuforiaBehaviour.cs
deleted file mode 100644
index e3b30c237..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuforiaBehaviour.cs
+++ /dev/null
@@ -1,59 +0,0 @@
-/*==============================================================================
-Copyright (c) 2016 PTC Inc. All Rights Reserved.
-
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// The VuforiaBehaviour class handles tracking and triggers native video
- /// background rendering. The class updates all Trackables in the scene.
- ///
- public class VuforiaBehaviour : VuforiaAbstractBehaviour
- {
- protected override void Awake()
- {
- IUnityPlayer unityPlayer = new NullUnityPlayer();
-
- // instantiate the correct UnityPlayer for the current platform
- if (Application.platform == RuntimePlatform.Android)
- unityPlayer = new AndroidUnityPlayer();
- else if (Application.platform == RuntimePlatform.IPhonePlayer)
- unityPlayer = new IOSUnityPlayer();
- else if (VuforiaRuntimeUtilities.IsPlayMode())
- unityPlayer = new PlayModeUnityPlayer();
- else if (VuforiaRuntimeUtilities.IsWSARuntime())
- {
- unityPlayer = new WSAUnityPlayer();
- }
-
- SetUnityPlayerImplementation(unityPlayer);
-
- gameObject.AddComponent();
-
- base.Awake();
- }
-
- private static VuforiaBehaviour mVuforiaBehaviour= null;
-
- ///
- /// A simple static singleton getter to the VuforiaBehaviour (if present in the scene)
- /// Will return null if no VuforiaBehaviour has been instanciated in the scene.
- ///
- public static VuforiaBehaviour Instance
- {
- get
- {
- if (mVuforiaBehaviour == null)
- mVuforiaBehaviour = FindObjectOfType();
-
- return mVuforiaBehaviour;
- }
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WebCamBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WebCamBehaviour.cs
deleted file mode 100644
index 3c56dbb72..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WebCamBehaviour.cs
+++ /dev/null
@@ -1,20 +0,0 @@
-/*==============================================================================
-Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This MonoBehaviour manages the usage of a webcam for Play Mode in Windows or Mac.
- ///
- public class WebCamBehaviour : WebCamAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeBehaviour.cs
deleted file mode 100644
index 638562e6e..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeBehaviour.cs
+++ /dev/null
@@ -1,142 +0,0 @@
-/*===============================================================================
-Copyright (c) 2016 PTC Inc. All Rights Reserved.
-
-Copyright (c) 2013-2015 Qualcomm Connected Experiences, Inc. All Rights Reserved.
-
-Confidential and Proprietary - Protected under copyright and other laws.
-Vuforia is a trademark of PTC Inc., registered in the United States and other
-countries.
-===============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This script renders the mesh from the MeshFilter as wireframe.
- /// This is mainly supposed to be used for visualization/debugging purpoes. It uses GL.LINES to draw the wireframe,
- /// which is not very fast for larger meshes.
- /// In order to draw large wireframe meshes in an app, it is recommended to use 3rd party libraries such as Vectrosity.
- ///
- public class WireframeBehaviour : MonoBehaviour
- {
- #region PUBLIC_MEMBERS
-
- public Material lineMaterial;
- public bool ShowLines = true;
- public Color LineColor = Color.green;
-
- #endregion // PUBLIC_MEMBERS
-
-
- #region PRIVATE_MEMBERS
-
- private Material mLineMaterial;
-
- #endregion // PRIVATE_MEMBERS
-
-
- #region UNITY_MONOBEHAVIOUR_METHODS
-
- void Start()
- {
- if (lineMaterial != null)
- {
- // We clone the material so to have a unique instance
- // for each WireframeBehaviour instance
- mLineMaterial = new Material(lineMaterial);
- }
- else
- {
- Debug.LogWarning ("Missing line material for wireframe rendering!");
- }
- }
-
- void OnRenderObject ()
- {
- // avoid lines being rendered in Background-camera
- GameObject go = VuforiaManager.Instance.ARCameraTransform.gameObject;
- Camera[] cameras = go.GetComponentsInChildren();
- bool valid = false;
- foreach (Camera cam in cameras)
- {
- if(Camera.current == cam)
- valid = true;
- }
- if(!valid)
- return;
-
- if (!ShowLines) return;
-
- var mf = GetComponent();
- if (!mf) return;
-
-
- if (mLineMaterial == null)
- {
- Debug.LogWarning ("Missing line material for wireframe rendering!");
- return;
- }
-
- var mesh = mf.sharedMesh;
- var vertices = mesh.vertices;
- var triangles = mesh.triangles;
-
- GL.PushMatrix();
- GL.MultMatrix(transform.localToWorldMatrix);
-
- mLineMaterial.SetPass(0);
- mLineMaterial.SetColor ("_Color", LineColor);
-
- GL.Begin(GL.LINES);
- for (int i=0; i();
- if (!mf) return;
-
- Gizmos.matrix = Matrix4x4.TRS(gameObject.transform.position, gameObject.transform.rotation, gameObject.transform.lossyScale);
- Gizmos.color = LineColor;
-
- var mesh = mf.sharedMesh;
- if (mesh != null)
- {
- var vertices = mesh.vertices;
- var triangles = mesh.triangles;
- for (int i = 0; i < triangles.Length; i += 3)
- {
- var P0 = (vertices[triangles[i + 0]]);
- var P1 = (vertices[triangles[i + 1]]);
- var P2 = (vertices[triangles[i + 2]]);
-
- Gizmos.DrawLine(P0, P1);
- Gizmos.DrawLine(P1, P2);
- Gizmos.DrawLine(P2, P0);
- }
- }
- }
- }
-
- #endregion // UNITY_MONOBEHAVIOUR_METHODS
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeTrackableEventHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeTrackableEventHandler.cs
deleted file mode 100644
index 176d8db66..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeTrackableEventHandler.cs
+++ /dev/null
@@ -1,125 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// A custom handler that also hides the wireframe-renderer in the smart terrain
- ///
- public class WireframeTrackableEventHandler : MonoBehaviour,
- ITrackableEventHandler
- {
- #region PRIVATE_MEMBER_VARIABLES
-
- private TrackableBehaviour mTrackableBehaviour;
-
- #endregion // PRIVATE_MEMBER_VARIABLES
-
-
-
- #region UNTIY_MONOBEHAVIOUR_METHODS
-
- void Start()
- {
- mTrackableBehaviour = GetComponent();
- if (mTrackableBehaviour)
- {
- mTrackableBehaviour.RegisterTrackableEventHandler(this);
- }
- }
-
- #endregion // UNTIY_MONOBEHAVIOUR_METHODS
-
-
-
- #region PUBLIC_METHODS
-
- ///
- /// Implementation of the ITrackableEventHandler function called when the
- /// tracking state changes.
- ///
- public void OnTrackableStateChanged(
- TrackableBehaviour.Status previousStatus,
- TrackableBehaviour.Status newStatus)
- {
- if (newStatus == TrackableBehaviour.Status.DETECTED ||
- newStatus == TrackableBehaviour.Status.TRACKED)
- {
- OnTrackingFound();
- }
- else
- {
- OnTrackingLost();
- }
- }
-
- #endregion // PUBLIC_METHODS
-
-
-
- #region PRIVATE_METHODS
-
-
- private void OnTrackingFound()
- {
- Renderer[] rendererComponents = GetComponentsInChildren(true);
- Collider[] colliderComponents = GetComponentsInChildren(true);
- WireframeBehaviour[] wireframeComponents = GetComponentsInChildren(true);
-
- // Enable rendering:
- foreach (Renderer component in rendererComponents)
- {
- component.enabled = true;
- }
-
- // Enable colliders:
- foreach (Collider component in colliderComponents)
- {
- component.enabled = true;
- }
-
- // Enable wireframe rendering:
- foreach (WireframeBehaviour component in wireframeComponents)
- {
- component.enabled = true;
- }
-
- Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
- }
-
-
- private void OnTrackingLost()
- {
- Renderer[] rendererComponents = GetComponentsInChildren(true);
- Collider[] colliderComponents = GetComponentsInChildren(true);
- WireframeBehaviour[] wireframeComponents = GetComponentsInChildren(true);
-
- // Disable rendering:
- foreach (Renderer component in rendererComponents)
- {
- component.enabled = false;
- }
-
- // Disable colliders:
- foreach (Collider component in colliderComponents)
- {
- component.enabled = false;
- }
-
- // Disable wireframe rendering:
- foreach (WireframeBehaviour component in wireframeComponents)
- {
- component.enabled = false;
- }
- Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
- }
-
- #endregion // PRIVATE_METHODS
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WordBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WordBehaviour.cs
deleted file mode 100644
index 474d9e7a5..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WordBehaviour.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for a Word in the editor
- /// as well as a tracked Word result at runtime
- ///
- public class WordBehaviour : WordAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/BrightTexture.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/BrightTexture.shader
deleted file mode 100644
index 443ca527c..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/BrightTexture.shader
+++ /dev/null
@@ -1,52 +0,0 @@
-Shader "Custom/BrightTexture" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
-
- Pass{
-
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
-
- float4 _MainTex_ST;
-
- v2f vert (appdata_base v)
- {
- v2f o;
- o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
- o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- return o;
- }
-
-
- half4 frag(v2f i) : COLOR
- {
- half4 c = tex2D (_MainTex, i.uv);
-
- float scale = 0.2f;
- c.rgb = c.rgb * scale + 1.0f - scale;
-
- return c;
- }
-
- ENDCG
- }
- }
-
-
-
-
- FallBack "Diffuse"
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ClippingMask.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ClippingMask.shader
deleted file mode 100644
index e33d36e0b..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ClippingMask.shader
+++ /dev/null
@@ -1,34 +0,0 @@
-Shader "ClippingMask" {
-
- SubShader {
- // Render the mask after regular geometry and transparent things but
- // but before any other overlays
-
- Tags {"Queue" = "Overlay-10" }
-
- // Turn off lighting, because it's expensive and the thing is supposed to be
- // invisible anyway.
-
- Lighting Off
-
- // Draw into the depth buffer in the usual way. This is probably the default,
- // but it doesn't hurt to be explicit.
-
- ZTest Always
- ZWrite On
-
- // Draw black background into the RGBA channel
- Color (0,0,0,0)
- ColorMask RGBA
-
- // compare stencil buffer
- Stencil {
- Ref 0
- Comp Equal
- }
-
- // Do nothing specific in the pass:
-
- Pass {}
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ColoredLines.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ColoredLines.shader
deleted file mode 100644
index 3d2a0c105..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ColoredLines.shader
+++ /dev/null
@@ -1,14 +0,0 @@
-Shader "Custom/ColoredLines" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- }
-
- SubShader {
- Pass {
- Lighting Off
- Cull Off
- Blend SrcAlpha OneMinusSrcAlpha
- Color [_Color]
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/DepthMask.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/DepthMask.shader
deleted file mode 100644
index e156baefb..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/DepthMask.shader
+++ /dev/null
@@ -1,30 +0,0 @@
-Shader "DepthMask" {
-
- SubShader {
- // Render the mask after regular geometry, but before masked geometry and
- // transparent things.
-
- Tags {"Queue" = "Geometry-10" }
-
- // Turn off lighting, because it's expensive and the thing is supposed to be
- // invisible anyway.
-
- Lighting Off
-
- // Draw into the depth buffer in the usual way. This is probably the default,
- // but it doesn't hurt to be explicit.
-
- ZTest LEqual
- ZWrite On
-
- // Don't draw anything into the RGBA channels. This is an undocumented
- // argument to ColorMask which lets us avoid writing to anything except
- // the depth buffer.
-
- ColorMask 0
-
- // Do nothing specific in the pass:
-
- Pass {}
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/RenderVideoBackground.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/RenderVideoBackground.shader
deleted file mode 100644
index 265b7f341..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/RenderVideoBackground.shader
+++ /dev/null
@@ -1,18 +0,0 @@
-//Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
-//All Rights Reserved.
-//Confidential and Proprietary - Protected under copyright and other laws.
-Shader "Custom/RenderVideoBackground" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Tags {"Queue"="overlay+1" "RenderType"="overlay" }
- Pass {
- // Render the teapot
- SetTexture [_MainTex] {
- combine texture
- }
- }
- }
- FallBack "Diffuse"
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/Text3D.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/Text3D.shader
deleted file mode 100644
index 90bb2eac7..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/Text3D.shader
+++ /dev/null
@@ -1,23 +0,0 @@
-//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-//All Rights Reserved.
-//Confidential and Proprietary - Protected under copyright and other laws.
-Shader "Custom/Text3D" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _Color ("Text Color", Color) = (1,1,1,1)
- }
-
- SubShader {
- Tags { "Queue"="Geometry+1" "IgnoreProjector"="True" }
- Lighting Off Offset -1, -1 ZTest LEqual ZWrite On Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
- Pass {
- Color [_Color]
- SetTexture [_MainTex] {
- combine primary, texture * primary
- }
- }
- }
-
-
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VertexLitWithZ.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VertexLitWithZ.shader
deleted file mode 100644
index 8539fef4c..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VertexLitWithZ.shader
+++ /dev/null
@@ -1,33 +0,0 @@
-//==============================================================================
-//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-//All Rights Reserved.
-//==============================================================================
-
-Shader "Transparent/VertexLit with Z" {
-Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
-}
-
-SubShader {
- Tags {"RenderType"="Transparent" "Queue"="Transparent"}
- // Render into depth buffer only
- Pass {
- ColorMask 0
- }
- // Render normally
- Pass {
- ZWrite On
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask RGB
- Material {
- Diffuse [_Color]
- Ambient [_Color]
- }
- Lighting On
- SetTexture [_MainTex] {
- Combine texture * primary DOUBLE, texture * primary
- }
- }
-}
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VideoBackground.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VideoBackground.shader
deleted file mode 100644
index 768ef18b2..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VideoBackground.shader
+++ /dev/null
@@ -1,27 +0,0 @@
-//Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
-//All Rights Reserved.
-//Confidential and Proprietary - Protected under copyright and other laws.
-Shader "Custom/VideoBackground" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Tags {"Queue"="geometry-11" "RenderType"="opaque" }
- Pass {
- ZWrite Off
- Cull Off
- Lighting Off
-
- Stencil {
- Ref 250
- Comp Always
- Pass Replace
- }
-
- SetTexture [_MainTex] {
- combine texture
- }
- }
- }
- FallBack "Diffuse"
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Textures/CloudRecoTarget.png b/ARTraining/ChuYinAR/Assets/Vuforia/Textures/CloudRecoTarget.png
deleted file mode 100644
index f69c55e6a..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Textures/CloudRecoTarget.png and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Textures/UserDefinedTarget.png b/ARTraining/ChuYinAR/Assets/Vuforia/Textures/UserDefinedTarget.png
deleted file mode 100644
index 3a2d42c24..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Textures/UserDefinedTarget.png and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Textures/VideoBackground.png b/ARTraining/ChuYinAR/Assets/Vuforia/Textures/VideoBackground.png
deleted file mode 100644
index d212ff095..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Textures/VideoBackground.png and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/link.xml b/ARTraining/ChuYinAR/Assets/link.xml
deleted file mode 100644
index 7fc8959a5..000000000
--- a/ARTraining/ChuYinAR/Assets/link.xml
+++ /dev/null
@@ -1,16 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/ARTraining/ChuYinAR/Assets/readme_SDK.txt b/ARTraining/ChuYinAR/Assets/readme_SDK.txt
deleted file mode 100644
index 2874f5ae5..000000000
--- a/ARTraining/ChuYinAR/Assets/readme_SDK.txt
+++ /dev/null
@@ -1,12 +0,0 @@
-Vuforia Augmented Reality SDK Release Package
-==============================================
-Vuforia support Unity 5.2.4 or newer
-To learn more about Vuforia, go to https://developer.vuforia.com/library/getting-started
-To view the SDK license agreement, go to https://developer.vuforia.com/legal/vuforia-developer-agreement
-To view the release notes, go to https://developer.vuforia.com/library/release-notes
-
-/*============================================================================
- Copyright (c) 2010-2015 PTC Inc.
- All Rights Reserved.
- Confidential and Proprietary - PTC Inc.
- ============================================================================*/
diff --git a/ARTraining/ChuYinAR/ChuYinAR.sln b/ARTraining/ChuYinAR/ChuYinAR.sln
deleted file mode 100644
index add9e06c3..000000000
--- a/ARTraining/ChuYinAR/ChuYinAR.sln
+++ /dev/null
@@ -1,52 +0,0 @@
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2008
-
-Project("{0BC13280-EE29-4A55-3378-615C8A3868F3}") = "ChuYinAR", "Assembly-CSharp.csproj", "{88E0A0D4-9BD2-59DC-E50B-DE484D8BB346}"
-EndProject
-Project("{0BC13280-EE29-4A55-3378-615C8A3868F3}") = "ChuYinAR", "Assembly-CSharp-Editor.csproj", "{69B1B49A-A1DC-02C1-C362-3EE6B1ACD93A}"
-EndProject
-Project("{0BC13280-EE29-4A55-3378-615C8A3868F3}") = "ChuYinAR", "Assembly-UnityScript-Editor-firstpass.unityproj", "{E5A7F435-A775-9EE3-2B40-9EAF90D3BE39}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Any CPU = Debug|Any CPU
- Release|Any CPU = Release|Any CPU
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {88E0A0D4-9BD2-59DC-E50B-DE484D8BB346}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
- {88E0A0D4-9BD2-59DC-E50B-DE484D8BB346}.Debug|Any CPU.Build.0 = Debug|Any CPU
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- {88E0A0D4-9BD2-59DC-E50B-DE484D8BB346}.Release|Any CPU.Build.0 = Release|Any CPU
- {69B1B49A-A1DC-02C1-C362-3EE6B1ACD93A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
- {69B1B49A-A1DC-02C1-C362-3EE6B1ACD93A}.Debug|Any CPU.Build.0 = Debug|Any CPU
- {69B1B49A-A1DC-02C1-C362-3EE6B1ACD93A}.Release|Any CPU.ActiveCfg = Release|Any CPU
- {69B1B49A-A1DC-02C1-C362-3EE6B1ACD93A}.Release|Any CPU.Build.0 = Release|Any CPU
- {E5A7F435-A775-9EE3-2B40-9EAF90D3BE39}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
- {E5A7F435-A775-9EE3-2B40-9EAF90D3BE39}.Debug|Any CPU.Build.0 = Debug|Any CPU
- {E5A7F435-A775-9EE3-2B40-9EAF90D3BE39}.Release|Any CPU.ActiveCfg = Release|Any CPU
- {E5A7F435-A775-9EE3-2B40-9EAF90D3BE39}.Release|Any CPU.Build.0 = Release|Any CPU
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
- GlobalSection(MonoDevelopProperties) = preSolution
- StartupItem = Assembly-CSharp.csproj
- Policies = $0
- $0.TextStylePolicy = $1
- $1.inheritsSet = null
- $1.scope = text/x-csharp
- $0.CSharpFormattingPolicy = $2
- $2.inheritsSet = Mono
- $2.inheritsScope = text/x-csharp
- $2.scope = text/x-csharp
- $0.TextStylePolicy = $3
- $3.FileWidth = 120
- $3.TabWidth = 4
- $3.IndentWidth = 4
- $3.EolMarker = Unix
- $3.inheritsSet = Mono
- $3.inheritsScope = text/plain
- $3.scope = text/plain
- EndGlobalSection
-
-EndGlobal
diff --git a/ARTraining/ChuYinAR/ChuYinAR.userprefs b/ARTraining/ChuYinAR/ChuYinAR.userprefs
deleted file mode 100644
index ee026f816..000000000
--- a/ARTraining/ChuYinAR/ChuYinAR.userprefs
+++ /dev/null
@@ -1,12 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
\ No newline at end of file
diff --git a/ARTraining/ChuYinAR/ProjectSettings/AudioManager.asset b/ARTraining/ChuYinAR/ProjectSettings/AudioManager.asset
deleted file mode 100644
index 850a4f936..000000000
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diff --git a/ARTraining/ChuYinAR/ProjectSettings/DynamicsManager.asset b/ARTraining/ChuYinAR/ProjectSettings/DynamicsManager.asset
deleted file mode 100644
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diff --git a/ARTraining/ChuYinAR/ProjectSettings/EditorBuildSettings.asset b/ARTraining/ChuYinAR/ProjectSettings/EditorBuildSettings.asset
deleted file mode 100644
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diff --git a/ARTraining/ChuYinAR/ProjectSettings/GraphicsSettings.asset b/ARTraining/ChuYinAR/ProjectSettings/GraphicsSettings.asset
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diff --git a/ARTraining/ChuYinAR/ProjectSettings/NavMeshAreas.asset b/ARTraining/ChuYinAR/ProjectSettings/NavMeshAreas.asset
deleted file mode 100644
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diff --git a/ARTraining/ChuYinAR/ProjectSettings/NetworkManager.asset b/ARTraining/ChuYinAR/ProjectSettings/NetworkManager.asset
deleted file mode 100644
index eb205e0e1..000000000
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diff --git a/ARTraining/ChuYinAR/ProjectSettings/Physics2DSettings.asset b/ARTraining/ChuYinAR/ProjectSettings/Physics2DSettings.asset
deleted file mode 100644
index cf3a1bf98..000000000
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diff --git a/ARTraining/ChuYinAR/ProjectSettings/ProjectSettings.asset b/ARTraining/ChuYinAR/ProjectSettings/ProjectSettings.asset
deleted file mode 100644
index 3513ded9c..000000000
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diff --git a/ARTraining/ChuYinAR/ProjectSettings/ProjectVersion.txt b/ARTraining/ChuYinAR/ProjectSettings/ProjectVersion.txt
deleted file mode 100644
index 8a062e608..000000000
--- a/ARTraining/ChuYinAR/ProjectSettings/ProjectVersion.txt
+++ /dev/null
@@ -1,2 +0,0 @@
-m_EditorVersion: 5.2.1f1
-m_StandardAssetsVersion: 0
diff --git a/ARTraining/ChuYinAR/ProjectSettings/QualitySettings.asset b/ARTraining/ChuYinAR/ProjectSettings/QualitySettings.asset
deleted file mode 100644
index b7b6c19dc..000000000
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diff --git a/ARTraining/ChuYinAR/ProjectSettings/TagManager.asset b/ARTraining/ChuYinAR/ProjectSettings/TagManager.asset
deleted file mode 100644
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diff --git a/ARTraining/ChuYinAR/ProjectSettings/TimeManager.asset b/ARTraining/ChuYinAR/ProjectSettings/TimeManager.asset
deleted file mode 100644
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diff --git a/ARTraining/ChuYinAR/ProjectSettings/UnityAdsSettings.asset b/ARTraining/ChuYinAR/ProjectSettings/UnityAdsSettings.asset
deleted file mode 100644
index 2d1d81b76..000000000
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diff --git a/ARTraining/ChuYinAR/ProjectSettings/UnityAnalyticsManager.asset b/ARTraining/ChuYinAR/ProjectSettings/UnityAnalyticsManager.asset
deleted file mode 100644
index e52c94d11..000000000
Binary files a/ARTraining/ChuYinAR/ProjectSettings/UnityAnalyticsManager.asset and /dev/null differ
diff --git a/ARTraining/ChuYinAR/QCAR/somedata16 b/ARTraining/ChuYinAR/QCAR/somedata16
deleted file mode 100644
index 4fc2cf374..000000000
--- a/ARTraining/ChuYinAR/QCAR/somedata16
+++ /dev/null
@@ -1 +0,0 @@
-AAAAGUFFA+IsAXvpCqbIZm8GEPAHYZlx6fGA/wihq11oCoDfY9XmzQNsbtHljegm+RD8MSFFh2DdpBD81uk5hyCq/YBZBQQ+xLxas/zgMsZejBtuat2n64wGhPCy/otMmn6r2tPG+ZA6l5bfy1keF/85bL4F1W05TArQH2itsSRcGPvkvoDehqy7RivV+ySFbVStPpoI+wsiFpHvr+pWKLM6r/cH4hg+42QKMet4n6svTke/jBZxORUN7VgHfhLFuthWTtEeW+bytDXPBj/QVSjvLsrx/E7HLnHBBQoeAveudUpURtm4lL6mhNx8bg+bs5iGewxvjwasWmWMJV8tJkxdkuY=
\ No newline at end of file
diff --git a/ARTraining/ChuYinAR/READEME.md b/ARTraining/ChuYinAR/READEME.md
deleted file mode 100644
index f18061409..000000000
--- a/ARTraining/ChuYinAR/READEME.md
+++ /dev/null
@@ -1,2 +0,0 @@
-##初音未来AR小DEMO
-
diff --git a/ARTraining/README.md b/ARTraining/README.md
deleted file mode 100644
index 5907f4cb4..000000000
--- a/ARTraining/README.md
+++ /dev/null
@@ -1,5 +0,0 @@
-## AR小DEMO
->* [初音未来AR小DEMO](https://github.com/XINCGer/Unity3DTraining/tree/master/ARTraining/ChuYinAR)
-
-
-
diff --git a/AboutJob/README.md b/AboutJob/README.md
index 94e7a4026..3f00be99c 100644
--- a/AboutJob/README.md
+++ b/AboutJob/README.md
@@ -9,6 +9,7 @@
### 面试、笔试、简历
>* [在线简历生成器](https://github.com/visiky/resume)
>* [马三的面试题整理](../Doc/马三的面试题整理.md)
+>* [网络手游开发知识、技术与信息库,游戏研发技术从业者的导航地图](https://github.com/gonglei007/GameDevMind)
>* [海澜访谈录——对于负责招聘的HR,如果看待候选人的一些疑问解答?](https://aihailan.com/1189-2/)
>* [Unity面试题总结](https://github.com/Lafree317/Unity-InterviewQuestion)
>* [反向面试](https://github.com/yifeikong/reverse-interview-zh)
@@ -43,7 +44,10 @@
>* [面试中更多会考核相关技能的项目经验——再论程序员该如何准备面试](https://www.cnblogs.com/JavaArchitect/p/12466948.html)
>* [博主营地 | Unity3D 实用技巧 - 理论知识库(一)](https://mp.weixin.qq.com/s/lfBaUxhXjsZ64CxRrl-27A)
>* [三流大学和一流大学学生的简历有什么区别?](https://www.cnblogs.com/aobing/p/13716292.html)
->* [中国学历真相:非985、211真的没前途了吗?](https://mp.weixin.qq.com/s/YFvKuquGdD1-GQ4DJkH--Q)
+>* [中国学历真相:非985、211真的没前途了吗?](https://mp.weixin.qq.com/s/YFvKuquGdD1-GQ4DJkH--Q)
+>* [《剑指Offer》,《程序员代码面试指南》,Leetcode等算法题目集合](https://github.com/iwiniwin/Algorithm)
+>* [算法(第四版)习题题解 C# 版](https://github.com/ikesnowy/Algorithms-4th-Edition-in-Csharp)
+>* [120-Data-Science-Interview-Questions](https://github.com/kojino/120-Data-Science-Interview-Questions)
### 职场生存指南
>* [程序员找工作面试会遇到哪些坑(校招篇)](https://www.cnblogs.com/smyhvae/p/9587950.html)
diff --git a/AboutSkill/README.md b/AboutSkill/README.md
index eff6cf4b6..2bce97d31 100644
--- a/AboutSkill/README.md
+++ b/AboutSkill/README.md
@@ -3,7 +3,6 @@
#### 技术文章
>* [游戏开发中的GamePlay技术专栏](https://www.zhihu.com/column/c_1253986063259426816)
>* [MMORPG技能系统:AOI、技能、Buff、子弹、特效、运动、动画...](https://mp.weixin.qq.com/s/XsIdVsOukU5HFku4dMuYZQ)
->* [如何实现一个强大的MMO技能系统!](https://mp.weixin.qq.com/s/2Tha5RWFKSw6-nLSUj1CGg)
>* [基于行为树的MOBA技能系统:总目录](https://www.lfzxb.top/nkgmoba-totaltabs/)
>* [Unity怎么去实现ACT战斗?](https://mp.weixin.qq.com/s/MHPMqEl7cebUrSzz9HCLig)
>* [实现行为树黑板模块0GC赋值功能](https://zhuanlan.zhihu.com/p/205410980)
@@ -22,6 +21,10 @@
>* [c# AOI algorithm for cross linked list](https://github.com/qq362946/AOI)
>* [全新的技能系统](https://github.com/dreamanlan/CSharpGameFramework/blob/master/Doc/SkillDsl.txt)
>* [a roguelike framework for C# with ECS and Unity integration](https://github.com/azsdaja/Osnowa)
+>* [XCSkillEditor_Unity](https://github.com/smartgrass/XCSkillEditor_Unity)
+>* [MDDSkillEngine](https://gitee.com/flamesky/MDDSkillEngine)
+>* [gameplay-ability-system-for-unity](https://github.com/No78Vino/gameplay-ability-system-for-unity)
+>* [ActionEditor - unity技能编辑器,Buff编辑器,场景编辑器](https://github.com/NoBugCn/ActionEditor)
#### 成品
>* [用Unity做的一个类Moba游戏Demo](https://github.com/swordjoinmagic/MoBaDemo)
diff --git a/CI/README.md b/CI/README.md
index 17ff1607b..c75f3b78b 100644
--- a/CI/README.md
+++ b/CI/README.md
@@ -3,6 +3,7 @@
### 持续集成与打包构建
* [Jenkins 介绍](https://www.w3cschool.cn/jenkins/jenkins-5h3228n2.html)
* [Jenkins官方文档](https://jenkins.io/doc/)
+* [Jenkins分布式与并行](https://www.cnblogs.com/rxysg/p/15681774.html)
* [Unity3D研究院之Jenkins的使用](http://www.xuanyusong.com/archives/3349)
* [Unity3D使用Jenkins进行自动打包](https://www.aliyun.com/jiaocheng/794551.html)
* [Unity3D研究院之脚本批量打包渠道包研究](http://www.xuanyusong.com/archives/2418?utm_source=tuicool&utm_medium=referral)
@@ -54,7 +55,7 @@
* [ipv6地址后怎么加端口](https://www.west.cn/docs/63945.html)
* [谈一谈Unity 的 Scriptable Build Pipeline](https://zhuanlan.zhihu.com/p/366780685)
* [SBP官方文档](https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.19/manual/index.html)
-* [Unity社区精华帖 | SBP - Scriptable Build Pipeline](https://mp.weixin.qq.com/s/sZIq6FfPz9JrcAhTbXX3iQ)
+* [【Unity】SBP - Scriptable Build Pipeline](https://zhuanlan.zhihu.com/p/369264807)
* [利用jenkins的 Active choises parameter插件进行动态参数选择](https://www.cnblogs.com/netsa/p/16086866.html)
* [Jenkins参数化构建犀利插件Active-Choices-Plugin](https://wiki.eryajf.net/pages/2075.html#_1-%E5%89%8D%E8%A8%80%E3%80%82)
* [Node and Label parameter](https://plugins.jenkins.io/nodelabelparameter/)
@@ -67,6 +68,32 @@
* [Unity 输出日志到命令行](https://networm.me/2019/05/19/unity-logfile-stdout/)
* [Executing groovy scripts on Jenkins' slaves](https://stackoverflow.com/questions/37144549/executing-groovy-scripts-on-jenkins-slaves)
* [RejectedAccessException: Scripts not permitted to use method jenkins.model.Jenkins getCloud](https://blog.csdn.net/chengguo570155/article/details/100908525)
+* [Python发送企业微信消息](https://www.cnblogs.com/blog-for-me/p/14743237.html)
+* [企业微信Jenkins构建通知插件](https://github.com/jenkinsci/qy-wechat-notification-plugin)
+* [群机器人配置说明](https://developer.work.weixin.qq.com/document/path/91770)
+* [Apple_mobile_device_types](https://gist.github.com/adamawolf/3048717)
+* [Jenkins如何控制多个Job进行依赖(不允许同时出现资源争抢)](https://blog.csdn.net/Python_BT/article/details/123789858)
+* [入域的Windows访问未入域的Samba服务](https://wenku.baidu.com/view/b2affeff83eb6294dd88d0d233d4b14e85243ebb.html)
+* [Windows、Mac命令行连接SMB(带特殊字符、处理域用户、反斜杠)](https://www.jianshu.com/p/4c9535226329)
+* [Failed to get socket connection from UnityShaderCompiler.exe shader compiler](https://gamedev.stackexchange.com/questions/150581/failed-to-get-socket-connection-from-unityshadercompiler-exe-shader-compiler-c)
+* [Jenkins自动化部署报Failed to get socket connection from](https://blog.csdn.net/yuxikuo_1/article/details/86751113)
+* [cmd命令执行结果赋值给变量](https://blog.csdn.net/yzpbright/article/details/122919406)
+* [Windows wmic命令之process进程管理](https://blog.csdn.net/yetugeng/article/details/103615205)
+* [window10设置开机后自启动.bat文件](https://www.cnblogs.com/longronglang/p/16265587.html)
+* [通过applescript自动连接smb服务器](https://qastack.cn/apple/256716/why-mac-smb-connect-fails-with-login-from-cli-but-works-from-finder-and-with-guest-account)
+* [在Mac的terminal下连接 SMB 共享的三种方法](https://www.jianshu.com/p/1ab7849a4e0e)
+* [解决UnicodeEncodeError: ‘ascii’ codec can’t encode characters in position](https://www.cnblogs.com/sundahua/p/7248209.html)
+* [Jenkins批量删除历史构建记录](https://blog.csdn.net/weixin_44024740/article/details/122698707)
+* [java.lang.Exception: The server rejected the connection: None of the protocols were accepted](https://blog.csdn.net/weixin_30652897/article/details/99595373)
+* [Java Cryptography Extension (JCE) Unlimited Strength Jurisdiction Policy Files 8 Download](https://www.oracle.com/java/technologies/javase-jce8-downloads.html)
+* [Improvements to shader build times and memory usage in 2021 LTS](https://blog.unity.com/technology/2021-lts-improvements-to-shader-build-times-and-memory-usage)
+* [AB打包参数DisableWriteTypeTree导致崩溃](https://www.cnblogs.com/ogaligong/p/15632366.html)
+* [Openssl生成自签名证书,简单步骤](https://ningyu1.github.io/site/post/51-ssl-cert/)
+* [How to trigger Jenkins Job with Bash Script](https://birolemekli.medium.com/how-to-trigger-jenkins-job-with-bash-script-8f3457d11efc)
+* [史上最全 Jenkins Pipeline流水线详解](https://blog.csdn.net/LinkSLA/article/details/127655372)
+* [jenkins在pipline中触发其他job](https://www.cnblogs.com/deny/p/15430246.html)
+* [jenkins pipeline之如何串联多个Job](https://blog.csdn.net/wxt_hillwill/article/details/118730523)
+* [teamcity-symbol-server](https://github.com/JetBrains/teamcity-symbol-server)
#### iOS14无法安装企业应用
* [关于iOS系统升级到iOS14企业APP出现无法安装解决方案](https://www.freesion.com/article/75671343499/)
@@ -90,6 +117,7 @@
* [用Unity制作游戏,你需要深入了解一下IL2CPP](http://www.gameres.com/339671.html)
* [关于优化的二三事:Unity 2020 LTS中的托管代码剥离](https://mp.weixin.qq.com/s/YlWLVJaHmZUCdXDdFwYz-A)
* [How to add compiler or linker flags for il2cpp invocation](https://answers.unity.com/questions/1610105/how-to-add-compiler-or-linker-flags-for-il2cpp-inv.html)
+* [详解三大编译器:gcc、llvm 和 clang](https://zhuanlan.zhihu.com/p/357803433)
### iOS重签名
* [ios-app-signer](https://github.com/DanTheMan827/ios-app-signer)
@@ -104,3 +132,33 @@
### ssh客户端
* [tabby](https://github.com/Eugeny/tabby)
* [MobaXterm](https://mobaxterm.mobatek.net/)
+
+### FastBuild
+* [fastbuild Github](https://github.com/fastbuild/fastbuild)
+* [FastBuild](https://www.fastbuild.org/docs/home.html)
+* [使用FASTBuild加速Unreal Engine编译](https://blog.csdn.net/cjw_soledad/article/details/117362397)
+* [fastbuild support shader build](https://github.com/VicentChen/fastbuild-ue4.26.2/commit/f99dcc9ce698b92caa788016d72c1c29e18df751)
+* [fastbuild compress compiled object](https://github.com/VicentChen/fastbuild-ue4.26.2/commit/280d92e19fce3af4ac86211f73aac317936f7afa)
+* [保姆式教你使用FASTBuild对UE4进行联机编译](https://zhuanlan.zhihu.com/p/158400394)
+* [Utility to build Visual Studio solutions and projects with FASTBuild, supports VS2015/2017/2019](https://github.com/LendyZhang/msfastbuild)
+* [FASTBuild-Dashboard](https://github.com/hillin/FASTBuild-Dashboard)
+* [使用Fastbuild加快UnrealEngine编译速度](https://blueroses.top/2021/11/04/shi-yong-fastbuild-jia-kuai-unrealengine-bian-yi-su-du/)
+* [笔记_fastbuild](https://github.com/sbfhy/note_fastbuild/tree/master/files)
+* [初识FASTBuild 一个大幅提升C/C++项目编译速度的分布式编译工具](https://www.cnblogs.com/tangxin-blog/p/8635438.html)
+
+### IncrediBuild
+* [IncrediBuild 联合编译-教程](https://blog.csdn.net/longji/article/details/118211274)
+* [IncrediBuild文档](https://docs.incredibuild.cn/win/latest/windows/index.html)
+
+### apple-silicon
+* [apple-silicon](https://developer.apple.com/documentation/apple-silicon)
+
+### UE
+* [Build Unreal Engine & games with Jenkins on GKE/GCE](https://github.com/falldamagestudio/UE-Jenkins-BuildSystem)
+
+### 加速构建
+* [利用多进程并行化加速Unity资源构建](https://blog.uwa4d.com/archives/USparkle_Multi_process.html)
+* [multiprocess buildpipeline for unity](https://github.com/jiangzhhhh/Unity-MultiProcess-BuildPipeline)
+
+### Jam
+* [Unity jam build system发展史](https://blog.csdn.net/weixin_41044151/article/details/118607654)
diff --git a/CPlusPlus/README.md b/CPlusPlus/README.md
index 052ec4660..8aeafcc79 100644
--- a/CPlusPlus/README.md
+++ b/CPlusPlus/README.md
@@ -1,5 +1,7 @@
# C++实用仓库
->* [详细的C/C++编程规范指南](https://github.com/Qihoo360/safe-rules)
+>* [详细的C/C++编程规范指南](https://github.com/Qihoo360/safe-rules)
+>* [single_file_libs](https://github.com/nothings/single_file_libs)
+>* [AwesomeCppGameDev](https://github.com/Caerind/AwesomeCppGameDev)
>* [A simple C++11 Thread Pool implementation](https://github.com/progschj/ThreadPool)
>* [C++ IPC Library](https://github.com/mutouyun/cpp-ipc)
>* [MiniScript](https://github.com/JoeStrout/miniscript)
@@ -22,8 +24,7 @@
>* [A C++ library for interacting with JSON](https://github.com/open-source-parsers/jsoncpp)
>* [FlatBuffers: Memory Efficient Serialization Library](https://github.com/google/flatbuffers)
>* [recastnavigation](https://github.com/recastnavigation/recastnavigation)
->* [Read binary Excel files from C/C++](https://github.com/libxls/libxls)
->* [fastbuild-ue4.26.2](https://github.com/VicentChen/fastbuild-ue4.26.2)
+>* [Read binary Excel files from C/C++](https://github.com/libxls/libxls)
>* [TrafficMonitor](https://github.com/zhongyang219/TrafficMonitor)
>* [Box2D is a 2D physics engine for games](https://github.com/erincatto/box2d)
>* [OpenSCAD - The Programmers Solid 3D CAD Modeller](https://github.com/openscad/openscad)
@@ -38,9 +39,7 @@
>* [A C++ High Performance Web Server](https://github.com/linyacool/WebServer)
>* [Edyn is a real-time physics engine organized as an ECS](https://github.com/xissburg/edyn)
>* [超轻量级中文ocr](https://github.com/DayBreak-u/chineseocr_lite)
->* [A CMake toolchain file for iOS, macOS, watchOS & tvOS C/C++/Obj-C++ development](https://github.com/leetal/ios-cmake)
->* [UnrealPakViewer](https://github.com/jashking/UnrealPakViewer)
->* [Unreal Engine 4 Plugin for Lua APIs implementation](https://github.com/rdeioris/LuaMachine)
+>* [A CMake toolchain file for iOS, macOS, watchOS & tvOS C/C++/Obj-C++ development](https://github.com/leetal/ios-cmake)
>* [Mesh parameterization / UV unwrapping library](https://github.com/jpcy/xatlas)
>* [A small C compiler](https://github.com/rui314/chibicc)
>* [Spout plugin for Unity](https://github.com/keijiro/KlakSpout)
@@ -54,6 +53,323 @@
>* [KCP协议基本数据结构和算法介绍](https://github.com/frimin/learning-kcp-protocol)
>* [Corvusoft's Restbed framework brings asynchronous RESTful functionality to C++14 applications](https://github.com/Corvusoft/restbed)
>* [GPU time metric for Unity apps (currently limited to Android/GLES)](https://github.com/google/render-timing-for-unity)
+>* [llvm-project](https://github.com/llvm/llvm-project)
+>* [SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics API](https://github.com/google/swiftshader)
+>* [ios-app-signer](https://github.com/DanTheMan827/ios-app-signer)
+>* [TTToolbox provides useful helper scripts to automate your character integration workflows in Unreal Engine](https://github.com/tuatec/TTToolbox)
+>* [Automatic Differentiation in Geometry Processing Made Simple](https://github.com/patr-schm/TinyAD)
+>* [Blazing fast memory allocator designed for video games meets .NET](https://github.com/nxrighthere/Smmalloc-CSharp)
+>* [RT-Thread is an open source IoT operating system](https://github.com/RT-Thread/rt-thread)
+>* [A C++20 coroutine implementation for Unreal Engine 5](https://github.com/landelare/ue5coro)
+>* [🔍 A Hex Editor for Reverse Engineers, Programmers and people who value their retinas when working at 3 AM](https://github.com/WerWolv/ImHex)
+>* [The fastest C JSON library](https://github.com/ibireme/yyjson)
+>* [OOMDetector](https://github.com/Tencent/OOMDetector)
+>* [腾讯柠檬清理](https://github.com/Tencent/lemon-cleaner)
+>* [stb single-file public domain libraries for C/C++](https://github.com/nothings/stb)
+>* [BS::thread_pool: a fast, lightweight, and easy-to-use C++17 thread pool library](https://github.com/bshoshany/thread-pool)
+>* [Library for collision detection between two convex shapes](https://github.com/danfis/libccd)
+>* [A native alternative to the heavy Electron Unity Hub, written in C++](https://github.com/Ravbug/UnityHubNative)
+>* [Emscripten: An LLVM-to-WebAssembly Compiler](https://github.com/emscripten-core/emscripten)
+>* [A fast file search utility for Unix-like systems based on GTK+3](https://github.com/cboxdoerfer/fsearch)
+>* [asio](https://github.com/chriskohlhoff/asio)
+>* [C/C++ Performance Profiler](https://github.com/google/orbit)
+>* [A CMake toolchain file for iOS, macOS, watchOS & tvOS C/C++/Obj-C++ development](https://github.com/leetal/ios-cmake)
+>* [The fastest and most memory efficient lattice Boltzmann CFD software](https://github.com/ProjectPhysX/FluidX3D)
+>* [A professional cross-platform SSH/Sftp/Shell/Telnet/Serial terminal](https://github.com/kingToolbox/WindTerm)
+>* [imgui](https://github.com/ocornut/imgui)
+>* [Combustion engine simulator that generates realistic audio](https://github.com/ange-yaghi/engine-sim)
+>* [An implementation of radix heap](https://github.com/iwiwi/radix-heap)
+>* [tinyrenderer](https://github.com/ssloy/tinyrenderer)
+>* [OpenGL 4.6 on Metal](https://github.com/openglonmetal/MGL)
+>* [A high performance layer 4 load balancer](https://github.com/facebookincubator/katran)
+>* [简易十字链表AOI(Area Of Interest)算法实现](https://github.com/CandyMi/aoi-c)
+>* [A BSD-based OS project that aims to provide an experience like and some compatibility with macOS](https://github.com/ravynsoft/ravynos)
+>* [Cemu is a Wii U emulator](https://github.com/cemu-project/Cemu)
+>* [aria2 - The ultra fast download utility](https://github.com/aria2/aria2)
+>* [sanitizers](https://github.com/google/sanitizers)
+>* [Metareflect is a lightweight reflection system for C++, based on LLVM and Clangs libtooling](https://github.com/Leandros/metareflect)
+>* [Reactive programming & data binding in C++](https://github.com/KDAB/KDBindings)
+>* [A simple C++11 Thread Pool implementation(改进版)](https://github.com/log4cplus/ThreadPool)
+>* [A simple C++11 Thread Pool implementation(原版)](https://github.com/progschj/ThreadPool)
+>* [An NES emulator in C++](https://github.com/amhndu/SimpleNES)
+>* [libfv is C++20 header-only network library, support TCP/SSL/Http/websocket server and client](https://github.com/fawdlstty/libfv)
+>* [xxHash doc](http://cyan4973.github.io/xxHash/)
+>* [xxHash Extremely fast non-cryptographic hash algorithm](https://github.com/Cyan4973/xxHash)
+>* [gfx - A minimalist and easy to use graphics API](https://github.com/gboisse/gfx)
+>* [Cross-platform asynchronous I/O](https://github.com/libuv/libuv)
+>* [Cross-platform user-friendly xlsx library for C++11](https://github.com/tfussell/xlnt)
+>* [Single file collision detection and dynamics library](https://github.com/mackron/miniphysics)
+>* [C++ header-only library for generic data validation](https://github.com/evgeniums/cpp-validator)
+>* [A General-purpose Parallel and Heterogeneous Task Programming System](https://github.com/taskflow/taskflow)
+>* [nanoflann: a C++11 header-only library for Nearest Neighbor (NN) search with KD-trees](https://github.com/jlblancoc/nanoflann)
+>* [The Boehm-Demers-Weiser conservative C/C++ Garbage Collector (bdwgc, also known as bdw-gc, boehm-gc, libgc)](https://github.com/ivmai/bdwgc)
+>* [HAP video player plugin for Unity](https://github.com/keijiro/KlakHap)
+>* [langcc: A Next-Generation Compiler Compiler](https://github.com/jzimmerman/langcc)
+>* [Collection of various algorithms in mathematics, machine learning, computer science and physics implemented in C++ for educational purposes](https://github.com/TheAlgorithms/C-Plus-Plus)
+>* [JoltPhysics C# bindings](https://github.com/amerkoleci/JoltPhysicsSharp)
+>* [Real-time GUI layout designer for Dear ImGui](https://github.com/Raais/ImStudio)
+>* [A flexible tool for redirecting a given program's TCP traffic to SOCKS5 or HTTP proxy](https://github.com/hmgle/graftcp)
+>* [A fast entity component system (ECS) for C & C++](https://github.com/SanderMertens/flecs)
+>* [The POCO C++ Libraries are powerful cross-platform C++ libraries for building network- and internet-based applications that run on desktop, server, mobile, IoT, and embedded systems.](https://github.com/pocoproject/poco)
+>* [Small, portable implementation of the C11 threads API](https://github.com/tinycthread/tinycthread)
+>* [A tiny, URL-friendly, unique string ID generator for C++, implementation of ai's nanoid](https://github.com/mcmikecreations/nanoid_cpp)
+>* [Webots Robot Simulator](https://github.com/cyberbotics/webots)
+>* [SML: C++14 State Machine Library](https://github.com/boost-ext/sml)
+>* [EASTL](https://github.com/electronicarts/EASTL)
+>* [udp2raw](https://github.com/wangyu-/udp2raw)
+>* [uSockets-Miniscule cross-platform eventing, networking & crypto for async applications](https://github.com/uNetworking/uSockets)
+>* [DearPyGui](https://github.com/hoffstadt/DearPyGui)
+>* [hash_table](https://github.com/anholt/hash_table)
+>* [rts-path-finding](https://github.com/guinzoo/rts-path-finding)
+>* [kdtree-cpp](https://github.com/cdalitz/kdtree-cpp)
+>* [Argument Parser for Modern C++](https://github.com/p-ranav/argparse)
+>* [Triton Python, C++ and Java client libraries, and GRPC-generated client](https://github.com/triton-inference-server/client)
+>* [cpp-btree(Modern C++ B-tree containers)](https://github.com/Kronuz/cpp-btree)
+>* [Gource-software version control visualization](https://github.com/acaudwell/Gource)
+>* [tinyexpr-plusplus(Tiny recursive descent expression parser, compiler, and evaluation engine for math expressions in C++)](https://github.com/Blake-Madden/tinyexpr-plusplus)
+>* [yasio(A multi-platform support c++11 library with focus on asio (asynchronous socket I/O) for any client applications)](https://github.com/yasio/yasio)
+>* [Good Game, Peace Out Rollback Network SDK](https://github.com/pond3r/ggpo)
+>* [STX-C++17 & C++ 20 error-handling and utility extensions](https://github.com/lamarrr/STX)
+>* [flatbuffers](https://github.com/google/flatbuffers)
+>* [uvw-Header-only, event based, tiny and easy to use libuv wrapper in modern C++](https://github.com/skypjack/uvw)
+>* [minicoro-Single header asymmetric stackful cross-platform coroutine library in pure C](https://github.com/edubart/minicoro)
+>* [foundationdb-FoundationDB - the open source, distributed, transactional key-value store](https://github.com/apple/foundationdb)
+>* [simplecpp-C++ preprocessor](https://github.com/danmar/simplecpp)
+>* [stdexec-`std::execution`, the proposed C++ framework for asynchronous and parallel programming](https://github.com/NVIDIA/stdexec)
+>* [voronoi-A C implementation for creating 2D voronoi diagrams](https://github.com/JCash/voronoi)
+>* [linmath.h-a lean linear math library, aimed at graphics programming. Supports vec3, vec4, mat4x4 and quaternions](https://github.com/datenwolf/linmath.h)
+>* [c89str-C89-compatible, single file, public domain string library](https://github.com/mackron/c89str)
+>* [earcut.hpp-Fast, header-only polygon triangulation](https://github.com/mapbox/earcut.hpp)
+>* [byopen-🎉A dlopen library that bypasses mobile system limitation](https://github.com/hack0z/byopen)
+>* [lnav-Log file navigator](https://github.com/tstack/lnav)
+>* [renderdoc-RenderDoc is a stand-alone graphics debugging tool](https://github.com/baldurk/renderdoc)
+>* [hshg-2D Hierarchical Spatial Hash Grid written in C](https://github.com/supahero1/hshg)
+>* [brpc](https://github.com/apache/brpc)
+>* [gc-Simple, zero-dependency garbage collection for C](https://github.com/mkirchner/gc)
+>* [libtree-ldd as a tree](https://github.com/haampie/libtree)
+>* [sokol-minimal cross-platform standalone C headers](https://github.com/floooh/sokol)
+>* [Num-Single file header only C++ implementation of BigInteger](https://github.com/983/Num)
+>* [box2d-Box2D is a 2D physics engine for games](https://github.com/erincatto/box2d)
+>* [movfuscator-The single instruction C compiler](https://github.com/Battelle/movfuscator)
+>* [Melon-A generic cross-platform asynchronous high-performance C framework](https://github.com/Water-Melon/Melon)
+>* [ugc-A single-header incremental garbage collector library](https://github.com/bullno1/ugc)
+>* [sol2-C++ library binding to Lua](https://github.com/ThePhD/sol2)
+>* [OcclusionCulling](https://github.com/GameTechDev/OcclusionCulling)
+>* [fluxsort-A branchless stable quicksort / mergesort hybrid](https://github.com/scandum/fluxsort)
+>* [yalantinglibs-A collection of C++20 libraries, include async_simple, coro_rpc and struct_pack](https://github.com/alibaba/yalantinglibs)
+>* [hashcat-World's fastest and most advanced password recovery utility](https://github.com/hashcat/hashcat)
+>* [nvtop-GPUs process monitoring for AMD, Intel and NVIDIA](https://github.com/Syllo/nvtop)
+>* [fast_io-Significantly faster input/output for C++20](https://github.com/cppfastio/fast_io)
+>* [librg-🚀 Making multi-player gamedev simpler since 2017](https://github.com/zpl-c/librg)
+>* [zpl-📐 Pushing the boundaries of simplicity](https://github.com/zpl-c/zpl)
+>* [GameNetworkingSockets](https://github.com/ValveSoftware/GameNetworkingSockets)
+>* [msquic-Cross-platform, C implementation of the IETF QUIC protocol, exposed to C, C++, C# and Rust](https://github.com/microsoft/msquic)
+>* [crossguid-Lightweight cross platform C++ GUID/UUID library](https://github.com/graeme-hill/crossguid)
+>* [asio2-Header only c++ network library](https://github.com/zhllxt/asio2)
+>* [async_simple - 阿里巴巴开源的轻量级C++异步框架](https://github.com/alibaba/async_simple)
+>* [compressonator-Tool suite for Texture and 3D Model Compression, Optimization and Analysis using CPUs, GPUs and APUs](https://github.com/GPUOpen-Tools/compressonator)
+>* [date-A date and time library based on the C++11/14/17 header](https://github.com/HowardHinnant/date)
+>* [cute_headers-Collection of cross-platform one-file C/C++ libraries with no dependencies, primarily used for games](https://github.com/RandyGaul/cute_headers)
+>* [meta-Header-only, non-intrusive and macro-free runtime reflection system in C++](https://github.com/skypjack/meta)
+>* [A tiny C++ obfuscation framework](https://github.com/fritzone/obfy)
+>* [libsodium-A modern, portable, easy to use crypto library](https://github.com/jedisct1/libsodium)
+>* [cc compare-一款可替换beycond compare, 免费使用的代码同步对比工具](https://github.com/cxasm/cc-compare)
+>* [minivm-A VM That is Dynamic and Fast](https://github.com/FastVM/minivm)
+>* [dbg-macro A dbg(…) macro for C++](https://github.com/sharkdp/dbg-macro)
+>* [async.h-Stackless Async Subroutines for C](https://github.com/naasking/async.h)
+>* [pybind11](https://github.com/pybind/pybind11)
+>* [Crow-A Fast and Easy to use microframework for the web](https://github.com/CrowCpp/Crow)
+>* [ice - Comprehensive RPC framework with support for C++, C#, Java, JavaScript, Python and more](https://github.com/zeroc-ice/ice)
+>* [smap-DLL scatter manual mapper](https://github.com/btbd/smap)
+>* [UnityRenderStreaming](https://github.com/Luis797/UnityRenderStreaming)
+>* [yoga - a cross-platform layout engine which implements Flexbox](https://github.com/facebook/yoga)
+>* [cpp-lazy](https://github.com/MarcDirven/cpp-lazy)
+>* [cpp-rotor](https://github.com/basiliscos/cpp-rotor)
+>* [rres - A simple and easy-to-use file-format to package resources](https://github.com/raysan5/rres)
+>* [raylib - A simple and easy-to-use library to enjoy videogames programming](https://github.com/raysan5/raylib)
+>* [CV-CUDA](https://github.com/CVCUDA/CV-CUDA)
+>* [terminalvideoplayer](https://github.com/TheRealOrange/terminalvideoplayer)
+>* [rsync](https://github.com/WayneD/rsync)
+>* [c11threads](https://github.com/jtsiomb/c11threads)
+>* [firebuild](https://github.com/firebuild/firebuild)
+>* [fiber-job-system](https://github.com/Freeeaky/fiber-job-system)
+>* [pcileech-Direct Memory Access (DMA) Attack Software](https://github.com/ufrisk/pcileech)
+>* [azerothcore-wotlk - Complete Open Source and Modular solution for MMO](https://github.com/azerothcore/azerothcore-wotlk)
+>* [brotli - Brotli compression format](https://github.com/google/brotli)
+>* [C++ header-only fixed-point math library](https://github.com/MikeLankamp/fpm)
+>* [spdlog - Fast C++ logging library](https://github.com/gabime/spdlog)
+>* [Motion-Matching](https://github.com/orangeduck/Motion-Matching)
+>* [tinyobjloader](https://github.com/tinyobjloader/tinyobjloader)
+>* [egos-2000 A minimal operating system (2K LOC) on QEMU and a RISC-V board](https://github.com/yhzhang0128/egos-2000)
+>* [libcoro C++20 coroutine library](https://github.com/jbaldwin/libcoro)
+>* [matxscript - A high-performance, extensible Python AOT compiler](https://github.com/bytedance/matxscript)
+>* [workflow - C++ Parallel Computing and Asynchronous Networking Engine](https://github.com/sogou/workflow)
+>* [Simd - C++ image processing and machine learning library with using of SIMD](https://github.com/ermig1979/Simd)
+>* [stacktrace - C++ library for storing and printing backtraces](https://github.com/boostorg/stacktrace)
+>* [FFSM2-High-Performance Flat Finite State Machine Framework](https://github.com/andrew-gresyk/FFSM2)
+>* [fast-hash](https://github.com/ztanml/fast-hash)
+>* [sse2neon - A translator from Intel SSE intrinsics to Arm/Aarch64 NEON implementation](https://github.com/DLTcollab/sse2neon)
+>* [zxing-cpp(C++ port of ZXing)](https://github.com/zxing-cpp/zxing-cpp)
+>* [rang-A Minimal, Header only Modern c++ library for terminal goodies](https://github.com/agauniyal/rang)
+>* [yue - A library for creating native cross-platform GUI apps](https://github.com/yue/yue)
+>* [std-simd](https://github.com/VcDevel/std-simd)
+>* [nsjail - 一个轻量级的进程隔离工具](https://github.com/google/nsjail)
+>* [darktable - darktable is an open source photography workflow application and raw developer](https://github.com/darktable-org/darktable)
+>* [MemoryModule - Library to load a DLL from memory](https://github.com/fancycode/MemoryModule)
+>* [ApkDiffPatch](https://github.com/sisong/ApkDiffPatch)
+>* [dumplib - Import library generator for x86 PE files](https://github.com/Mattiwatti/dumplib)
+>* [btop - A monitor of resources](https://github.com/aristocratos/btop)
+>* [Inject-dll-by-APC](https://github.com/3gstudent/Inject-dll-by-APC)
+>* [cstl - C STL - a Server Toolbox Library for C, including JSON processing, hash maps, dynamic arrays, binary strings and more](https://github.com/facil-io/cstl)
+>* [NumCpp](https://github.com/dpilger26/NumCpp)
+>* [minicoro - Single header stackful cross-platform coroutine library in pure C](https://github.com/edubart/minicoro)
+>* [astc-encoder](https://github.com/ARM-software/astc-encoder)
+>* [ProcessHider](https://github.com/M00nRise/ProcessHider)
+>* [VMPilot - VMPilot: A Modern C++ Virtual Machine SDK](https://github.com/25077667/VMPilot)
+>* [eventbus - A simple, header only event bus library written in modern C++17](https://github.com/DeveloperPaul123/eventbus)
+>* [pipe - Fundational library of cross-platform features](https://github.com/PipeRift/pipe)
+>* [InterSpec - spectral radiation analysis software](https://github.com/sandialabs/InterSpec)
+>* [PhaseBetweener](https://github.com/pauzii/PhaseBetweener)
+>* [process_ghosting](https://github.com/hasherezade/process_ghosting)
+>* [EABase](https://github.com/electronicarts/EABase)
+>* [lua-lz4](https://github.com/witchu/lua-lz4)
+>* [ffmpeg.wasm](https://github.com/ffmpegwasm/ffmpeg.wasm)
+>* [wxWidgets - Cross-Platform C++ GUI Library](https://github.com/wxWidgets/wxWidgets)
+>* [blazingmq - A modern high-performance open source message queuing system](https://github.com/bloomberg/blazingmq)
+>* [epoller - epoll implementation for connections in Linux, MacOS and Windows](https://github.com/smallnest/epoller)
+>* [nolimix86 - x86 virtual machine with unlimited registers](https://github.com/francisvm/nolimix86)
+>* [sparsehash - C++ associative containers](https://github.com/sparsehash/sparsehash)
+>* [NanoSockets - Lightweight UDP sockets abstraction for rapid implementation of message-oriented protocols](https://github.com/nxrighthere/NanoSockets)
+>* [CppDelegates - Single C++ header/source file that implements modern delegates](https://github.com/simco50/CppDelegates)
+>* [sizer - Win32/64 executable size reporting](https://github.com/aras-p/sizer)
+>* [Effekseer](https://github.com/effekseer/Effekseer)
+>* [c_math_library - Highly optimized, single-header, 3D math library written in C](https://github.com/pbotmeyertron/c_math_library)
+>* [decenc - Binary-to-text encoding/decoding algorithms implemented in C++](https://github.com/serge1/decenc)
+>* [jank - A Clojure dialect hosted on LLVM with native C++ interop](https://github.com/jank-lang/jank)
+>* [RawTherapee - A powerful cross-platform raw photo processing program](https://github.com/Beep6581/RawTherapee)
+>* [CefViewCore - A common library providing clean and easy consuming of CEF](https://github.com/CefView/CefViewCore)
+>* [cppLox - A tree-walker && virtual-machine && JIT interpreter for Lox language](https://github.com/edimetia3d/cppLox)
+>* [iPlug2 - C++ Audio Plug-in Framework for desktop, mobile and web](https://github.com/iPlug2/iPlug2)
+>* [coost - A tiny boost library in C++11](https://github.com/idealvin/coost)
+>* [primihub - 由密码学专家团队打造的开源隐私计算平台](https://github.com/primihub/primihub)
+>* [ufbx - Single source file FBX loader](https://github.com/ufbx/ufbx)
+>* [sqlite_zstd_vfs](https://github.com/mlin/sqlite_zstd_vfs)
+>* [sonobus](https://github.com/sonosaurus/sonobus)
+>* [musializer - Music Visualizer](https://github.com/tsoding/musializer)
+>* [react-native - A framework for building native applications using React](https://github.com/facebook/react-native)
+>* [sol2 - C++ <-> Lua API wrapper](https://github.com/ThePhD/sol2)
+>* [OpenUSD - Universal Scene Description](https://github.com/PixarAnimationStudios/OpenUSD)
+>* [arrow - Apache Arrow is a multi-language toolbox for accelerated data interchange and in-memory processing](https://github.com/apache/arrow)
+>* [cosmopolitan - build-once run-anywhere c library](https://github.com/jart/cosmopolitan)
+>* [UnityCapture](https://github.com/schellingb/UnityCapture)
+>* [Sourcetrail - free and open-source interactive source explorer](https://github.com/CoatiSoftware/Sourcetrail)
+>* [tracy - Frame profiler](https://github.com/wolfpld/tracy)
+>* [optick - C++ Profiler For Games](https://github.com/bombomby/optick)
+>* [physfs - A portable, flexible file i/o abstraction](https://github.com/icculus/physfs)
+>* [IPC - Microsoft](https://github.com/microsoft/IPC)
+>* [cista - Cista is a simple, high-performance, zero-copy C++ serialization & reflection library](https://github.com/felixguendling/cista)
+>* [async - Coroutines for C++20 & asio](https://github.com/klemens-morgenstern/async)
+>* [deterministic_float - 高性能、一致性计算的软件浮点数](https://github.com/devlinzhou/deterministic_float)
+>* [libaudiodecoder - The Cross-Platform Audio Decoder API](https://github.com/asantoni/libaudiodecoder)
+>* [kuma - A network library implemented in C++](https://github.com/Jamol/kuma)
+>* [wepoll: fast epoll for windows](https://github.com/piscisaureus/wepoll)
+>* [CVector](https://github.com/rswinkle/CVector)
+>* [type_list](https://github.com/marzer/type_list)
+>* [mpv - 🎥 Command line video player](https://github.com/mpv-player/mpv)
+>* [smhasher - Hash function quality and speed tests](https://github.com/rurban/smhasher)
+>* [openh264 - Open Source H.264 Codec](https://github.com/cisco/openh264)
+>* [cpp-dump](https://github.com/philip82148/cpp-dump)
+>* [aseprite - Animated sprite editor & pixel art tool](https://github.com/aseprite/aseprite)
+>* [OrangeC - OrangeC Compiler And Tool Chain](https://github.com/LADSoft/OrangeC)
+>* [docopt.cpp - C++11 port of docopt](https://github.com/docopt/docopt.cpp)
+>* [IconFontCppHeaders](https://github.com/juliettef/IconFontCppHeaders)
+>* [eventpp - Event Dispatcher and callback list for C++](https://github.com/wqking/eventpp)
+>* [httpserver.h - Single header library for writing non-blocking HTTP servers in C](https://github.com/jeremycw/httpserver.h)
+>* [cereal - A C++11 library for serialization](https://github.com/USCiLab/cereal)
+>* [hashmap.c](https://github.com/tidwall/hashmap.c)
+>* [BVHView - A simple viewer for the .bvh animation file format](https://github.com/orangeduck/BVHView)
+>* [mpsc-queue - A C11 implementation of D. Vyukov MPSC queue](https://github.com/grivet/mpsc-queue)
+>* [libvfs - Small module based vfs library in c](https://github.com/topfs2/libvfs)
+>* [draco - Draco is a library for compressing and decompressing 3D geometric meshes and point clouds](https://github.com/google/draco)
+>* [velox - A C++ vectorized database acceleration library](https://github.com/facebookincubator/velox)
+>* [loguru - A lightweight C++ logging library](https://github.com/emilk/loguru)
+>* [tinyexpr - tiny recursive descent expression parser, compiler, and evaluation engine for math expressions](https://github.com/codeplea/tinyexpr)
+>* [microps - An implementation of a small TCP/IP protocol stack for learning](https://github.com/pandax381/microps)
+>* [httpserver - Http server is written on C++14 language](https://github.com/awwit/httpserver)
+>* [assimp - The official Open-Asset-Importer-Library Repository](https://github.com/assimp/assimp)
+>* [uthash - C macros for hash tables and more](https://github.com/troydhanson/uthash)
+>* [ExcaliburHash](https://github.com/SergeyMakeev/ExcaliburHash)
+>* [parson - Lightweight JSON library written in C](https://github.com/kgabis/parson)
+>* [cppparser - A library to parse C/C++ source as AST](https://github.com/satya-das/cppparser)
+>* [tlsf - Two-Level Segregated Fit memory allocator implementation](https://github.com/mattconte/tlsf)
+>* [cppcoro- A library of C++ coroutine abstractions for the coroutines TS](https://github.com/lewissbaker/cppcoro)
+>* [c_std - Implementation of C++ standard libraries in C](https://github.com/KaisenAmin/c_std)
+>* [NativeThreadpool - Work, timer, and wait callback example using solely Native Windows APIs](https://github.com/fin3ss3g0d/NativeThreadpool)
+>* [TimeSync - TimeSync: Time Synchronization Library in Portable C++](https://github.com/catid/TimeSync)
+>* [C-Thread-Pool](https://github.com/Pithikos/C-Thread-Pool)
+>* [TinySoundFont](https://github.com/schellingb/TinySoundFont)
+>* [tinyfecVPN](https://github.com/wangyu-/tinyfecVPN)
+>* [ladybird-Truly independent web browser](https://github.com/LadybirdBrowser/ladybird)
+>* [FiberTaskingLib - A library for enabling task-based multi-threading. It allows execution of task graphs with arbitrary dependencies](https://github.com/RichieSams/FiberTaskingLib)
+>* [blink - A tool which allows you to edit source code of any MSVC C++ project live at runtime](https://github.com/crosire/blink)
+>* [tiny-utf8 Unicode (UTF-8) capable std::string](https://github.com/DuffsDevice/tiny-utf8)
+>* [asyncplusplus - Async++ concurrency framework for C++11](https://github.com/Amanieu/asyncplusplus)
+>* [Flexible, user expandable 2D animation software for Linux and Windows](https://github.com/MaurycyLiebner/enve)
+>* [json.cpp - JSON for Classic C++](https://github.com/jart/json.cpp)
+>* [luaaa - C++ to LUA binding tool in a single](https://github.com/gengyong/luaaa)
+>* [utf8.h - single header utf8 string functions for C and C++](https://github.com/sheredom/utf8.h)
+>* [verysleepy - Very Sleepy, a sampling CPU profiler for Windows](https://github.com/VerySleepy/verysleepy)
+>* [cling - The interactive C++ interpreter Cling](https://github.com/vgvassilev/cling)
+>* [tlse - Single C file TLS 1.2/1.3 implementation, using tomcrypt as crypto library](https://github.com/eduardsui/tlse)
+>* [earcut - Fast, header-only polygon triangulation](https://github.com/mapbox/earcut.hpp)
+>* [dr_libs](https://github.com/mackron/dr_libs)
+>* [cppparser - A library to parse C/C++ source as AST](https://github.com/satya-das/cppparser)
+>* [tiny-regex-c](https://github.com/kokke/tiny-regex-c)
+>* [imgui-node-editor](https://github.com/thedmd/imgui-node-editor)
+>* [mold - A Modern Linker 🦠](https://github.com/rui314/mold)
+>* [chibicc - A small C compiler](https://github.com/rui314/chibicc)
+>* [fil-c:completely compatible memory safety for C and C++](https://github.com/pizlonator/fil-c)
+>* [openzl - A novel data compression framework](https://github.com/facebook/openzl)
+>* [The Algorithms - Collection of various algorithms in mathematics, machine learning, computer science, physics, etc implemented in C for educational purposes](https://github.com/TheAlgorithms/C)
+>* [Clipper2 - Polygon Clipping and Offsetting - C++, C# and Delphi](https://github.com/AngusJohnson/Clipper2)
+>* [clice - A next-generation C++ language server for modern C++, focused on high performance and deep code intelligence](https://github.com/clice-io/clice)
+>* [miniaudio -Audio playback and capture library written in C, in a single source file](https://github.com/mackron/miniaudio)
+>* [deskflow - Share a single keyboard and mouse between multiple computers](https://github.com/deskflow/deskflow)
+>* [watchman - Watches files and records, or triggers actions, when they change](https://github.com/facebook/watchman)
+>* [crun - A fast and lightweight fully featured OCI runtime and C library for running containers](https://github.com/containers/crun)
+>* [HyperLPR - 高性能中国车牌识别框架](https://github.com/szad670401/HyperLPR)
+
+## Shader
+>* [ShaderLab](https://github.com/BobLChen/ShaderLab/)
+>* [DirectXShaderCompiler](https://github.com/microsoft/DirectXShaderCompiler)
+>* [HLSLcc-DirectX shader bytecode cross compiler](https://github.com/Unity-Technologies/HLSLcc)
+>* [HLSLCrossCompiler](https://github.com/James-Jones/HLSLCrossCompiler)
+>* [XShaderCompiler](https://github.com/LukasBanana/XShaderCompiler)
+
+## WebMProject
+>* [webmproject官网](https://www.webmproject.org/code/)
+>* [libvpx github-Mirror](https://github.com/webmproject/libvpx/)
+>* [libvpx](https://chromium.googlesource.com/webm/libvpx)
+
+## Lock-free
+>* [concurrentqueue-A fast multi-producer, multi-consumer lock-free concurrent queue for C++11](https://github.com/cameron314/concurrentqueue)
+>* [readerwriterqueue-A fast single-producer, single-consumer lock-free queue for C++](https://github.com/cameron314/readerwriterqueue)
+>* [queues-A public domain lock free queues implemented in C++11](https://github.com/mstump/queues)
+
+## malloc
+>* [mimalloc](https://github.com/microsoft/mimalloc)
+>* [snmalloc](https://github.com/microsoft/snmalloc)
+>* [jemalloc](https://github.com/jemalloc/jemalloc)
+>* [tlsf](https://github.com/mattconte/tlsf)
+>* [dlmalloc](https://github.com/ennorehling/dlmalloc)
+>* [malloc tech](https://github.com/HarshTrivedi/malloc)
+>* [glibc](https://github.com/lattera/glibc/tree/master)
+>* [mimalloc-bench](https://github.com/daanx/mimalloc-bench)
+>* [tcmalloc](https://github.com/google/tcmalloc)
+>* [glibc](https://ftp.gnu.org/gnu/glibc/)
# C++ 文章
[C++文章整理](./articles/README.md)
+
+# 有关于UnrealEngine的C++项目
+[有关于UnrealEngine的C++项目](./unrealengine)
diff --git a/CPlusPlus/articles/README.md b/CPlusPlus/articles/README.md
index c9744f1b1..cf7e694f1 100644
--- a/CPlusPlus/articles/README.md
+++ b/CPlusPlus/articles/README.md
@@ -1,6 +1,69 @@
## C++ 文章
-* [C++实现的无锁队列](https://blog.csdn.net/aaronjzhang/article/details/17167799)
+* [在拥挤和变化的世界中茁壮成长:C++ 2006–2020](https://github.com/Cpp-Club/Cxx_HOPL4_zh)
+* [C++ 匠心之作 从0到1入门资料](https://github.com/AnkerLeng/Cpp-0-1-Resource)
* [C++中的Volatile【简单记录】](https://zhuanlan.zhihu.com/p/66664063)
* [从硬件层面理解memory barrier](https://zhuanlan.zhihu.com/p/184912992)
* [详解C/C++中volatile关键字](https://blog.csdn.net/weixin_44363885/article/details/92838607)
+* [C++移动语意 详细解释](https://www.cnblogs.com/zhangyi1357/p/16018810.html)
+* [C++强制类型转换运算符(static_cast、reinterpret_cast、const_cast和dynamic_cast)](https://zhuanlan.zhihu.com/p/368267441)
+* [理解 Memory barrier(内存屏障)](https://blog.csdn.net/world_hello_100/article/details/50131497)
+* [Memory barrier是什么?](https://www.zhihu.com/question/20228202)
+
+### 多线程
+* [C++实现的无锁队列](https://blog.csdn.net/aaronjzhang/article/details/17167799)
+* [c++之多线程中“锁”(mutex)的用法](https://blog.csdn.net/weixin_42127358/article/details/123507748)
+* [多线程之互斥锁(mutex)的使用方法](https://blog.csdn.net/duan19920101/article/details/121352669)
+* [C++ 锁机制以及常用方法(理论+实践)](https://blog.csdn.net/qq_37457202/article/details/123543141)
+* [C++多线程并发(五)—原子操作与无锁编程](https://cloud.tencent.com/developer/article/2030919)
+* [无锁原子操作&CAS](https://www.cnblogs.com/wiesslibrary/p/15725559.html)
+* [面试必备之深入理解自旋锁](https://blog.csdn.net/qq_34337272/article/details/81252853)
+* [悲观锁和乐观锁的区别](https://blog.csdn.net/weixin_50651363/article/details/119747515)
+* [【C/C++面试必备】详解C/C++中volatile关键字](https://blog.csdn.net/qq_44918090/article/details/125749268)
+
+#### C++多线程编程系列
+* [C++ 多线程(一):生产者 - 消费者模型](https://zhuanlan.zhihu.com/p/361956060)
+* [C++ 多线程(二):两个线程轮流(交替)打印 A 和 B](https://zhuanlan.zhihu.com/p/374037023)
+* [C++ 多线程(三):实现线程安全队列](https://zhuanlan.zhihu.com/p/408254922)
+* [C++ 多线程(四):实现一个功能完整的线程池](https://zhuanlan.zhihu.com/p/412127997)
+* [C++ 多线程(五):读写锁的实现及使用样例](https://zhuanlan.zhihu.com/p/374042984)
+* [C++ 多线程(六):std::promise/future、std::async、std:: packaged_task](https://zhuanlan.zhihu.com/p/465092056)
+* [C++ 多线程(七):信号量 Semaphore 及 C++ 11 实现](https://zhuanlan.zhihu.com/p/512969481)
+
+### 智能指针
+* [C++ 智能指针](https://blog.csdn.net/TABE_/article/details/117391903)
+* [C++智能指针详解](https://blog.csdn.net/bitcarmanlee/article/details/124847634)
+
+### lambda表达式
+* [09 C++ lambda表达式](https://zhuanlan.zhihu.com/p/362323262)
+
+### 模版元编程
+* [C++模板元编程(一):简介](https://zhuanlan.zhihu.com/p/378356824)
+* [C++模板元编程(一):基础知识与快速排序](https://zhuanlan.zhihu.com/p/461660321)
+* [C++ 模板元编程(一):入门](https://zhuanlan.zhihu.com/p/458195125)
+
+### debugging
+* [InsightEngineering](https://github.com/DebugPrivilege/InsightEngineering)
+
+### 面试向
+* [C/C++ 技术面试基础知识总结](https://github.com/huihut/interview)
+* [static全局变量与普通的全局变量](https://blog.csdn.net/qq_22238021/article/details/79533711)
+* [C/C++中静态变量](https://blog.csdn.net/Blunt_Du/article/details/122420909)
+* [学习笔记整理📚](https://github.com/arkingc/note)
+* [C++面试常见问题](https://zhuanlan.zhihu.com/p/34016871)
+* [C++经典面试题(最全,面中率最高)](https://zhuanlan.zhihu.com/p/75347892)
+* [C++内存管理,const、mutable、static、编译过程](https://blog.csdn.net/Diligent_wu/article/details/123482018)
+* [C++和C# struct和class的区别](https://blog.csdn.net/qq_43477024/article/details/114417191)
+* [C++中的extern](https://blog.csdn.net/deatharthas/article/details/113769269)
+* [C++: static](https://zhuanlan.zhihu.com/p/38305284)
+* [C/C++const关键字详解(全网最全)](https://blog.csdn.net/weixin_44049823/article/details/128735316)
+* [C/C++ 中的static关键字](https://zhuanlan.zhihu.com/p/37439983)
+* [C++ static详解,类中的static用法说明](https://blog.csdn.net/weixin_43222324/article/details/106999558)
+
+### memory order
+* [如何理解 C++11 的六种 memory order?](https://www.zhihu.com/question/24301047/answer/1193956492)
+* [std::memory_order](https://zh.cppreference.com/w/cpp/atomic/memory_order)
+
+### 引用
+* [c++ 返回值与返回引用以及生命周期总结](https://zhuanlan.zhihu.com/p/605428903)
+* [C++中不要随便返回对象的引用](https://blog.51cto.com/u_13933750/3229708)
diff --git a/CPlusPlus/unrealengine/README.md b/CPlusPlus/unrealengine/README.md
new file mode 100644
index 000000000..47fc3ef91
--- /dev/null
+++ b/CPlusPlus/unrealengine/README.md
@@ -0,0 +1,52 @@
+## 有关于UnrealEngine的C++项目
+
+>* [fastbuild-ue4.26.2](https://github.com/VicentChen/fastbuild-ue4.26.2)
+>* [UnrealPakViewer](https://github.com/jashking/UnrealPakViewer)
+>* [Unreal Engine 4 Plugin for Lua APIs implementation](https://github.com/rdeioris/LuaMachine)
+>* [Unreal Engine plugin for async task programming](https://github.com/splash-damage/future-extensions)
+>* [Voxel Plugin for Unreal Engine](https://github.com/Phyronnaz/VoxelPlugin)
+>* [Unreal Engine 4 C++ examples](https://github.com/Harrison1/unrealcpp)
+>* [HotPatcher - Unreal Engine hot update manage and package plugin](https://github.com/hxhb/HotPatcher)
+>* [Niagara UI Renderer | Free Plugin for Unreal Engine](https://github.com/SourySK/NiagaraUIRenderer)
+>* [PluginMobileNativeCode](https://github.com/Sovahero/PluginMobileNativeCode)
+>* [A fighting game engine written in Unreal Engine 5](https://github.com/WistfulHopes/NightSkyEngine)
+>* [Unreal Engine 5 Plugin for a variety of Tech Art Tools and features](https://github.com/Ryan-DowlingSoka/RedTechArtTools)
+>* [Unreal Engine 5's experimental ECS plugin](https://github.com/Megafunk/MassSample)
+>* [UnrealEngineSkyAtmosphere](https://github.com/sebh/UnrealEngineSkyAtmosphere)
+>* [Dialogue scripting language for Unreal Engine](https://github.com/redxdev/Supertalk)
+>* [Build Unreal Engine & games with Jenkins on GKE/GCE](https://github.com/falldamagestudio/UE-Jenkins-BuildSystem)
+>* [GenericMessagePlugin-A complete event system solution for Unreal Engine : Send or Receive Message everywhere](https://github.com/wangjieest/GenericMessagePlugin)
+>* [FFMPEGMedia-FFMPEG Media Plugin for unreal engine](https://github.com/bakjos/FFMPEGMedia)
+>* [RedTalaria-An Unreal Engine plugin providing a set of Hermes endpoints](https://github.com/cdpred/RedTalaria)
+>* [GASDocumentation](https://github.com/tranek/GASDocumentation)
+>* [OpenAI-Api-Unreal](https://github.com/KellanM/OpenAI-Api-Unreal)
+>* [MDFastBinding](https://github.com/DoubleDeez/MDFastBinding)
+>* [UltimateStarterKit](https://github.com/hfjooste/UltimateStarterKit)
+>* [channeld-ue-plugin 为虚幻引擎专用服务器提供分布式模拟能力的开源插件](https://github.com/metaworking/channeld-ue-plugin)
+>* [UnrealNetImgui](https://github.com/sammyfreg/UnrealNetImgui)
+>* [unreal-vdb](https://github.com/eidosmontreal/unreal-vdb)
+>* [DigitalLife](https://github.com/QSWWLTN/DigitalLife)
+>* [DualShock4-For-Unreal-Engine-5](https://github.com/DarknessFX/DualShock4-For-Unreal-Engine-5)
+>* [PBCharacterMovement - HL2-style, classic FPS movement for Unreal Engine implemented in C++](https://github.com/ProjectBorealis/PBCharacterMovement)
+>* [UnrealYAML](https://github.com/jwindgassen/UnrealYAML)
+>* [IAUS - Infinite axis utility system in UE4 Behavior Trees](https://github.com/ProjectBorealis/IAUS)
+>* [RedTechArtTools](https://github.com/Ryan-DowlingSoka/RedTechArtTools)
+>* [UAssetAPI - A low-level .NET library for reading and writing Unreal Engine 4 game assets](https://github.com/atenfyr/UAssetAPI)
+>* [Zelda BOTW Climbing System](https://github.com/VitorCantao/ZeldaBotwClimbingSystem)
+>* [UnrealCLR - Unreal Engine .NET 6 integration](https://github.com/nxrighthere/UnrealCLR)
+>* [GASShooter](https://github.com/tranek/GASShooter)
+>* [cashgenUE - Runtime Procedural Terrain Generator for UnrealEngine](https://github.com/midgen/cashgenUE)
+>* [VRM4U](https://github.com/ruyo/VRM4U)
+>* [VirtualizationPlus](https://github.com/VesCodes/VirtualizationPlus)
+>* [Unreal-Engine-4.x-Scripting-with-C-Cookbook---Second-edition](https://github.com/PacktPublishing/Unreal-Engine-4.x-Scripting-with-C-Cookbook---Second-edition)
+>* [UnrealCSharp](https://github.com/crazytuzi/UnrealCSharp)
+>* [UE4_MotionMatching](https://github.com/Hethger/UE4_MotionMatching-)
+>* [UnrealSpecifiers](https://github.com/fjz13/UnrealSpecifiers)
+>* [NodeToCode - Translate Unreal Engine Blueprints to C++ in seconds. Not hours](https://github.com/protospatial/NodeToCode)
+>* [ZipUtility-Unreal](https://github.com/getnamo/ZipUtility-Unreal)
+>* [WebView - Efficient UE browser uses CEF open source kernel](https://github.com/aSurgingRiver/WebView)
+>* [RealtimeMeshComponent](https://github.com/TriAxis-Games/RealtimeMeshComponent)
+>* [UEViewer - Viewer and exporter for Unreal Engine 1-4 assets](https://github.com/gildor2/UEViewer)
+>* [UE4-CustomGravityPlugin](https://github.com/HoussineMehnik/UE4-CustomGravityPlugin)
+>* [VoxelPluginFreeLegacy](https://github.com/VoxelPlugin/VoxelPluginFreeLegacy)
+>* [cesium-unreal (Bringing the 3D geospatial ecosystem to Unreal Engine)](https://github.com/CesiumGS/cesium-unreal)
diff --git a/CircusGameOnFC/Assets/Resources.meta b/CircusGameOnFC/Assets/Resources.meta
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diff --git a/CircusGameOnFC/Assets/Resources/Animator.meta b/CircusGameOnFC/Assets/Resources/Animator.meta
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diff --git a/CircusGameOnFC/Assets/Resources/Animator/FireCircle1.anim b/CircusGameOnFC/Assets/Resources/Animator/FireCircle1.anim
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diff --git a/CircusGameOnFC/Assets/Scenes.meta b/CircusGameOnFC/Assets/Scenes.meta
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deleted file mode 100644
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diff --git a/CircusGameOnFC/Assets/Scripts/AudioManager.cs b/CircusGameOnFC/Assets/Scripts/AudioManager.cs
deleted file mode 100644
index dee396425..000000000
--- a/CircusGameOnFC/Assets/Scripts/AudioManager.cs
+++ /dev/null
@@ -1,54 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class AudioManager : MonoBehaviour
-{
-
- private static AudioManager audioManager = null;
- private AudioSource audioSource;
-
- [SerializeField]
- private AudioClip audioDieA;
- [SerializeField]
- private AudioClip audioDieB;
- [SerializeField]
- private AudioClip audioJump;
- // Use this for initialization
- void Start()
- {
- audioManager = this;
- audioSource = this.GetComponent();
- }
-
- public static AudioManager GetInstance()
- {
- return audioManager;
- }
-
- public void PlayJumpEffect()
- {
- if (audioJump != null)
- {
- audioSource.PlayOneShot(audioJump);
- }
- }
-
- public void PlayDieEffect()
- {
- if (audioDieA != null)
- {
- audioSource.Stop();
- audioSource.PlayOneShot(audioDieA);
- Invoke("PlayDieEffectB", 1.0f);
- }
- }
-
- private void PlayDieEffectB()
- {
- if (audioDieB != null)
- {
- audioSource.PlayOneShot(audioDieB);
- }
- }
-}
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deleted file mode 100644
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diff --git a/CircusGameOnFC/Assets/Scripts/BgController.cs b/CircusGameOnFC/Assets/Scripts/BgController.cs
deleted file mode 100644
index eedd402a7..000000000
--- a/CircusGameOnFC/Assets/Scripts/BgController.cs
+++ /dev/null
@@ -1,57 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class BgController : MonoBehaviour
-{
- private Material material;
- private float rollOffset = 0f;
- public float RollSpeed;
-
- // Use this for initialization
- void Start()
- {
- this.material = this.GetComponent().material;
- }
-
- ///
- /// 滚动地图
- ///
- public void RollingMap(Direction direction)
- {
- if (Direction.Left == direction)
- {
- this.material.SetTextureOffset("_MainTex", new Vector2(rollOffset -= RollSpeed * Time.deltaTime, 0));
- }
- else if (Direction.Right == direction)
- {
- this.material.SetTextureOffset("_MainTex", new Vector2(rollOffset += RollSpeed * Time.deltaTime, 0));
- }
- }
-
- void Update()
- {
- if (Input.GetKey(KeyCode.A))
- {
- RollingMap(Direction.Left);
- }
- else if (Input.GetKey(KeyCode.D))
- {
- RollingMap(Direction.Right);
- }
- }
-
-
-
-}
-
-///
-/// 移动方向的枚举
-///
-public enum Direction : byte
-{
- UP,
- Down,
- Left,
- Right,
-}
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deleted file mode 100644
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diff --git a/CircusGameOnFC/Assets/Scripts/FireCircleController.cs b/CircusGameOnFC/Assets/Scripts/FireCircleController.cs
deleted file mode 100644
index 1bc5f7d27..000000000
--- a/CircusGameOnFC/Assets/Scripts/FireCircleController.cs
+++ /dev/null
@@ -1,29 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class FireCircleController : MonoBehaviour
-{
-
- private PlayerController playerController;
- public float Speed;
- // Use this for initialization
- void Start()
- {
- playerController = GameObject.FindGameObjectWithTag("Player").GetComponent();
- }
-
- // Update is called once per frame
- void Update()
- {
- if (playerController.Hp <= 0)
- {
- return;
- }
- this.transform.Translate(Vector3.left * Time.deltaTime * Speed);
- if (this.transform.position.x <= -2.0f)
- {
- Destroy(this.gameObject);
- }
- }
-}
diff --git a/CircusGameOnFC/Assets/Scripts/FireCircleController.cs.meta b/CircusGameOnFC/Assets/Scripts/FireCircleController.cs.meta
deleted file mode 100644
index 4118bc93a..000000000
--- a/CircusGameOnFC/Assets/Scripts/FireCircleController.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: cdffed0080c904047a9ae8c4080dbfe4
-timeCreated: 1509204114
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs b/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs
deleted file mode 100644
index 9cf57ad74..000000000
--- a/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs
+++ /dev/null
@@ -1,35 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class FireCircleFactory : MonoBehaviour
-{
-
- private GameObject fireCirclePrefab;
- private PlayerController playerController;
- private float spawnTime = 0f;
- // Use this for initialization
- void Start ()
- {
- playerController = GameObject.FindGameObjectWithTag("Player").GetComponent();
- if (null == fireCirclePrefab)
- {
- fireCirclePrefab = Resources.Load("Prefabs/FireCircle");
- }
- spawnTime = Random.Range(1.5f, 2.5f);
- }
-
- // Update is called once per frame
- void Update () {
-
- if(playerController.Hp<=0)return;
-
- spawnTime -= Time.deltaTime;
- if (spawnTime <= 0)
- {
- Instantiate(fireCirclePrefab, transform.position, Quaternion.identity);
- spawnTime = Random.Range(1.5f, 2.5f);
- }
-
- }
-}
diff --git a/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs.meta b/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs.meta
deleted file mode 100644
index 1c778dfb2..000000000
--- a/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 1cb34bfbcccaf154995a005487c9a050
-timeCreated: 1509288939
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/CircusGameOnFC/Assets/Scripts/PlayerController.cs b/CircusGameOnFC/Assets/Scripts/PlayerController.cs
deleted file mode 100644
index 222403b1f..000000000
--- a/CircusGameOnFC/Assets/Scripts/PlayerController.cs
+++ /dev/null
@@ -1,86 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class PlayerController : MonoBehaviour
-{
-
- private Animator animator;
- private Rigidbody2D rigidbody2D;
- private bool isGround;
- public BgController bgController;
-
- public int Hp
- {
- get;
- set;
- }
-
- // Use this for initialization
- void Start()
- {
- animator = this.GetComponent();
- rigidbody2D = this.GetComponent();
- Hp = 1;
- }
-
- // Update is called once per frame
- void Update()
- {
- float horizontal = Input.GetAxis("Horizontal");
- if (horizontal != 0)
- {
- if (horizontal > 0)
- {
- bgController.RollingMap(Direction.Right);
- }
- else if (horizontal < 0)
- {
- bgController.RollingMap(Direction.Left);
- }
- animator.SetBool("IsRun", true);
- }
- else
- {
- animator.SetBool("IsRun", false);
- }
-
- if (Input.GetKeyDown(KeyCode.Space) && isGround)
- {
- animator.SetBool("IsJump", true);
- rigidbody2D.AddForce(Vector2.up * 170);
- AudioManager.GetInstance().PlayJumpEffect();
- }
- }
-
- public void OnCollisionEnter2D(Collision2D collision)
- {
- if (collision.collider.CompareTag("Ground"))
- {
- isGround = true;
- animator.SetBool("IsJump", false);
- }
- }
-
- public void OnCollisionExit2D(Collision2D collision)
- {
- if (collision.collider.CompareTag("Ground"))
- {
- isGround = false;
- }
-
- }
-
- public void OnTriggerEnter2D(Collider2D collision)
- {
- if (collision.CompareTag("FireCircle"))
- {
- Hp--;
- this.rigidbody2D.Sleep();
- AudioManager.GetInstance().PlayDieEffect();
- animator.SetBool("IsDie",true);
- }
- }
-
-
-}
diff --git a/CircusGameOnFC/Assets/Scripts/PlayerController.cs.meta b/CircusGameOnFC/Assets/Scripts/PlayerController.cs.meta
deleted file mode 100644
index 6871879e4..000000000
--- a/CircusGameOnFC/Assets/Scripts/PlayerController.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 21e161bddf37bfa47a88702e2d6b888d
-timeCreated: 1508859778
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/CircusGameOnFC/CircusGameOnFC.CSharp.csproj b/CircusGameOnFC/CircusGameOnFC.CSharp.csproj
deleted file mode 100644
index c946d5f38..000000000
--- a/CircusGameOnFC/CircusGameOnFC.CSharp.csproj
+++ /dev/null
@@ -1,85 +0,0 @@
-
-
-
- Debug
- AnyCPU
- 10.0.20506
- 2.0
- {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}
- Library
- Assembly-CSharp
- 512
- {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
- .NETFramework
- v3.5
- Unity Subset v3.5
-
- Game:1
- StandaloneWindows:5
- 5.5.0f3
-
- 4
-
-
- pdbonly
- false
- Temp\UnityVS_bin\Debug\
- Temp\UnityVS_obj\Debug\
- prompt
- 4
- DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE
- false
-
-
- pdbonly
- false
- Temp\UnityVS_bin\Release\
- Temp\UnityVS_obj\Release\
- prompt
- 4
- TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE
- false
-
-
-
-
-
-
-
-
-
-
-
- Library\UnityAssemblies\UnityEngine.dll
-
-
- Library\UnityAssemblies\UnityEngine.UI.dll
-
-
- Library\UnityAssemblies\UnityEngine.Networking.dll
-
-
- Library\UnityAssemblies\UnityEngine.PlaymodeTestsRunner.dll
-
-
- Library\UnityAssemblies\UnityEngine.Analytics.dll
-
-
- Library\UnityAssemblies\UnityEngine.HoloLens.dll
-
-
- Library\UnityAssemblies\UnityEngine.VR.dll
-
-
- Library\UnityAssemblies\UnityEditor.dll
-
-
-
-
-
-
-
-
-
-
-
diff --git a/CircusGameOnFC/CircusGameOnFC.sln b/CircusGameOnFC/CircusGameOnFC.sln
deleted file mode 100644
index c0fbf4529..000000000
--- a/CircusGameOnFC/CircusGameOnFC.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 12.00
-# Visual Studio 2013
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CircusGameOnFC.CSharp", "CircusGameOnFC.CSharp.csproj", "{5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Any CPU = Debug|Any CPU
- Release|Any CPU = Release|Any CPU
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
- {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}.Debug|Any CPU.Build.0 = Debug|Any CPU
- {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}.Release|Any CPU.ActiveCfg = Release|Any CPU
- {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}.Release|Any CPU.Build.0 = Release|Any CPU
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/CircusGameOnFC/Previews/preview1.png b/CircusGameOnFC/Previews/preview1.png
deleted file mode 100644
index 114b4fce8..000000000
Binary files a/CircusGameOnFC/Previews/preview1.png and /dev/null differ
diff --git a/CircusGameOnFC/Previews/preview2.png b/CircusGameOnFC/Previews/preview2.png
deleted file mode 100644
index d728a4041..000000000
Binary files a/CircusGameOnFC/Previews/preview2.png and /dev/null differ
diff --git a/CircusGameOnFC/Previews/preview3.png b/CircusGameOnFC/Previews/preview3.png
deleted file mode 100644
index d32444c97..000000000
Binary files a/CircusGameOnFC/Previews/preview3.png and /dev/null differ
diff --git a/CircusGameOnFC/Previews/preview4.png b/CircusGameOnFC/Previews/preview4.png
deleted file mode 100644
index 9e14f004c..000000000
Binary files a/CircusGameOnFC/Previews/preview4.png and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/AudioManager.asset b/CircusGameOnFC/ProjectSettings/AudioManager.asset
deleted file mode 100644
index ed53c41c5..000000000
Binary files a/CircusGameOnFC/ProjectSettings/AudioManager.asset and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/ClusterInputManager.asset b/CircusGameOnFC/ProjectSettings/ClusterInputManager.asset
deleted file mode 100644
index 737873b28..000000000
Binary files a/CircusGameOnFC/ProjectSettings/ClusterInputManager.asset and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/DynamicsManager.asset b/CircusGameOnFC/ProjectSettings/DynamicsManager.asset
deleted file mode 100644
index fb9143900..000000000
Binary files a/CircusGameOnFC/ProjectSettings/DynamicsManager.asset and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/EditorBuildSettings.asset b/CircusGameOnFC/ProjectSettings/EditorBuildSettings.asset
deleted file mode 100644
index cb509c753..000000000
Binary files a/CircusGameOnFC/ProjectSettings/EditorBuildSettings.asset and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/EditorSettings.asset b/CircusGameOnFC/ProjectSettings/EditorSettings.asset
deleted file mode 100644
index 626c342ba..000000000
Binary files a/CircusGameOnFC/ProjectSettings/EditorSettings.asset and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/GraphicsSettings.asset b/CircusGameOnFC/ProjectSettings/GraphicsSettings.asset
deleted file mode 100644
index 5bbdb35fb..000000000
Binary files a/CircusGameOnFC/ProjectSettings/GraphicsSettings.asset and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/InputManager.asset b/CircusGameOnFC/ProjectSettings/InputManager.asset
deleted file mode 100644
index 9c7064a5e..000000000
Binary files a/CircusGameOnFC/ProjectSettings/InputManager.asset and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/NavMeshAreas.asset b/CircusGameOnFC/ProjectSettings/NavMeshAreas.asset
deleted file mode 100644
index fd9f06a66..000000000
Binary files a/CircusGameOnFC/ProjectSettings/NavMeshAreas.asset and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/NetworkManager.asset b/CircusGameOnFC/ProjectSettings/NetworkManager.asset
deleted file mode 100644
index fe4422c5c..000000000
Binary files a/CircusGameOnFC/ProjectSettings/NetworkManager.asset and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/Physics2DSettings.asset b/CircusGameOnFC/ProjectSettings/Physics2DSettings.asset
deleted file mode 100644
index 59764e6b3..000000000
Binary files a/CircusGameOnFC/ProjectSettings/Physics2DSettings.asset and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/ProjectSettings.asset b/CircusGameOnFC/ProjectSettings/ProjectSettings.asset
deleted file mode 100644
index 4b7308caa..000000000
Binary files a/CircusGameOnFC/ProjectSettings/ProjectSettings.asset and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/ProjectVersion.txt b/CircusGameOnFC/ProjectSettings/ProjectVersion.txt
deleted file mode 100644
index 66e05aa78..000000000
--- a/CircusGameOnFC/ProjectSettings/ProjectVersion.txt
+++ /dev/null
@@ -1 +0,0 @@
-m_EditorVersion: 5.5.0f3
diff --git a/CircusGameOnFC/ProjectSettings/QualitySettings.asset b/CircusGameOnFC/ProjectSettings/QualitySettings.asset
deleted file mode 100644
index 3b545db6f..000000000
Binary files a/CircusGameOnFC/ProjectSettings/QualitySettings.asset and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/TagManager.asset b/CircusGameOnFC/ProjectSettings/TagManager.asset
deleted file mode 100644
index e8306ccd2..000000000
Binary files a/CircusGameOnFC/ProjectSettings/TagManager.asset and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/TimeManager.asset b/CircusGameOnFC/ProjectSettings/TimeManager.asset
deleted file mode 100644
index 3327a2451..000000000
Binary files a/CircusGameOnFC/ProjectSettings/TimeManager.asset and /dev/null differ
diff --git a/CircusGameOnFC/ProjectSettings/UnityConnectSettings.asset b/CircusGameOnFC/ProjectSettings/UnityConnectSettings.asset
deleted file mode 100644
index d6435dc3e..000000000
Binary files a/CircusGameOnFC/ProjectSettings/UnityConnectSettings.asset and /dev/null differ
diff --git a/CircusGameOnFC/README.md b/CircusGameOnFC/README.md
deleted file mode 100644
index 0c9b13102..000000000
--- a/CircusGameOnFC/README.md
+++ /dev/null
@@ -1,9 +0,0 @@
-## 仿写FC上的马戏团
-
-### 开发环境
-* Unity5.5.0 + VS2013
-### 预览
-
-
-
-
diff --git a/Crack/README.md b/Crack/README.md
index 665e13ab0..d61bb73e8 100644
--- a/Crack/README.md
+++ b/Crack/README.md
@@ -1,6 +1,11 @@
-## 游戏加密与破解研究
+## 加密与破解研究
+
+* [awesome-game-security](https://github.com/gmh5225/awesome-game-security)
+* [BadCode 恶意代码逃逸源代码](https://github.com/Rvn0xsy/BadCode)
### 破解
+>* [AssetStudio](https://github.com/zhangjiequan/AssetStudio)
+>* [game-hacking Tutorials, tools, and more as related to reverse engineering video games](https://github.com/dsasmblr/game-hacking)
>* [超简单的il2cpp游戏修改教程](https://www.perfare.net/659.html)
>* [unity游戏生成与修改so文件教程](https://www.52pojie.cn/thread-618515-1-1.html)
>* [游戏资源破解提取系列博客](https://blog.csdn.net/BlueEffie/category_6195048.html)
@@ -13,9 +18,33 @@
>* [Hex Editor](https://github.com/WerWolv/ImHex)
>* [Dependencies](https://github.com/lucasg/Dependencies)
>* [unredacter](https://github.com/BishopFox/unredacter)
->* [免杀姿势学习、记录、复现](https://github.com/midisec/BypassAnti-Virus)
+>* [免杀姿势学习、记录、复现](https://github.com/midisec/BypassAnti-Virus)
+>* [免杀技术大杂烩---乱拳也打不死老师傅](https://github.com/Airboi/bypass-av-note)
+>* [【日常】瞎解包原神文件记录](https://blog.jixiaob.cn/?post=49)
+>* [il2cppdumper doc](https://il2cppdumper.com/reverse/going-in-dry)
+>* [uTinyRipper](https://github.com/mafaca/UtinyRipper)
+>* [MusicDecrypto](https://github.com/davidxuang/MusicDecrypto)
+>* [K8CScan](https://github.com/k8gege/K8CScan)
+>* [lamda-史上最强安卓抓包/逆向/HOOK & 云手机/远程桌面/自动化辅助框架](https://github.com/rev1si0n/lamda)
+>* [pcileech-Direct Memory Access (DMA) Attack Software](https://github.com/ufrisk/pcileech)
+>* [Ponce](https://github.com/illera88/Ponce)
+>* [Blackout - kill anti-malware protected processes using BYOVD](https://github.com/ZeroMemoryEx/Blackout)
+>* [botw-Decompilation of The Legend of Zelda: Breath of the Wild (Switch 1.5.0)](https://github.com/zeldaret/botw)
+>* [frida-il2cpp-bridge](https://github.com/vfsfitvnm/frida-il2cpp-bridge)
+>* [osmium-C++ Framework for external cheats](https://github.com/cragson/osmium)
+>* [Zygisk-Il2CppDumper](https://github.com/Perfare/Zygisk-Il2CppDumper)
+>* [AssetsTools.NET](https://github.com/nesrak1/AssetsTools.NET/tree/upd21-with-inst)
+>* [UEDumper](https://github.com/Spuckwaffel/UEDumper)
+>* [ceserver-rawmem - CEServer for Cheat Engine 7.4 to perform DMA access to Windows processes](https://github.com/cs1ime/ceserver-rawmem)
+>* [KrakenMask - Sleep obfuscation](https://github.com/RtlDallas/KrakenMask)
+>* [system_trace_tool - 内核驱动加载/卸载痕迹清理](https://github.com/FiYHer/system_trace_tool)
+>* [bochspwn](https://github.com/googleprojectzero/bochspwn)
+>* [Unity-game-hacking](https://github.com/imadr/Unity-game-hacking)
+>* [SignToolEx](https://github.com/hackerhouse-opensource/SignToolEx)
+>* [Metadata - A tool that decrypt/convert customized metadata files](https://github.com/RazTools/Metadata)
### 加密
+>* [awesome-crypto-papers](https://github.com/pFarb/awesome-crypto-papers)
>* [IL2Cpp简易加密方法](https://blog.csdn.net/ZhangDi2017/article/details/93502914)
>* [A simple Unity library for cheating prevention](https://github.com/ookii-tsuki/SafeValues)
>* [对Unity生成的DLL进行加密](http://www.360doc.com/content/17/0921/11/110467_688885323.shtml)
@@ -39,3 +68,27 @@
>* [Unity应用加固保护商业解决方案](https://h.virbox.com/vbp/docs/Unity3D%E5%BA%94%E7%94%A8%E4%BF%9D%E6%8A%A4/Android-Unity3D-APK%E5%8A%A0%E5%9B%BA%E6%B5%81%E7%A8%8B)
>* [iOS代码混淆工具](https://github.com/netyouli/WHC_ConfuseSoftware)
>* [视频加密程序源代码](https://github.com/talver/SuperVideo)
+>* [lua-crypto](https://github.com/zhandouxiaojiji/lua-crypto)
+>* [O-Z-Unity-Protector-An Integrated Encryption Scheme for Unity Project(Mono & IL2CPP)](https://github.com/Z1029-oRangeSumMer/O-Z-Unity-Protector)
+>* [ConfuserEx - An open-source, free protector for .NET applications](https://github.com/mkaring/ConfuserEx)
+>* [VMProtect 1](https://github.com/classic130/VMProtect-Source)
+>* [VMProtect 2](https://github.com/Obfuscator-Collections/VMProtect)
+>* [RelocBonus - An obfuscation tool for Windows](https://github.com/nickcano/RelocBonus)
+>* [VMPilot - VMPilot: A Modern C++ Virtual Machine SDK](https://github.com/25077667/VMPilot)
+>* [SweetDreams - Implementation of Advanced Module Stomping and Heap/Stack Encryption](https://github.com/CognisysGroup/SweetDreams)
+>* [Promon SHIELD Reversal - Overview of Promon SHIELD's Android application protection](https://github.com/KiFilterFiberContext/promon-reversal)
+>* [SafeLine - 一款足够简单、足够好用、足够强的免费 WAF](https://github.com/chaitin/SafeLine)
+>* [fusor - Obfuscator based on logic-bombs](https://github.com/zzrcxb/fusor)
+>* [XKCP - eXtended Keccak Code Package](https://github.com/XKCP/XKCP)
+>* [Marble](https://github.com/hackerhouse-opensource/Marble)
+>* [WMIProcessWatcher](https://github.com/hackerhouse-opensource/WMIProcessWatcher)
+>* [UnityResolve.hpp -About Unity引擎C++接口 | Unity Engine C++ API](https://github.com/issuimo/UnityResolve.hpp)
+
+### 调试与逆向工具包
+>* [x64dbg](https://github.com/x64dbg/x64dbg)
+>* [cutter - Free and Open Source Reverse Engineering Platform powered by rizin](https://github.com/rizinorg/cutter)
+>* [radare2 - UNIX-like reverse engineering framework and command-line toolset](https://github.com/radareorg/radare2)
+>* [dfhack-Memory hacking library for Dwarf Fortress and a set of tools that use it](https://github.com/DFHack/dfhack)
+
+### 免杀加壳
+>* [ShellcodeLoader - Windows通用免杀shellcode生成器](https://github.com/SecurityAnalysts01/ShellcodeLoader)
diff --git a/CutsceneTimeline/README.md b/CutsceneTimeline/README.md
index 560b1d23f..97d1b231e 100644
--- a/CutsceneTimeline/README.md
+++ b/CutsceneTimeline/README.md
@@ -30,3 +30,5 @@
#### 博客
>* [单机RPG游戏的剧情动画生成套件DialogueSystem工作流与工具简介](https://zhuanlan.zhihu.com/p/339964212)
+>* [近代游戏技术发展回顾,以及PCG技术的展望](https://www.gcores.com/articles/133653)
+>* [剧情动画PCG流程及工具搭建方法](https://zhuanlan.zhihu.com/p/475553111)
diff --git a/Doc/README.md b/Doc/README.md
index acfcf647f..ff4c85f7c 100644
--- a/Doc/README.md
+++ b/Doc/README.md
@@ -3,7 +3,9 @@
>* [FFmpeg资料收集](./ffmpeg)
>* [Git使用教程:最详细、最傻瓜、最浅显、真正手把手教!](https://mp.weixin.qq.com/s/iIZNynZFKDMcnXZPfx2iqA)
>* [GitHub不再支持密码验证解决方案:SSH免密与Token登录配置](https://www.cnblogs.com/zhoulujun/p/15141608.html)
->* [看完这篇还不会用Git,那我就哭了!](https://www.cnblogs.com/wupeixuan/p/11947343.html)
+>* [看完这篇还不会用Git,那我就哭了!](https://www.cnblogs.com/wupeixuan/p/11947343.html)
+>* [git merge 和 git rebase 的区别](https://www.cnblogs.com/hiyong/p/17114779.html)
+>* [Git Cherry-pick使用](https://www.cnblogs.com/east4ming/p/17624569.html)
>* [【github】论怎么去写一个高大上的ReadMe](https://www.cnblogs.com/penghuwan/p/11485101.html)
>* [Unity文件、文件引用、Meta详解](https://blog.uwa4d.com/archives/USparkle_inf_UnityEngine.html)
>* [计算机启动过程](https://www.cnblogs.com/adamwong/p/10582183.html)
@@ -105,3 +107,19 @@
>* [【技术分析】探讨大世界游戏的制作流程及技术——前期流程篇](https://mp.weixin.qq.com/s/hWscTP_wmR4oCh6AmagO4Q)
>* [从一道算法题实现一个文本diff小工具](https://segmentfault.com/a/1190000040545382)
>* [LearningUnrealEngine](https://github.com/ibbles/LearningUnrealEngine)
+>* [Unity 不同空间坐标转换中的矩阵应用](https://blog.csdn.net/xinzhilinger/article/details/122209787)
+>* [Linux源码分析](https://github.com/liexusong/linux-source-code-analyze)
+>* [腾讯:hash函数介绍](http://www.alloyteam.com/2017/05/hash-functions-introduction/)
+>* [哈希表针对冲突的两种方式优缺点是什么](https://www.zhihu.com/question/47258682)
+>* [开放世界技术整理 #30 黑客帝国觉醒:建筑生成](https://zhuanlan.zhihu.com/p/494481350)
+>* [3D变换的组合与分解](https://zhuanlan.zhihu.com/p/119066087)
+>* [【GDCVault】《看门狗:军团》群体 AI 框架](https://zhuanlan.zhihu.com/p/463560068)
+>* [出动200人,已获版号,朝夕光年这款自研UE产品遇到了哪些难题?](https://mp.weixin.qq.com/s/R0VrRAvLzqowb9V4m9zm4Q)
+>* [空间数据结构(四叉树/八叉树/BVH树/BSP树/k-d树)](https://www.cnblogs.com/KillerAery/p/10878367.htm)
+>* [通用游戏地图解决方案设计解析](https://mp.weixin.qq.com/s/JSChyaS46d0EYnhwAW0ddA)
+>* [手游Android端后台下载技术分享](https://zhuanlan.zhihu.com/p/612923726)
+>* [【Unity】使用dmp文件定位Player崩溃原因 ](https://www.cnblogs.com/caiger-blog/p/16211519.html)
+>* [git_and_unity smarymerge](https://gist.github.com/Ikalou/197c414d62f45a1193fd)
+>* [更高效地利用内存空间!Unity正逐步移植到CoreCLR GC](https://mp.weixin.qq.com/s/eTtRvOn8gGUIglqTOyhI4g)
+>* [UE4 RoboMerge 部署方法](https://zhuanlan.zhihu.com/p/597540557)
+>* [文件I/O的内核缓冲](https://www.cnblogs.com/yungyu16/p/13051582.html)
diff --git a/Doc/ffmpeg/README.md b/Doc/ffmpeg/README.md
index ef8bbb248..23f74acf8 100644
--- a/Doc/ffmpeg/README.md
+++ b/Doc/ffmpeg/README.md
@@ -5,3 +5,4 @@
>* [C#进程调用FFmpeg操作音视频](https://blog.csdn.net/zls365365/article/details/122955348)
>* [FFmpeg硬件加速](https://www.bilibili.com/read/cv1570233)
>* [FFmpeg学习(12)——视频转码技巧之二次编码](https://blog.csdn.net/tianshan2010/article/details/104850037)
+>* [CRF指南(x264 和 x265 中的固定码率因子)](https://blog.csdn.net/shiqian1022/article/details/88390108)
diff --git "a/Doc/\351\251\254\344\270\211\347\232\204\351\235\242\350\257\225\351\242\230\346\225\264\347\220\206.md" "b/Doc/\351\251\254\344\270\211\347\232\204\351\235\242\350\257\225\351\242\230\346\225\264\347\220\206.md"
index 2ba9fb0fa..67716ff8f 100644
--- "a/Doc/\351\251\254\344\270\211\347\232\204\351\235\242\350\257\225\351\242\230\346\225\264\347\220\206.md"
+++ "b/Doc/\351\251\254\344\270\211\347\232\204\351\235\242\350\257\225\351\242\230\346\225\264\347\220\206.md"
@@ -96,7 +96,9 @@ https://blog.codingnow.com/2012/03/dev_note_13.html
* 实现一个比较好的洗牌算法? A:直接上Fisher-Yates shuffle洗牌算法
https://blog.csdn.net/u012604810/article/details/82177726
https://blog.csdn.net/bitcarmanlee/article/details/52206847
-* 从二叉查找树到B+树中间的各种树复习 A:https://www.cnblogs.com/godoforange/p/11618643.html
+* 从二叉查找树到B+树中间的各种树复习 A:https://www.cnblogs.com/godoforange/p/11618643.html
+* [最大连续子序列和](https://blog.csdn.net/u011947630/article/details/81542591)
+* [C++实现队列--数组实现和链表实现](https://blog.csdn.net/FreeeLinux/article/details/52075018)
#### 网络相关
* 简述一下TCP三次握手和四次挥手的过程?A:https://www.cnblogs.com/pretty-guy/p/11457706.html
diff --git a/ECS/README.md b/ECS/README.md
index ccfa271ab..bf8253f40 100644
--- a/ECS/README.md
+++ b/ECS/README.md
@@ -11,3 +11,22 @@
* [ReeseUnityDemos](https://github.com/reeseschultz/ReeseUnityDemos)
* [actors.unity](https://github.com/PixeyeHQ/actors.unity)
* [A fully-featured deformer system for Unity](https://github.com/keenanwoodall/Deform)
+* [ecs-faq](https://github.com/SanderMertens/ecs-faq)
+* [LiteEntitySystem-Pure C# HighLevel API for multiplayer games](https://github.com/RevenantX/LiteEntitySystem)
+* [entt-Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more](https://github.com/skypjack/entt)
+* [Svelto.ECS](https://github.com/sebas77/Svelto.ECS)
+* [gaia-ecs](https://github.com/richardbiely/gaia-ecs)
+* [Arch](https://github.com/genaray/Arch)
+* [morpeh - 🎲 ECS Framework for Unity Game Engine and .Net Platform](https://github.com/scellecs/morpeh)
+* [flecs - A fast entity component system (ECS) for C & C++](https://github.com/SanderMertens/flecs)
+
+
+## JobSystem
+* [Unity DOTS(一) Job System 介绍](https://zhuanlan.zhihu.com/p/66336209)
+* [C# Job System](https://www.cnblogs.com/sifenkesi/p/12258842.html)
+* [Unity 多线程 JobSystem 简述](https://warl.top/posts/Unity-JobSystem/)
+* [Unity中文社区 Job System教程](https://developer.unity.cn/projects/61f68b70edbc2a16f7df9e83)
+* [IJob API Document](https://docs.unity3d.com/2023.1/Documentation/ScriptReference/Unity.Jobs.IJob.html)
+* [C# Job System Manual](https://docs.unity3d.com/2023.1/Documentation/Manual/JobSystem.html)
+* [Unity JobSystem使用及技巧](https://www.cnblogs.com/FlyingZiming/p/17241013.html)
+* [animation-jobs-samples](https://github.com/Unity-Technologies/animation-jobs-samples)
diff --git a/Effective C#/README.md b/Effective C#/README.md
index c051a829c..0d45893fe 100644
--- a/Effective C#/README.md
+++ b/Effective C#/README.md
@@ -1,6 +1,19 @@
-## Effective C# U3D高效C#技法训练
+# Effective C# 高效C#技法训练
-### 目录
+## 目录
+### 指针
+>* [C#(含Unity)unsafe指针快速反射第一篇(字段篇 )](https://zhuanlan.zhihu.com/p/547327113)
+>* [C#(含Unity)unsafe指针快速反射第二篇(属性篇 )](https://zhuanlan.zhihu.com/p/552294970)
+>* [IntPtr 结构](https://learn.microsoft.com/zh-cn/dotnet/api/System.IntPtr?view=net-5.0)
+>* [Marshal 类](https://learn.microsoft.com/zh-cn/dotnet/api/system.runtime.interopservices.marshal?view=net-5.0)
+
+### unsafe
+>* [不安全代码、指针类型和函数指针](https://learn.microsoft.com/zh-cn/dotnet/csharp/language-reference/unsafe-code)
+>* [unsafe(C# 参考)](https://learn.microsoft.com/zh-cn/dotnet/csharp/language-reference/keywords/unsafe)
+
+### 其他
+>* [awesome-dotnet-tips](https://github.com/meysamhadeli/awesome-dotnet-tips)
+>* [referencesource](https://github.com/microsoft/referencesource)
>* [Learning Hard C# 博客原文](https://www.kancloud.cn/wizardforcel/learning-hard-csharp/111492)
>* [Unity3D中使用委托和事件](https://github.com/XINCGer/Unity3DTraining/tree/master/Effective%20C%23/Delegate_EventTraining)
>* [浅谈 .NET 中的对象引用、非托管指针和托管指针](https://www.cnblogs.com/blurhkh/p/10357576.html)
@@ -18,7 +31,8 @@
>* [【5min+】 这些C#的运算符您都认识吗?](https://www.cnblogs.com/uoyo/p/12307959.html)
>* [你所不知道的 C# 中的细节](https://www.cnblogs.com/hez2010/p/12606419.html)
>* [内存迟迟下不去,可能你就差一个GC.Collect](https://www.cnblogs.com/huangxincheng/p/12839160.html)
->* [List的扩容机制,你真的明白吗?](https://www.cnblogs.com/huangxincheng/p/12954569.html)
+>* [List的扩容机制,你真的明白吗?](https://www.cnblogs.com/huangxincheng/p/12954569.html)
+>* [浅析C# Dictionary实现原理](https://www.cnblogs.com/InCerry/p/10325290.html)
>* [使用PInvoke互操作,让C#和C++愉快的交互优势互补](https://www.cnblogs.com/huangxincheng/p/12985351.html)
>* [C# 中的Async 和 Await 的用法详解](https://www.cnblogs.com/yilezhu/p/10555849.html)
>* [.NET 异步详解](https://www.cnblogs.com/hez2010/p/async-in-dotnet.html)
@@ -44,3 +58,17 @@
>* [异步编程模型](https://docs.microsoft.com/zh-cn/dotnet/csharp/programming-guide/concepts/async/task-asynchronous-programming-model)
>* [C#中的异步任务类型记录](https://www.jianshu.com/p/77bcfabc3f9f)
>* [Async Task Types in C#](https://github.com/dotnet/roslyn/blob/main/docs/features/task-types.md)
+>* [C#中的变量存储](https://www.jianshu.com/p/ceb5e9fd607e)
+>* [深入理解.NET中的并行编程(TPL)——多线程、异步、任务和并行计算](https://zhuanlan.zhihu.com/p/242142417)
+>* [任务并行库 (TPL)](https://docs.microsoft.com/zh-cn/dotnet/standard/parallel-programming/task-parallel-library-tpl?redirectedfrom=MSDN)
+>* [基于无锁的C#并发队列实现](https://www.cnblogs.com/akxmhd/p/15305868.html)
+>* [AsyncLock: an async/await-friendly locking library for C# and .NET](https://neosmart.net/blog/2017/asynclock-an-asyncawait-friendly-locking-library-for-c-and-net/)
+>* [.NET 零开销抽象指南](https://zhuanlan.zhihu.com/p/579403949)
+>* [托管线程处理的最佳做法](https://learn.microsoft.com/zh-cn/dotnet/standard/threading/managed-threading-best-practices)
+>* [C#基础知识梳理系列九:StringBuilder](https://www.cnblogs.com/solan/archive/2012/08/06/CSharp09.html)
+
+### Roslyn
+>* [roslyn](https://github.com/dotnet/roslyn)
+>* [Roslynator](https://github.com/JosefPihrt/Roslynator)
+>* [.NET Compiler Platform SDK](https://docs.microsoft.com/zh-cn/dotnet/csharp/roslyn-sdk/)
+>* [从零开始学习 dotnet 编译过程和 Roslyn 源码分析](https://www.jianshu.com/p/5b3c23cb3cf2)
diff --git a/Engine/README.md b/Engine/README.md
index c8248f01e..bc6c75782 100644
--- a/Engine/README.md
+++ b/Engine/README.md
@@ -1,18 +1,72 @@
# 引擎研究
-## Unit源码分析
-* [Unity 引擎资源管理代码分析 (1)](https://cloud.tencent.com/developer/article/1005786)
-* [Unity引擎资源管理代码分析 (2)](https://cloud.tencent.com/developer/article/1005843)
+## Unity源码分析
+* [Unity 引擎资源管理代码分析(1)](https://cloud.tencent.com/developer/article/1005786)
+* [Unity 引擎资源管理代码分析(2)](https://cloud.tencent.com/developer/article/1005843)
* [Unity 引擎资源管理代码分析(3)](https://cloud.tencent.com/developer/article/1005853)
* [[U3D]StreamedBinaryRead::TransferSTLStyleArray崩溃分析](https://zhuanlan.zhihu.com/p/59394832)
+* [[U3D] GetPreloadData 崩溃分析](https://zhuanlan.zhihu.com/p/113049982)
+* [Unity3D 秘籍之 开启编辑器隐藏功能](https://zhuanlan.zhihu.com/p/91011605)
+* [[U3D]TextureStreamingJob 崩溃分析一则](https://zhuanlan.zhihu.com/p/67941302)
+* [Unity技术开放日 | 绝对干货 - 揭秘Unity的黑盒世界,“ShaderLab”底层原理浅谈](https://developer.unity.cn/projects/61289638edbc2a484ade955c)
+* [Unity技术开放日 | 绝对干货 - 揭秘Unity的黑盒世界,原生对象和托管对象浅谈](https://developer.unity.cn/projects/6152e4fbedbc2a0020584027)
+* [【Unity笔记】ShaderLab与其底层原理浅谈](https://zhuanlan.zhihu.com/p/400470713)
+* [【笔记】Unity内存分配和回收的底层原理](https://zhuanlan.zhihu.com/p/381859536)
+* [【Unity】Asset简介](https://zhuanlan.zhihu.com/p/411946807)
+* [Unity如何把一个对象从内存序列化到磁盘](https://juzhen.space/post/820kmhmbt/)
+* [深入剖析 Unity 协程的实现原理](https://blog.sunweizhe.cn/2020/05/08/%E6%B7%B1%E5%85%A5%E5%89%96%E6%9E%90Unity%E5%8D%8F%E7%A8%8B%E7%9A%84%E5%AE%9E%E7%8E%B0%E5%8E%9F%E7%90%86/)
+* [Unity AssetBundle文件格式解析](https://chenanbao.github.io/2020/01/08/AssetBundle/)
+* [Alan Liu's Blog](https://alanliu90.hatenablog.com/archive)
+* [Asset Bundle 格式简析](https://blog.csdn.net/TorstenZhou/article/details/107360345)
+* [研究快速修改Unity构建包内的资源文件](https://zhuanlan.zhihu.com/p/677543237)
+* [Unity Asset Bundles tips and pitfalls](https://blog.unity.com/engine-platform/unity-asset-bundles-tips-pitfalls)
+* [Unity Asset Bundles,不可不知的使用技巧和误区](https://mp.weixin.qq.com/s/2wMpO9h7aCcv3gpVBJxQDA)
+* [团结 AssetBundle 新功能深度解析:加密、依赖分析优化与并行构建提升](https://mp.weixin.qq.com/s/05_Jbh6SmMNK8yId88hgdA)
+* [Unity IL2CPP的GC原理](https://mp.weixin.qq.com/s/iz54xvT4NQV01R2q76ENGw)
+* [团结 AssetBundle 新功能深度解析 Ⅱ:多进程并行构建提升](https://mp.weixin.qq.com/s/uL-6AePwRClkV_XB_Mn7Lw)
+## UnrealEngine分析
+* [虚幻引擎编译系统总结](https://mp.weixin.qq.com/s/33nGKBrEl2W9Q8vBbd66pw)
+* [解析UE动画系统——核心实现](https://mp.weixin.qq.com/s/wdpZiHAegrtRV97VAXMsrA)
+* [UE5多线程|FRunnableThread](https://mp.weixin.qq.com/s/l7ne4C1KmOS77FO2U0q5Lg)
+* [UE5多线程|ThreadPool](https://mp.weixin.qq.com/s/89uDjQcAnlqgOf-gUJ1fCw)
+* [UE5多线程|TaskGraph](https://mp.weixin.qq.com/s/WkyMNzR2ZN4-9JUQM6dnpw)
## 物理
+* [NVIDIA PhysX SDK 5.0](https://github.com/NVIDIA-Omniverse/PhysX)
+* [NVIDIA PhysX SDK](https://github.com/NVIDIAGameWorks/PhysX)
+* [NVIDIA PhysX SDK 3.4](https://github.com/NVIDIAGameWorks/PhysX-3.4)
+* [Bullet Physics SDK](https://github.com/bulletphysics/bullet3)
* [A cross-platform, realtime physics engine for all .NET app](https://github.com/notgiven688/jitterphysics)
* [3DLineDetection](https://github.com/xiaohulugo/3DLineDetection)
* [ZEn NOde system - a simulation & rendering engine in nodes](https://github.com/zenustech/zeno)
* [Voxel-based fluid simulation engine for computer games](https://github.com/CubbyFlow/CubbyFlow)
* [Bounce is a 3D physics engine for games](https://github.com/irlanrobson/bounce)
+* [JoltPhysics-A multi core friendly rigid body physics and collision detection library suitable for games and VR applications](https://github.com/jrouwe/JoltPhysics)
+* [JoltPhysicsSharp-JoltPhysics C# bindings](https://github.com/amerkoleci/JoltPhysicsSharp)
+* [A small 2D physics engine](https://github.com/erincatto/box2d-lite)
+* [deterministic_physics 能为3D帧同步游戏提供一致性、确定性的物理引擎](https://github.com/devlinzhou/deterministic_physics)
+* [FLAT- A 2D rigid body physics engine](https://github.com/yuanming-hu/FLAT)
+* [reactphysics3d-Open source C++ physics engine library in 3D](https://github.com/DanielChappuis/reactphysics3d)
+* [Chipmunk2D-A fast and lightweight 2D game physics library](https://github.com/slembcke/Chipmunk2D)
+* [miniphysics-Single file collision detection and dynamics library](https://github.com/mackron/miniphysics)
+* [ImpulseEngine-Simple, open source, 2D impulse based physics engine for educational use](https://github.com/RandyGaul/ImpulseEngine)
+* [chrono-High-performance C++ library for multiphysics and multibody dynamics simulations](https://github.com/projectchrono/chrono)
+* [mujoco-Multi-Joint dynamics with Contact. A general purpose physics simulator](https://github.com/deepmind/mujoco)
+* [box2d-netstandard](https://github.com/codingben/box2d-netstandard)
+* [box3d-Box3D is a 3D physics engine for games](https://github.com/erincatto/box3d)
+* [bepuphysics2 - Pure C# 3D real time physics simulation library, now with a higher version number](https://github.com/bepu/bepuphysics2)
+* [The Open Dynamics Engine (ODE)](https://github.com/thomasmarsh/ODE)
+* [IrrPAL - repository for Irrlicht and PAL physics integration](https://github.com/netpipe/IrrPAL)
+* [manifold - Geometry library for topological robustness](https://github.com/elalish/manifold)
+* [QuarkPhysics](https://github.com/erayzesen/QuarkPhysics)
+* [havok-2013](https://github.com/sigmaco/havok-2013)
+* [godot-jolt](https://github.com/godot-jolt/godot-jolt)
+* [历时2年,华人团队力作,震撼开源生成式物理引擎Genesis,可模拟世界万物](https://mp.weixin.qq.com/s/ioYK3YV07f9m0Iu-l6tLsg)
+* [Genesis - A generative world for general-purpose robotics & embodied AI learning](https://github.com/Genesis-Embodied-AI/Genesis)
+* [KawaiiPhysics - KawaiiPhysics : Simple fake Physics for UnrealEngine4 & 5](https://github.com/pafuhana1213/KawaiiPhysics)
+* [RVO2 - Optimal Reciprocal Collision Avoidance (C++)](https://github.com/snape/RVO2)
+* [mujoco - Multi-Joint dynamics with Contact. A general purpose physics simulator](https://github.com/google-deepmind/mujoco)
## 渲染
* [现代渲染引擎开发-Modern Graphic API](https://mp.weixin.qq.com/s/ZEDfNmyFF5UTpGJDp3Okqw)
@@ -20,10 +74,125 @@
* [Real-Time Rendering Framework](https://github.com/NVIDIAGameWorks/Falcor)
* [3D engine focusing on modern rendering](https://github.com/turanszkij/WickedEngine)
* [The Forge Cross-Platform Rendering Framework PC Windows, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2](https://github.com/ConfettiFX/The-Forge)
+* [tinyrenderer](https://github.com/ssloy/tinyrenderer)
+* [ShaderLab](https://github.com/BobLChen/ShaderLab)
+* [OpenGL Mathematics (GLM)](https://github.com/g-truc/glm)
+* [DXE-A voxel cone traced realtime Global Illumination rendering engine in dx12, wip](https://github.com/LanLou123/DXE)
+* [MathGeoLib-A C++ library for linear algebra and geometry manipulation for computer graphics](https://github.com/juj/MathGeoLib)
+* [FidelityFX-FSR2 FidelityFX Super Resolution 2](https://github.com/GPUOpen-Effects/FidelityFX-FSR2)
+* [LunaSDK-++ software development framework for real-time rendering applications](https://github.com/JX-Master/LunaSDK)
+* [3d-game-shaders-for-beginners](https://github.com/lettier/3d-game-shaders-for-beginners)
+* [embree](https://github.com/embree/embree)
+* [openmoonray](https://github.com/dreamworksanimation/openmoonray)
+* [renderer-A shader-based software renderer written from scratch in C89](https://github.com/zauonlok/renderer)
+* [geometry-central(Applied 3D geometry in C++, with a focus on surface meshes)](https://github.com/nmwsharp/geometry-central)
+* [XUSG](https://github.com/StarsX/XUSG)
+* [magnum-Lightweight and modular C++11 graphics middleware](https://github.com/mosra/magnum)
+* [nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations](https://github.com/memononen/nanovg)
+* [SRender](https://github.com/SunXLei/SRender)
+* [igl - intermediate Graphics Library](https://github.com/facebook/igl)
+* [smaa-cpp](https://github.com/iRi-E/smaa-cpp)
+* [Candela - Pathtraced Realtime Engine](https://github.com/swr06/Candela)
+* [skia Skia is a complete 2D graphic library for drawing Text, Geometries, and Images](https://github.com/google/skia)
+* [Friction Graphics](https://github.com/friction2d/friction)
+* [hlslpp - Math library using HLSL syntax with multiplatform SIMD support](https://github.com/redorav/hlslpp)
+* [LLGL - Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and Metal](https://github.com/LukasBanana/LLGL)
+
+## 动画
+* [Motion-Matching](https://github.com/orangeduck/Motion-Matching)
+* [在UE5中,预测脚步IK实现-PredictFootIK](https://mp.weixin.qq.com/s/64Mye5xvBpBSjHsZUGTPrQ)
## 开源引擎
+* [Game Engines with Source: Learning from the best](https://github.com/redorav/public_source_engines)
+* [WickedEngine](https://github.com/turanszkij/WickedEngine)
+* [OpenGraphic - Graphic Engine & Game Engine lists](https://github.com/Gforcex/OpenGraphic)
* [Game engine created using OpenGL and C++](https://github.com/MrFrenik/Enjon)
* [Flax Engine – multi-platform 3D game engine](https://github.com/FlaxEngine/FlaxEngine)
* [Godot Engine – Multi-platform 2D and 3D game engine](https://github.com/godotengine/godot)
-* [Pilot – mini game engine for games104](https://github.com/BoomingTech/Pilot)
+* [awesome-godot](https://github.com/godotengine/awesome-godot)
+* [godex - Godex is a Godot Engine ECS library](https://github.com/GodotECS/godex)
+* [Piccolo – mini game engine for games104](https://github.com/BoomingTech/Piccolo)
* [Cross mobile platform 2D&3D C++ game engine](https://github.com/fjz13/Medusa)
+* [Esoterica Engine](https://github.com/BobbyAnguelov/Esoterica)
+* [FluxEngine](https://github.com/simco50/FluxEngine)
+* [Iris is a cross-platform game engine written in modern C++](https://github.com/irisengine/iris)
+* [C++20 framework for creative coding 🎮🎨🎹 / Cross-platform support (Windows, macOS, Linux, and the Web)](https://github.com/Siv3D/OpenSiv3D)
+* [Simple DirectMedia Layer (SDL) Version 2.0](https://github.com/libsdl-org/SDL)
+* [SakuraEngine 为高性能而生的游戏运行时与工具箱](https://github.com/SakuraEngine/SakuraEngine)
+* [Utopia Game Engine 无境游戏引擎](https://github.com/Ubpa/Utopia)
+* [KlayGE-Cross-platform open source game engine with plugin-based architecture](https://github.com/gongminmin/KlayGE)
+* [urho3d](https://github.com/urho3d/urho3d)
+* [defold](https://github.com/defold/defold)
+* [Hazel-Hazel Engine](https://github.com/TheCherno/Hazel)
+* [turso3d](https://github.com/cadaver/turso3d)
+* [U3D-Open-source, cross-platform 2D and 3D game engine built in C++](https://github.com/u3d-community/U3D)
+* [halley-A lightweight game engine written in modern C++](https://github.com/amzeratul/halley)
+* [librg-🚀 Making multi-player gamedev simpler since 2017](https://github.com/zpl-c/librg)
+* [zpl-📐 Pushing the boundaries of simplicity](https://github.com/zpl-c/zpl)
+* [ogre-scene-oriented, flexible 3D engine (C++, Python, C#, Java)](https://github.com/OGRECave/ogre)
+* [AXMOL Engine](https://github.com/axmolengine/axmol)
+* [NextEngine](https://github.com/CompilerLuke/NextEngine)
+* [vulkan-engine](https://github.com/MohammadFakhreddin/vulkan-engine)
+* [SpartanEngine - Game engine with an emphasis on architectural quality and performance](https://github.com/PanosK92/SpartanEngine)
+* [source-engine](https://github.com/nillerusr/source-engine)
+* [Source Engine Wiki](https://developer.valvesoftware.com/wiki/Source)
+* [Overload - 3D Game engine with editor](https://github.com/adriengivry/Overload)
+* [Ursine3D](https://github.com/AustinBrunkhorst/Ursine3D)
+* [crown - The flexible game engine](https://github.com/crownengine/crown)
+* [BigWorld-Engine-14.4.1](https://github.com/v2v3v4/BigWorld-Engine-14.4.1)
+* [xray-16](https://github.com/OpenXRay/xray-16)
+* [Irrlicht Demo Repository](https://github.com/netpipe/IrrlichtDemos)
+* [Luna Game Engine](https://github.com/netpipe/Luna)
+* [LunaLibs](https://github.com/netpipe/LunaLibs)
+* [Alpha_Engine - Game Engine For Simulation Games](https://github.com/Quark-Hell/Alpha_Engine)
+* [halflife](https://github.com/ValveSoftware/halflife)
+* [exengine - A C99 3D game engine](https://github.com/solenum/exengine)
+* [godot-cpp C++ bindings for the Godot script API](https://github.com/godotengine/godot-cpp)
+* [stride - Stride Game Engine (formerly Xenko)](https://github.com/stride3d/stride)
+* [GameEngineFromScratch](https://github.com/netwarm007/GameEngineFromScratch)
+* [dragengine](https://github.com/LordOfDragons/dragengine)
+* [StarryX - [Early developing] This is another more radical fork of cocos2d-x game engine](https://github.com/wzhengsen/StarryX)
+* [DagorEngine](https://github.com/GaijinEntertainment/DagorEngine)
+* [The-Forge](https://github.com/ConfettiFX/The-Forge)
+* [MxEngine - C++ open source 3D game engine](https://github.com/asc-community/MxEngine)
+* [blade - a cross platform 3d engine using c++98](https://github.com/crazii/blade)
+* [Ant game engine](https://github.com/ejoy/ant)
+* [butano - Modern C++ high level GBA engine](https://github.com/GValiente/butano)
+* [DiligentEngine](https://github.com/DiligentGraphics/DiligentEngine)
+* [bgfx](https://github.com/bkaradzic/bgfx)
+* [Castor3D - Multi-OS 3D engine](https://github.com/DragonJoker/Castor3D)
+* [limonEngine - 3D FPS game engine with full dynamic lighting and shadows](https://github.com/enginmanap/limonEngine)
+* [source-sdk-2013](https://github.com/ValveSoftware/source-sdk-2013)
+* [mgp - 3D Game engine building from Gameplay3D codebase](https://github.com/chunquedong/mgp)
+* [FEngine - 2d格斗游戏引擎&&编辑器](https://github.com/hoyt-tian/FEngine)
+* [openbor-OpenBOR is the ultimate 2D side scrolling engine for beat em' ups, shooters, and more](https://github.com/DCurrent/openbor)
+* [BraneEngine](https://github.com/BraneReality/BraneEngine)
+* [Prowl - An Open Source C# 3D Game Engine under MIT license, inspired by Unity and featuring a complete editor](https://github.com/ProwlEngine/Prowl)
+* [SpartanEngine - A game engine with an emphasis on real-time cutting-edge solutions](https://github.com/PanosK92/SpartanEngine)
+* [Bulllord-Engine - lightspeed lightweight elegant game engine in pure c](https://github.com/MarilynDafa/Bulllord-Engine)
+* [Boo-Engine:基于Vulkan的现代游戏引擎架构实践](https://mp.weixin.qq.com/s/5U0Vt9MZwMiz5icLMESm0g)
+* [Boo-Engine](https://github.com/carlosyzy/Boo-Engine)
+
+## ECS
+* [entt-Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more](https://github.com/skypjack/entt)
+
+## 工具
+* [rectpack2D - A header-only, very efficient 2D rectangle packing library. Used in Assassin's Creed and Skydio drones. 2 scientific references](https://github.com/TeamHypersomnia/rectpack2D)
+
+## 文章
+* [从零编写游戏引擎教程 Writing a game engine tutorial from scratch](https://github.com/ThisisGame/cpp-game-engine-book)
+* [游戏引擎开发实录](https://www.zhihu.com/column/c_1346828552935948288)
+* [手摇虚幻引擎](https://www.zhihu.com/column/c_1358890091050606592)
+* [次世代游戏引擎中的 I/O(序):迈向 DirectStorage](https://zhuanlan.zhihu.com/p/605381512)
+* [从零开始手敲次世代游戏引擎](https://zhuanlan.zhihu.com/c_119702958)
+* [《恋与深空》首次深度技术分享:如何为玩家创造真实可感世界?](https://mp.weixin.qq.com/s/-v3CgfsqyK61jF2m2Ao7Tw)
+
+## games104作业
+* [作业收集1](https://github.com/1393650770/Games104-Homework)
+* [作业收集2](https://github.com/renbiao1024/Games104_Homework)
+
+## Games104文章
+* [GAMES104课程笔记(全22篇)](https://www.piccoloengine.com/topic/310590)
+* [引擎的多任务,该如何高效管理?](https://mp.weixin.qq.com/s/ERJHUxG_3mIcGChOEuVYhw)
+* [一文详解游戏引擎中的JobSystem](https://mp.weixin.qq.com/s/cVxZtvQ8jVGHUH3jHLq4Dg)
+* [UE多线程机制](https://piccoloengine.com/topic/310472)
diff --git a/HotUpdate/README.md b/HotUpdate/README.md
index 9bffff656..c474885f1 100644
--- a/HotUpdate/README.md
+++ b/HotUpdate/README.md
@@ -1,5 +1,7 @@
## 热更新专题
+* [Asset Bundle Internal Structure](https://docs.unity3d.com/540/Documentation/Manual/AssetBundleInternalStructure.html)
+* [AssetBundlesIntro](https://docs.unity3d.com/Manual/AssetBundlesIntro.html)
* [程序丨入门必看:Unity资源加载及管理](https://mp.weixin.qq.com/s/0XFQt8LmqoTxxst_kKDMjw)
* [浅谈倩女手游中的资源更新](https://zhuanlan.zhihu.com/p/150171940)
* [uLua基础之C#与lua相互调用](./uLuaDemo)
@@ -44,6 +46,15 @@
* [Unity增量更新BsDiff(也适用于整包的增量更新)](https://mp.weixin.qq.com/s/xnXH_ZjteIuFn2uL5fk9ow)
* [UE热更新:资源的二进制补丁方案](https://cloud.tencent.com/developer/article/1874827)
* [Unity资产管理与更新系统的一种实现方式](https://mp.weixin.qq.com/s/yaA5mG7jsZwQpD3yOKZuAA)
+* [2020版本AssetBundle的结构分析](https://www.bilibili.com/read/cv15116475)
+* [[U3D]StreamedBinaryRead::TransferSTLStyleArray崩溃分析](https://zhuanlan.zhihu.com/p/59394832)
+* [Pak files - Virtual file system](https://simoncoenen.com/blog/programming/PakFiles)
+* [江娱Unity手游代码热更新技术演进](https://zhuanlan.zhihu.com/p/676793950)
+* [AssetBundle详解与休闲游戏如何设计Bundle结构](https://blog.csdn.net/lanazyit/article/details/108552429)
+* [Unity Asset Bundles,不可不知的使用技巧和误区](https://mp.weixin.qq.com/s/2wMpO9h7aCcv3gpVBJxQDA)
+* [利用多进程并行化加速Unity资源构建](https://blog.uwa4d.com/archives/USparkle_Multi_process.html)
+* [StreamAssetBundle - Unity AssetBundle 资源加密](https://github.com/shunfy/StreamAssetBundle/)
+* [YooAsset](https://github.com/tuyoogame/YooAsset/tree/dev)
#### Shader打包与变体收集
* [Shader变体收集与打包](https://zhuanlan.zhihu.com/p/68888831)
diff --git a/LearningOpenGL/README.md b/LearningOpenGL/README.md
index 137f31518..4076d6c82 100644
--- a/LearningOpenGL/README.md
+++ b/LearningOpenGL/README.md
@@ -1,8 +1,11 @@
## Learning OpenGL 与计算机图形学
+* [A trip through the Graphics Pipeline 2011](https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/)
* [https://learnopengl.com/](https://learnopengl.com/)
* [Learning OpenGL中文版](https://learnopengl-cn.readthedocs.io/zh/latest/)
-* [Learning OpenGL GitBook地址](https://learnopengl-cn.github.io/)
+* [Learning OpenGL GitBook地址](https://learnopengl-cn.github.io/)
+* [现代DX11系列教程:使用Windows SDK(C++)开发Direct3D 11.x](https://github.com/MKXJun/DirectX11-With-Windows-SDK)
+* [directx-sdk-samples](https://github.com/walbourn/directx-sdk-samples)
* [Omnimatte: Associating Objects and Their Effects in Video](https://omnimatte.github.io/)
* [omnimatte](https://github.com/erikalu/omnimatte)
* [Unity官方图形学教程](https://unity3d.com/cn/learn/tutorials/s/graphics)
@@ -72,14 +75,24 @@
* [【源码】基于《原神》模型,Unity的StandardShader分析](https://mp.weixin.qq.com/s/Z6pc6gNMCAT8ukicWtrXQg)
* [[源码]菜鸡都能学会的Unity卡通水渲染](https://mp.weixin.qq.com/s/4DU1N2NATPO24BpOt6Ggwg)
* [全局光照引擎:烘焙器构件与反射构件](https://mp.weixin.qq.com/s/_WB_3ILs0rOP8Snpvk90tA)
-* [Unity: 大世界GI方案](https://mp.weixin.qq.com/s/HDjr59jkS2ASO1S6THgFhg)
* [Minimal Compute Shader Examples](https://github.com/cinight/MinimalCompute)
* [[源码]详解Cubemap、IBL与球谐光照](https://mp.weixin.qq.com/s/60-c4eXnW53RUWBFewPfNQ)
* [Untiy Chinese Painting Rendering](https://github.com/boringsky/Unity_ChinesePainting)
* [🐙 🐙图形学论文实现](https://github.com/AngelMonica126/GraphicAlgorithm)
* [Tooll 3 is an open source software to create realtime motion graphics](https://github.com/still-scene/t3)
+* [【博物纳新】网格切割算法](https://mp.weixin.qq.com/s/hS-tlEdy5dsUpObrURxhiA)
+* [游戏资源中常见的贴图类型](https://zhuanlan.zhihu.com/p/260973533)
+* [关于静态批处理/动态批处理/GPU Instancing /SRP Batcher的详细剖析](https://zhuanlan.zhihu.com/p/98642798)
+* [Unity3D-CG-programming](https://github.com/przemyslawzaworski/Unity3D-CG-programming)
+* [Unity空间坐标转换的矩阵应用](https://zhuanlan.zhihu.com/p/453431538)
+* [渲染杂谈:early-z、z-culling、hi-z、z-perpass到底是什么?](https://zhuanlan.zhihu.com/p/389396050)
+* [MSAA-Visualization](https://github.com/keijiro/MSAA-Visualization)
+* [当我们谈Raytracing时我们在谈些什么](https://mp.weixin.qq.com/s/f3czSYy6QBVNfrzQ3Hwm-g)
+* [Raymarching-Engine-Unity](https://github.com/aniketrajnish/Raymarching-Engine-Unity)
+* [四种体积光的写法](https://mp.weixin.qq.com/s/dP9-ZzeM37dgyVRataQAWA)
+* [LightGraph:使用最短路径查找在参与介质中实现高效多重散射](https://mp.weixin.qq.com/s/6pHARz5kwhAUKkk4karHIA)
-### SRP
+### URP
* [【渲染篇】新时代的SRP Batcher 和尴尬的Dynamic Batching](https://zhuanlan.zhihu.com/p/183931199)
* [Unity SRP Batcher的工作原理](https://zhuanlan.zhihu.com/p/165574008)
* [Scriptable Render Pipeline Doc](https://catlikecoding.com/unity/tutorials/scriptable-render-pipeline/image-quality/)
@@ -88,16 +101,40 @@
* [A very simple toon lit shader example, for you to learn writing custom lit shader in Unity URP](https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample)
* [[Unity]URP排坑 持续更新](https://blog.glowtree.cn/blog/?p=415)
* [Unity的URP项目开启](https://blog.csdn.net/zakerhero/article/details/106160451)
-* [新版unity2019.3 全局光照GI 系统以及反射探针的详细说明教程](https://blog.csdn.net/lengyoumo/article/details/103910249)
* [Unity URP/SRP 渲染管线浅入深出【匠】](https://mp.weixin.qq.com/s/i4smZfIkbGfFxTKvlz4eZQ)
* [【Unity】SRP底层渲染流程及原理](https://mp.weixin.qq.com/s/EAlFztuMZ2xwyzK02NyfSg)
* [狐狸菌的urp教程](https://fungusfox.gitee.io/tags/urp/)
* [Customized High-Quality Rendering Pipeline in Unity3D](https://github.com/MaxwellGengYF/Unity-MPipeline)
* [Unity URP/SRP 渲染管线浅入深出](https://blog.csdn.net/qq_26292661/article/details/116234991)
* [OverdrawForURP](https://github.com/ina-amagami/OverdrawForURP)
+* [srp shader build in batchmode](https://issuetracker.unity3d.com/issues/urp-shader-dot-renderqueue-does-not-return-the-correct-value-for-shaders-when-executing-unity-in-batchmode)
+* [【博物纳新】HDRP Water & 云影](https://mp.weixin.qq.com/s/KS-LVX_WwPj0jVMOeyKPcA)
+* [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html)
+* [Universal Render Pipeline overview](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@13.0/manual/index.html)
+* [A Toon Shader in Unity Universal Render Pipeline](https://github.com/ChiliMilk/URP_Toon)
+* [从内置转为通用渲染管线,看这个教程就够了](https://mp.weixin.qq.com/s/cee2swWWM_05lfuoQSnn8Q)
+* [UnityInteractableWater-Grass-Wind_URP](https://github.com/Zoroiscrying/UnityInteractableWater-Grass-Wind_URP)
+* [FFT-Ocean](https://github.com/gasgiant/FFT-Ocean)
+* [Boat-Simulation](https://github.com/corentin-ryr/Boat-Simulation)
+* [URP-RayTracer](https://github.com/teofilobd/URP-RayTracer)
+* [UnityURP-MobileDrawMeshInstancedIndirectExample](https://github.com/ColinLeung-NiloCat/UnityURP-MobileDrawMeshInstancedIndirectExample)
+
### PRB
* [pbrt 中文整合翻译 基于物理的渲染:从理论到实现 Physically Based Rendering: From Theory To Implementation](https://github.com/kanition/pbrtbook)
+* [A mesh-based PBR decal system for Unity's universal render pipeline](https://github.com/Anatta336/driven-decals)
+
+### 水体
+* [boat-attack-water](https://github.com/Unity-Technologies/boat-attack-water)
+
+### 水墨画实现
+* [仿宋代水墨山水画风格3D渲染 Unity实现](https://zhuanlan.zhihu.com/p/602960198)
+* [Okami-Celestial-Brush](https://github.com/mixandjam/Okami-Celestial-Brush)
+* [3D_ChineseInkPaintingStyleShader](https://github.com/sacshadow/3D_ChineseInkPaintingStyleShader)
+* [Untiy Chinese Painting Rendering](https://github.com/boringsky/Unity_ChinesePainting)
+
+### 草体
+* [unity-optimized-grass](https://github.com/willlogs/unity-optimized-grass)
### 视频教程
* [GAMES101-现代计算机图形学入门-闫令琪](https://www.bilibili.com/video/BV1X7411F744)
@@ -105,4 +142,39 @@
### 电子书
* [Physically Based Rendering - 3rd Edition](http://www.pbr-book.org/3ed-2018/contents.html)
+* [Games101笔记](https://www.cnblogs.com/somedayLi/category/1645593.html)
+* [Real-Time-Rendering-4th-CN](https://github.com/Morakito/Real-Time-Rendering-4th-CN)
+
+### GI
+* [VolumetricLighting](https://github.com/Unity-Technologies/VolumetricLighting)
+* [Unity 技术开放日 | 绝对干货 - 基于Unity Probe的大世界GI方案](https://developer.unity.cn/projects/60efe674edbc2a0159e317cf)
+* [Unity: 大世界GI方案](https://mp.weixin.qq.com/s/HDjr59jkS2ASO1S6THgFhg)
+* [新版unity2019.3 全局光照GI 系统以及反射探针的详细说明教程](https://blog.csdn.net/lengyoumo/article/details/103910249)
+* [SDFGI](https://www.docdroid.net/ILIv1Qj/godot-sdfgi-plan-for-41-pdf)
+* [LuxGI - Hybrid GI solution, based on DDGI](https://github.com/flwmxd/LuxGI)
+* [gi-study](https://github.com/JMS55/gi-study)
+* [lighting-data-asset-reverse](https://github.com/guycalledfrank/lighting-data-asset-reverse)
+* [SEGI-A fully-dynamic voxel-based global illumination system for Unity](https://github.com/sonicether/SEGI)
+* [Probe-Based Global Illumination](https://mp.weixin.qq.com/s/AmlQOAdxn6tImdC3gdk2ag)
+* [解析团结引擎实时全局光照系统技术能力](https://mp.weixin.qq.com/s/gZISRiX6a0a7CKsb4-J0sg?poc_token=HPhGCmej2hUy8037kG3E5zOuxdNgbbM9O8kCzm9N)
+* [通俗易懂的 ShadowMap](https://zhuanlan.zhihu.com/p/690617671)
+* [图形学基础 - 阴影 - ShadowMap及其延伸](https://zhuanlan.zhihu.com/p/384446688)
+
+### Volume
+* [UnityVolumeCloud](https://github.com/ShaderFallback/UnityVolumeCloud)
+* [unity-voxel](https://github.com/mattatz/unity-voxel)
+* [unity-volumetric-fog](https://github.com/SiiMeR/unity-volumetric-fog)
+* [MassiveVoxelRayTracing](https://github.com/Ushio/MassiveVoxelRayTracing)
+* [SparseVoxelOctree](https://github.com/AdamYuan/SparseVoxelOctree)
+* [VoxelSpace](https://github.com/s-macke/VoxelSpace)
+* [MesoEngine - A high resolution voxel engine](https://github.com/yuchengzhong/MesoEngine)
+* [UnityVolumetricCloudsURP](https://github.com/jiaozi158/UnityVolumetricCloudsURP)
+
+### AO
+* [AmplifyOcclusion](https://github.com/AmplifyCreations/AmplifyOcclusion)
+
+### LOD
+* [SimLOD - simultaneous-lod-generation-and-rendering](https://github.com/m-schuetz/SimLOD)
+### 阴影
+* [Unity改造URP的CSM阴影](https://zhuanlan.zhihu.com/p/691367954)
diff --git a/MacanimSystem/README.md b/MacanimSystem/README.md
index 2525d8185..db2a9311e 100644
--- a/MacanimSystem/README.md
+++ b/MacanimSystem/README.md
@@ -10,7 +10,12 @@
* [学习笔记---3dMax动画系统(基础入门篇)](https://zhuanlan.zhihu.com/p/76529448)
* [当3dMax遇上Unity3d---模型导入的前后你需要注意的地方](https://zhuanlan.zhihu.com/p/56413668)
* [3D动画概述暨骨骼动画实现](https://blog.csdn.net/fyfcauc/article/details/78850379)
-
+* [MotionMatching](https://github.com/nashnie/MotionMatching)
+* [UE4/UE5 动画的原理和性能优化](https://mp.weixin.qq.com/s/pesA4Wp7ktimspaOZhnrmw)
### Blend Shape资料收集
* [Blend Shape资料收集](./Blend%20Shape)
+
+### FBX资料收集
+* [FBX SDK 之模型分离与解析(Python/C++)](https://zhuanlan.zhihu.com/p/460279498)
+* [基于FBX SDK的FBX模型解析与加载 -(一)](https://blog.csdn.net/bugrunner/article/details/7210511)
diff --git a/NetWorkAndResources/README.md b/NetWorkAndResources/README.md
index 559c812ba..606c2b2ff 100644
--- a/NetWorkAndResources/README.md
+++ b/NetWorkAndResources/README.md
@@ -30,4 +30,16 @@
>* [Unity从流中读取各种类型的数据和写入数据(利用MemoryStream关于内存数据的读写)](https://blog.csdn.net/qq_36274965/article/details/80181160)
>* [Unity使用UnityWebRequest上传文件到服务器的简单实现流程](https://blog.csdn.net/qq_17367039/article/details/107027470)
>* [Sending a form to an HTTP server (POST)](https://docs.unity3d.com/2019.4/Documentation/Manual/UnityWebRequest-SendingForm.html)
+>* [[python]初探socket](https://www.233tw.com/unity/57149)
+>* [Unity3D使用Socket.IO](http://www.luohanjie.com/2019-07-25/socket-io-for-unity3d.html)
+>* [《Exploring in UE4》Unreal回放系统剖析](https://mp.weixin.qq.com/s/k0dPE3_2DTUolcaPPAlKpA)
+>* [一文搞懂select、poll和epoll区别](https://zhuanlan.zhihu.com/p/272891398)
+>* [「Linux」——select和epoll详解](https://zhuanlan.zhihu.com/p/179071801)
+>* [linker-.NET8、p2p打洞(tcp+udp),和异地组网](https://github.com/snltty/linker)
+### FlatBffers
+>* [深入浅出FlatBuffers原理](https://zhuanlan.zhihu.com/p/391109273)
+>* [数据序列化组件PB与FB对比](https://juzii.gitee.io/2020/03/02/protobuf-vs-flatbuffer/)
+
+### CSV
+>* [csv - Fast C# CSV parser](https://github.com/nreco/csv)
diff --git a/OpenSourceGame/README.md b/OpenSourceGame/README.md
index ca1fc8cdb..a45a5526d 100644
--- a/OpenSourceGame/README.md
+++ b/OpenSourceGame/README.md
@@ -23,3 +23,35 @@
* [Third-person Action Roguelike made in Unreal Engine C++](https://github.com/tomlooman/ActionRoguelike)
* [A community-driven touchscreen music game](https://github.com/Cytoid/Cytoid)
* [FontainebleauDemo](https://github.com/Unity-Technologies/FontainebleauDemo)
+* [用Unity做的一个类Moba游戏Demo](https://github.com/swordjoinmagic/MoBaDemo)
+* [HoneySelect](https://github.com/xoyojank/HoneySelect)
+* [A 6 pack Solitaire game in Unity](https://github.com/Nichathan-Gaming/Nichathans-Solitaire-Pack)
+* [多人FPS演示,该演示集成了许多现代网络代码技术以提高游戏质量](https://github.com/Yinmany/NetCode-FPS)
+* [CryEngine Shooting Template with first and third person views](https://github.com/Battledrake/CryShooter)
+* [A moba phone game using unity](https://github.com/exmex/UnityMoba)
+* [2DMMORPG](https://github.com/HeroJho/2DMMORPG)
+* [daggerfall-unity](https://github.com/Interkarma/daggerfall-unity)
+* [NineChronicles](https://github.com/planetarium/NineChronicles)
+* [MinecraftECS](https://github.com/UnityTechnologies/MinecraftECS)
+* [UnityTutorials-RTS](https://github.com/MinaPecheux/UnityTutorials-RTS)
+* [ECS-Network-Racing-Sample](https://github.com/Unity-Technologies/ECS-Network-Racing-Sample)
+* [[Unity] 明日方舟复刻源码 (不含资源)](https://github.com/Saukiya/Arknights)
+* [UnityMoba-A moba phone game using unity](https://github.com/exmex/UnityMoba)
+* [Legends-Of-Heroes](https://github.com/FlameskyDexive/Legends-Of-Heroes)
+* [mir2 - Legend of Mir 2 - Official Public Crystal Source](https://github.com/Suprcode/mir2)
+* [UnityMultiplayerARPG_MMO](https://github.com/insthync/UnityMultiplayerARPG_MMO)
+* [Unity-TheWorldBeyond](https://github.com/oculus-samples/Unity-TheWorldBeyond)
+* [ViZDoom](https://github.com/Farama-Foundation/ViZDoom)
+* [Darklings-FightingGame](https://github.com/kidagine/Darklings-FightingGame)
+* [Etherboy](https://github.com/loomnetwork/Etherboy)
+* [Barotrauma-About
+A 2D online multiplayer game taking place in a submarine travelling through the icy depths of Jupiter's moon Europa](https://github.com/Regalis11/Barotrauma)
+* [DelayNoMoreUnity](https://github.com/genxium/DelayNoMoreUnity)
+* [FishMMO - FishNetworking MMO Template](https://github.com/jimdroberts/FishMMO)
+* [MOBA_CSharp_Unity](https://github.com/yasgamesdev/MOBA_CSharp_Unity)
+* [wipeout-rewrite](https://github.com/phoboslab/wipeout-rewrite)
+* [DungeonShooting - 一款由Godot开发的地牢射击游戏](https://github.com/xlljc/DungeonShooting)
+* [CityBuilder3D - It is a 3D city builder game rendered in opengl implemented in c++](https://github.com/TamasPetii/CityBuilder3D)
+* [Thrive - The main repository for the development of the evolution game Thrive](https://github.com/Revolutionary-Games/Thrive)
+* [laya3.x引擎 + nodejs 开发的网络麻将](https://github.com/liumengniu/majiang)
+* [laya3.x引擎 + nodejs 开发的网络麻将(服务端)](https://github.com/liumengniu/majiang-server)
diff --git a/OverCallControl/README.md b/OverCallControl/README.md
index f827ee978..89531a0b0 100644
--- a/OverCallControl/README.md
+++ b/OverCallControl/README.md
@@ -26,3 +26,5 @@
>* [技术管理进阶——技术总监的第一要务](https://www.cnblogs.com/yexiaochai/p/14915151.html)
>* [【开发日志】《鬼山之下》前 100 个小时的制作思路分享(一)打算如何做?为什么要做?](https://mp.weixin.qq.com/s/nwtfn9GPH_OhDxAOHUJnDQ)
>* [对开发人员有用的定律、理论、原则和模式](https://github.com/nusr/hacker-laws-zh)
+>* [游戏项目性能优化团队的建设方案和常规流程](https://zhuanlan.zhihu.com/p/603986997)
+>* [基于团队的持续优化之道](https://zhuanlan.zhihu.com/p/36930662)
diff --git a/PacMan/Assets/Resources.meta b/PacMan/Assets/Resources.meta
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deleted file mode 100644
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deleted file mode 100644
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deleted file mode 100644
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deleted file mode 100644
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diff --git a/PacMan/Assets/Resources/Sprites/Clyde.png b/PacMan/Assets/Resources/Sprites/Clyde.png
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deleted file mode 100644
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diff --git a/PacMan/Assets/Resources/Sprites/Inky.png b/PacMan/Assets/Resources/Sprites/Inky.png
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index 3b545db6f..000000000
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diff --git a/PacMan/ProjectSettings/TagManager.asset b/PacMan/ProjectSettings/TagManager.asset
deleted file mode 100644
index e23e4e137..000000000
Binary files a/PacMan/ProjectSettings/TagManager.asset and /dev/null differ
diff --git a/PacMan/ProjectSettings/TimeManager.asset b/PacMan/ProjectSettings/TimeManager.asset
deleted file mode 100644
index 3327a2451..000000000
Binary files a/PacMan/ProjectSettings/TimeManager.asset and /dev/null differ
diff --git a/PacMan/ProjectSettings/UnityConnectSettings.asset b/PacMan/ProjectSettings/UnityConnectSettings.asset
deleted file mode 100644
index d6435dc3e..000000000
Binary files a/PacMan/ProjectSettings/UnityConnectSettings.asset and /dev/null differ
diff --git a/PacMan/README.md b/PacMan/README.md
deleted file mode 100644
index f00343a5e..000000000
--- a/PacMan/README.md
+++ /dev/null
@@ -1,4 +0,0 @@
-## 仿写FC上的吃豆人
----
-### 开发环境
-* Unity2017.3.0 + vs2017
diff --git a/PacMan/UnityPackageManager/manifest.json b/PacMan/UnityPackageManager/manifest.json
deleted file mode 100644
index 526aca605..000000000
--- a/PacMan/UnityPackageManager/manifest.json
+++ /dev/null
@@ -1,4 +0,0 @@
-{
- "dependencies": {
- }
-}
diff --git a/PerformanceOptimization/README.md b/PerformanceOptimization/README.md
index 741cce7ae..5304bd668 100644
--- a/PerformanceOptimization/README.md
+++ b/PerformanceOptimization/README.md
@@ -1,8 +1,10 @@
## 性能优化相关专题
### 目录
->* [UWA厚积薄发相关优化专题](./UWA.md)
+>* [UWA厚积薄发相关优化专题](https://github.com/XINCGer/Unity3DTraining/blob/master/PerformanceOptimization/UWA.md)
+>* [UWA2022技术分享总结](https://zhuanlan.zhihu.com/p/599878127)
>* [【Unity游戏开发】性能优化之在真机上开启DeepProfile与踩坑](https://www.cnblogs.com/msxh/p/11749405.html)
+>* [About Unity Performance Tuning knowledge book](https://github.com/CyberAgentGameEntertainment/UnityPerformanceTuningBible)
>* [移动全平台性能测试分析专家PerfDog性能狗](https://perfdog.qq.com/?ADTAG=media.weixin.wetest.banner1)
>* [UWA发布 | Unity手游体检蓝皮书](https://mp.weixin.qq.com/s/HgNhcjRl3DsUSFUWArJOdA)
>* [Profiler 官方使用指南](https://pan.baidu.com/s/1e8_ZD6h8e8bUshw5_rkIvA)提取码:g4xe
@@ -55,7 +57,6 @@
>* [游戏开发:Unity中Lua造成的堆内存泄露问题](https://mp.weixin.qq.com/s/weuQjDcGPUyxZzQZEsNDxg)
>* [[转]Lua和Lua JIT及优化指南](https://www.cnblogs.com/zhaoqingqing/p/10397867.html)
>* [UnityTips:不要在发布版本中实现OnGUI方法](https://www.cnblogs.com/murongxiaopifu/p/12341204.html)
->* [写给Unity开发者的iOS内存调试指南 0x00 前言](https://www.cnblogs.com/murongxiaopifu/p/12357406.html)
>* [不要忽视Managed code stripping的副作用](https://www.cnblogs.com/murongxiaopifu/p/12425817.html)
>* [解决Sprite Atlas打包Asset bundles时重复打包的问题](https://www.cnblogs.com/murongxiaopifu/p/12453356.html)
>* [如何优化几何、纹理、材料、阴影表现?TA不可不知的4个小技巧](https://mp.weixin.qq.com/s/KSkBCtKvxpt5GCnoYH8Ucg)
@@ -119,6 +120,22 @@
>* [Unity 特效性能分析工具](https://github.com/sunbrando/ParticleEffectProfiler)
>* [Unity3D游戏GC优化总结---protobuf-net无GC版本优化实践 ](https://www.cnblogs.com/SChivas/p/7898166.html)
>* [ASTC纹理压缩格式介绍](https://mp.weixin.qq.com/s/4Yjg2mm2LwtQS1qE9eGneA)
+>* [翻译: 如何使用 Xcode 的内存图调试器检测 iOS 内存泄漏并保留周期](https://blog.csdn.net/zgpeace/article/details/121299611)
+>* [iOS性能调优系列:使用Instruments动态分析内存泄漏](https://www.ktanx.com/blog/p/893)
+>* [你所需要了解的几种纹理压缩格式原理](https://mp.weixin.qq.com/s/pUbf-JhMIUWWX8OMrbQaLw)
+>* [分享一次查找GfxDriver内存暴涨的经历](https://mp.weixin.qq.com/s/sCwBIHmr_SBtseD0u6tWHA)
+>* [关于静态批处理/动态批处理/GPU Instancing /SRP Batcher的详细剖析](https://zhuanlan.zhihu.com/p/98642798)
+>* [游戏场景剔除之剔除算法综述](https://mp.weixin.qq.com/s/nOtRNHbIKfIDfMy1s9rxTg)
+>* [ Output Particle ](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@10.2/manual/Context-OutputPrimitive.html)
+>* [VFX Graph and High-Definition Render Pipeline](https://blog.unity.com/technology/now-available-the-spaceship-demo-project-using-vfx-graph-and-high-definition-render)
+>* [Unity网格内存优化](https://mp.weixin.qq.com/s/kUmeLFksQyUwqFlCNPpQeg)
+>* [浅析Unity引擎视角下的游戏内存优化](https://zhuanlan.zhihu.com/p/603847226)
+>* [【Unity】引擎编译时间优化](https://zhuanlan.zhihu.com/p/601065788)
+>* [Unity Shader变体优化与故障排除技巧](https://mp.weixin.qq.com/s/0l6SkXNwuoRzFt9Xg0ZV4A)
+>* [Unity大咖作客 | 知乎大V「放牛的星星」,是这么做性能优化的](https://www.bilibili.com/read/cv12145909/)
+>* [Unite Shanghai 2024 游戏生态专场 | 《合金弹头:觉醒》框架演化之路](https://mp.weixin.qq.com/s/VBu5s_yGToBuasKH1dvV7w)
+>* [解析团结引擎实时全局光照系统技术能力](https://mp.weixin.qq.com/s/gZISRiX6a0a7CKsb4-J0sg)
+>* [做10万量级粒子的模拟与渲染需要什么样的技术实现方案?](https://mp.weixin.qq.com/s/erSzGu7Qj-sHM9RcSFzhVg)
#### 底层原理
>* [Understanding the managed heap](https://docs.unity3d.com/Manual/BestPracticeUnderstandingPerformanceInUnity4-1.html)
@@ -126,7 +143,8 @@
>* [【笔记】Unity内存管理底层黑盒揭秘](https://mp.weixin.qq.com/s/IUK_USRmXInnY1nr2_MRcw)
>* [【GC原理(上)】判断对象存活算法、四种引用、回收方法区](https://mp.weixin.qq.com/s/Mzf9QXNGRLP0otfdG3mBSQ)
>* [【GC原理(下)】:4种垃圾收集算法及7种垃圾收集器](https://mp.weixin.qq.com/s/Zf9o5PtMvUKntTi9cTyFSg)
->* [Unity 技术开放日 | 绝对干货 - 引擎源码及渲染管线在《航海王热血航线》项目中的深度定制](https://mp.weixin.qq.com/s/FKMC2PW15eSicfa3sD4oqg)
+>* [Unity 技术开放日 | 绝对干货 - 引擎源码及渲染管线在《航海王热血航线》项目中的深度定制](https://zhuanlan.zhihu.com/p/400238538)
+>* [引擎源码及渲染管线在《航海王热血航线》项目中的深度定制](https://open.163.com/newview/movie/free?pid=RGFHLHLN6&mid=YGFHLHLO1)
>* [Unity 优化之 移动游戏加载性能和内存管理全解析【2017年版】](https://www.jianshu.com/p/5338c59ddcda)
>* [C#内存管理解析](http://www.cnblogs.com/yejianyong/p/7396154.html)
>* [Android中一张图片占据的内存大小是如何计算](https://www.cnblogs.com/dasusu/p/9789389.html)
@@ -137,11 +155,25 @@
>* [iOS app内存分析套路](https://www.cnblogs.com/bigfeng/p/6178301.html)
>* [iOS内存监测原理文章](https://github.com/wzpziyi1/MemoryDetector)
>* [Unity游戏内存分布概览](https://mp.weixin.qq.com/s/sRHS5n8bXu4H-nRPgYqmmA)
+>* [关于iOS 性能优化梳理、内存泄露、卡顿、网络、GPU、电量、 App 包体积瘦身、启动速度优化等、Instruments 高级技巧、常见的优化技能](https://github.com/skyming/iOS-Performance-Optimization)
+>* [写给Unity开发者的iOS内存调试指南 0x00 前言](https://www.cnblogs.com/murongxiaopifu/p/12357406.html)
+>* [Android 内存优化的总结方案](https://zhuanlan.zhihu.com/p/538929141)
+>* [Android内存分布和优化](https://www.cnblogs.com/sevenyuan/p/13305420.html)
+>* [iOS内存深入研究](https://www.jianshu.com/p/d4dfab95368d)
+>* [Xcode的vmmap、VM_Tracker和Allocations的调研笔记](https://zhuanlan.zhihu.com/p/379615733)
+>* [UE4/UE5 动画的原理和性能优化](https://mp.weixin.qq.com/s/pesA4Wp7ktimspaOZhnrmw)
+>* [浅谈Unity纹理串流系统Mipmap Streaming System](https://mp.weixin.qq.com/s/ES7kMAXJlYwj-SIC_yUAjQ)
+>* [线程信号量导致的Unity退出卡死](https://zhuanlan.zhihu.com/p/675216512)
#### ShaderVariant
* [ShaderVariantCollector](https://github.com/lujian101/ShaderVariantCollector) 一种Shader变体收集和打包编译优化的思路
* https://github.com/networm/ShaderVariantCollectionExporter
+#### RenderDoc使用
+* [Renderdoc快速入门](https://zhuanlan.zhihu.com/p/404576672)
+* [GPU分析工具RenderDoc使用](https://zhuanlan.zhihu.com/p/80704313)
+* [RenderDoc使用详解](https://zhuanlan.zhihu.com/p/568990608)
+
### 零散知识点总结
* 以下是Unity官方直播中的性能优化点总结:
(1)新版本的asset pipeline2 采用database的存取资源,英文简称 LMDB
diff --git a/PerformanceOptimization/UWA.md b/PerformanceOptimization/UWA.md
index de7655dc8..76d2f7a60 100644
--- a/PerformanceOptimization/UWA.md
+++ b/PerformanceOptimization/UWA.md
@@ -192,3 +192,136 @@
>* [【厚积薄发】AB打包有的Shader没有触发IPreprocessShaders的回调](https://mp.weixin.qq.com/s/SA9btiQ4iqmg8W8gXxLJWQ)
>* [【厚积薄发】抓取手机端变体组合思路设想](https://mp.weixin.qq.com/s/vU5MTdo4CyQTPRC2VOFA-g)
>* [【厚积薄发】UWA问答精选(2022.07.04)](https://mp.weixin.qq.com/s/ZBRjy5Vn7LLyVXAQnt97QA)
+>* [【厚积薄发】设置Application.targetFrameRate没有起作用的原因](https://mp.weixin.qq.com/s/mFzzWnIs-B03fdNm05qi3A)
+>* [【厚积薄发】如何只降3D相机不降UI相机的分辨率](https://mp.weixin.qq.com/s/625r7lYvgJZGxZm5soB7rA)
+>* [【厚积薄发】手机端出现Z-Fighting现象](https://mp.weixin.qq.com/s/3y45_NS1UxHTNyX8GcXrdQ)
+>* [【厚积薄发】Unity场景物体动态合批](https://mp.weixin.qq.com/s/QaL1iivo4YC8YQUV21RJ3w)
+>* [【厚积薄发】如何判断设备是否支持64位应用](https://mp.weixin.qq.com/s/gd55jbxSAK8laV30H09kOg)
+>* [【厚积薄发】Target API level升级到31后Android 12启动黑屏卡死](https://mp.weixin.qq.com/s/geTyGjKdoFEJMqmwtFa0rA)
+>* [【厚积薄发】Unity应用在手机息屏或切入后台时与正常运行之间的区别](https://mp.weixin.qq.com/s/MO-MHazOix4BqVAdZs8OGA)
+>* [【博物纳新】URP下的OffScreen Particle Render](https://mp.weixin.qq.com/s/Qr4XUeOIi8FgIrxqWp7uog)
+>* [分享《生死狙击2》的大场景草渲染](https://mp.weixin.qq.com/s/K7qXfu7Hju30VdCNcz3ZLg)
+>* [【厚积薄发】如何获得一个MonoBehavior类所在cs文件的路径](https://mp.weixin.qq.com/s/Sih7Nx3Z-gfvteaAPsTRRg)
+>* [【厚积薄发】编辑器在编译Shader时的报错疑问](https://mp.weixin.qq.com/s/rRh04Vzl1t91Zhk3S08FMw)
+>* [【厚积薄发】XCode内存和UnityProfiler内存有较大差值](https://mp.weixin.qq.com/s/DM5l3NJGQqTcnoXAeMdDPQ)
+>* [【厚积薄发】Vulkan API的性能及兼容性](https://mp.weixin.qq.com/s/qM-6en367ljtwXC_slA8RA)
+>* [【厚积薄发】FSR-Unity-URP 1.0 的性能和兼容性问题](https://mp.weixin.qq.com/s/xN_q18AoV05XH6dqnZ-3Cg)
+>* [【厚积薄发】无法在Unreal Engine中使用C++创建Struct](https://mp.weixin.qq.com/s/YvKPIecZrbq-OhO_7O0mIA)
+>* [【厚积薄发】关于切换场景加载耗时的优化问题](https://mp.weixin.qq.com/s/-Zwqm1gFXEPJJWqSM5S4kA)
+>* [【厚积薄发】AssetBundle依赖打包有哪些注意点](https://mp.weixin.qq.com/s/tyyZH-f-6d4rVL204oGEiA)
+>* [【厚积薄发】如何优化.so mmap内存占用](https://mp.weixin.qq.com/s/Z9FBP6gjBq2yPgo_TawNDA)
+>* [【厚积薄发】URP自带的Tone mapping性能开销问题](https://mp.weixin.qq.com/s/-szl_Se9o1HFItwRDQYwWg)
+>* [【厚积薄发】安卓包在真机上安装时的“风险提示”问题](https://mp.weixin.qq.com/s/MX7AKX7S6Y2NAEugzvofMA)
+>* [【厚积薄发】在Runtime下,IL2CPP与Mono打包对应的PSS内存占用问题](https://mp.weixin.qq.com/s/n6VJ9yeMYt3aNOt2801C4w)
+>* [【厚积薄发】主界面边框流动效果长时间挂机后会卡顿](https://mp.weixin.qq.com/s/Pe7zbu997rwt8D5gamBlbw)
+>* [【厚积薄发】对于字体裁剪生僻字的做法](https://mp.weixin.qq.com/s/D7U0xTLc8MVD0Sa6F7b4Xg)
+>* [【厚积薄发】纹理开启Mipmap导致压缩失败的问题](https://mp.weixin.qq.com/s/gbdvmSJzMQ9coNF_aFxuqw)
+>* [【厚积薄发】TMP耗时较高的优化问题](https://mp.weixin.qq.com/s/pIbNUm7c9W3krGzNq7a7ww)
+>* [【厚积薄发】SRP合批问题](https://mp.weixin.qq.com/s/0ODTyT1g-_m6cwzVU8rOCQ)
+>* [【厚积薄发】MeshRenderer如何使用GPU Instancing的材质球正常合批](https://mp.weixin.qq.com/s/X82kUv252UYDsqCvCdiDQw)
+>* [【厚积薄发】Unity升级后打包AssetBundle变慢](https://mp.weixin.qq.com/s/7QzSktfHJdVQE5c9f5Z_Wg)
+>* [【厚积薄发】Addressable卸载AssetBundle失效的疑惑](https://mp.weixin.qq.com/s/21jPOzOe6wdZ9XnfavSafw)
+>* [【厚积薄发】ParticleSystem中的Culling Mode对耗时有怎样的影响](https://mp.weixin.qq.com/s/908MWlcaSE4gTOtT331uhA)
+>* [【厚积薄发】获得将要生成的资源的GUID](https://mp.weixin.qq.com/s/zL2eU4Iy1JENBpGoW9t4nQ)
+>* [【厚积薄发】Application. targetFrameRate设置帧率慢](https://mp.weixin.qq.com/s/dPjUuBWdL5yN6PZ28RQ4QA)
+>* [【厚积薄发】TMP的阴影性能如何](https://mp.weixin.qq.com/s/sGg6zSMnx8s_ku7FZwBrFA)
+>* [【厚积薄发】SRP Batcher在真机上失效](https://mp.weixin.qq.com/s/isWMMIrSgR-pwRYaxiMGAA)
+>* [【厚积薄发】URP Shader FrameBuffer Fetch Mali Crash](https://mp.weixin.qq.com/s/pAPKbqqfon_7mTsLRqLm8A)
+>* [【厚积薄发】Wwise内存问题](https://mp.weixin.qq.com/s/_uDqPj8770h6r5fN6DBesQ)
+>* [【厚积薄发】为什么Uniy使用AssetBundle热更的时候要剔除掉.mainfest文件](https://mp.weixin.qq.com/s/xnepSZdJJ98sz7xYnWYYpg)
+>* [【厚积薄发】AssetBundle.Unload(true)无法卸载图集](https://mp.weixin.qq.com/s/q4qAwsWFsv5NR4fD0ki43g)
+>* [【厚积薄发】帧同步实现PuppetMaster布娃娃系统的问题](https://mp.weixin.qq.com/s/HnvoLMJAz-8fg5LJdunPbQ)
+>* [【厚积薄发】如何知道游戏中不同型号GPU带宽的瓶颈](https://mp.weixin.qq.com/s/tvla2DdIElizcVwTcLh05A)
+>* [【厚积薄发】特定Adreno GPU的Android设备发生冻屏问题](https://mp.weixin.qq.com/s/YQWtsGTchX9M7mj9pPn9zA)
+>* [【厚积薄发】在制作PC端Game Launcher游戏启动器时涉及到的技术选型](https://mp.weixin.qq.com/s/jyBIq50waw82UJsGM8NDzg)
+>* [【厚积薄发】MuMu模拟器运行一段时间后Device.Present耗时突然上升](https://mp.weixin.qq.com/s/HobIt99_PtAo7uDUcXXuPg)
+>* [【厚积薄发】非2的幂次的ASTC纹理格式尺寸对带宽的影响](https://mp.weixin.qq.com/s/R01fPdtz0cdmIsjIjDRQlQ)
+>* [【厚积薄发】为何反射探针关闭Mipmap后变成了白图](https://mp.weixin.qq.com/s/1YarnTesoJ6qZcmIwjLVdA)
+>* [【厚积薄发】Unity 2018发布在iOS 16.3偶尔出现画面不动的问题](https://mp.weixin.qq.com/s/3v4XkrrcJezMjHIBrqm1QA)
+>* [【厚积薄发】从Gamma空间改为Linear空间会导致性能下降吗](https://mp.weixin.qq.com/s/pRTJ1ylT19HVvFo46wAiHg)
+>* [【厚积薄发】Unity Shader顶点数据疑问](https://mp.weixin.qq.com/s/QVGOgbRj3LGZVsvu03NQcg)
+>* [【厚积薄发】手游模拟器长时间运行后,游戏掉帧且不恢复](https://mp.weixin.qq.com/s/laPx2Xi_eeVE3KoSl1qS4g)
+>* [【厚积薄发】Lua在计算时出现非法值,开启Debugger之后不再触发](https://mp.weixin.qq.com/s/pp0acGvg5MhLc9sVrZwtHg)
+>* [【厚积薄发】开启多线程渲染后出现大量的Crash信息](https://mp.weixin.qq.com/s/lp76elsqrg_oWqatwLcjBA)
+>* [【厚积薄发】游戏在小米设备上因自适应刷新率功能,帧率减半](https://mp.weixin.qq.com/s/mUK-_0idUqoCUdlTUWfxiw)
+>* [【厚积薄发】iOS渲染卡死应该如何解决](https://mp.weixin.qq.com/s/eHEolVgHb_PuY5-z6bOl0g)
+>* [【厚积薄发】Unity的粒子总是丢材质](https://mp.weixin.qq.com/s/o2skT29_mC8GASIXq7B9kg)
+>* [【厚积薄发】关于AssetBundle禁用TypeTree之后的一些可序列化的问题](https://mp.weixin.qq.com/s/V4dScDS4PUz2RYx-w7f2tA)
+>* [【厚积薄发】Unity 2022 LTS版本的稳定性](https://mp.weixin.qq.com/s/Zo0FhOyK9gPNSYQhvH8sfw)
+>* [【厚积薄发】如何拆解Unity 2022.3版本的AssetBundle](https://mp.weixin.qq.com/s/7oq42yRJvOEbk50Vj5MDpw)
+>* [【厚积薄发】Unity升级到2022版本后,打开Spine会卡住](https://mp.weixin.qq.com/s/P5Sib1DUCaimbBPKNLbqWw)
+>* [【厚积薄发】Addressables资源如何进行完整性校验](https://mp.weixin.qq.com/s/Rd0c-MDTI4ghlR6lw0ejiQ)
+>* [【厚积薄发】大家现在都是怎么实现热更新的](https://mp.weixin.qq.com/s/rRkctl_LjTyvnn-j6RrwSQ)
+>* [【厚积薄发】Screen.SetResolution和URP的RenderScale有什么区别](https://mp.weixin.qq.com/s/Pqn0OgKq9_7uPFl16QoHPA)
+>* [【厚积薄发】UseContentHash选项能否在打包AssetBundle时计算可靠的Hash](https://mp.weixin.qq.com/s/6WR6GSKXjuq5CTz75PMmOA)
+>* [【厚积薄发】Unity出AAB包资源加载过慢](https://mp.weixin.qq.com/s/hC_jHbctG22Kfpjh20OXKA)
+>* [【厚积薄发】如何在FBX剔除Lit.shader依赖](https://mp.weixin.qq.com/s/PCriJb8QBNtK7FiYyIWCjw)
+>* [【厚积薄发】限制Unity帧率的方式](https://mp.weixin.qq.com/s/dbTc2ff_Dtcjldz24auueg)
+>* [【厚积薄发】Unreadable-Mesh内存占用翻倍问题](https://mp.weixin.qq.com/s/2az4s-qv2POGkzCEBsT4dw)
+>* [【厚积薄发】在TMP中计算书名号《》高度的问题](https://mp.weixin.qq.com/s/B_gWbiPAf3ehvz9GIa5Kwg)
+>* [【厚积薄发】Unity引擎关于APP后台下载支持的实现问题](https://mp.weixin.qq.com/s/sZ1wKWaM1BU0eoUyV82qyQ)
+>* [【厚积薄发】用Compute Shader处理图像数据后在安卓机上不能正常显示渲染纹理](https://mp.weixin.qq.com/s/fKH6Q3c5Ofto9_31Wr5gRQ)
+>* [【厚积薄发】AssetBundle在移动设备上丢失](https://mp.weixin.qq.com/s/OZOTuNMVj0cpjFnmNVPzgA)
+>* [【厚积薄发】Unity中如何实现草的LOD](https://mp.weixin.qq.com/s/IpuUTobHNhlILSp7ILMSZQ)
+>* [【厚积薄发】内置管线升级到SBP,如何复用之前打包的AssetBundle](https://mp.weixin.qq.com/s/y2w1RSoB1L7sCzaLJWaAhA)
+>* [【厚积薄发】PlayerSettings.WebGL.emscriptenArgs设置无效的问题](https://mp.weixin.qq.com/s/mJ9I_CvMjk9eIfv89SXkGw)
+>* [【厚积薄发】如何优化Unity发布iOS编译出来的Framework文件过大问题](https://mp.weixin.qq.com/s/swzU2elhqMOOpukIftH1Yw)
+>* [【厚积薄发】java.lang.NoSuchMethodError的不明崩溃问题](https://mp.weixin.qq.com/s/YSRmYCZ7QveFxnT4fg2smA)
+>* [【厚积薄发】Text Mesh Pro图文混排如何对任何图片都能实现](https://mp.weixin.qq.com/s/MqxpIIFGdjmdrWKZmXsYbw)
+>* [【厚积薄发】简单Mesh多线程合并,使用什么库性能更高](https://mp.weixin.qq.com/s/L1cHL3RoVL-X6XaQJ00U5w)
+>* [【厚积薄发】如何选择Unity的4种批处理方式](https://mp.weixin.qq.com/s/wmXMkgxBcXOznihgU69qTA)
+>* [【厚积薄发】iOS包ShaderVariantCollection预热慢问题](https://mp.weixin.qq.com/s/kM-b_NtV91WmsnUSBqVklg)
+>* [【厚积薄发】如何计算弧线弹道的落地位置](https://mp.weixin.qq.com/s/XCfblEGa9ZJIUH_MvDakfQ)
+>* [【厚积薄发】设置DepthBufferBits和设置DepthStencilFormat的区别](https://mp.weixin.qq.com/s/qjbWtImNB6G17TJViPSgXg)
+>* [【厚积薄发】WebGL-编译报错,如何定位sendfile报错位置](https://mp.weixin.qq.com/s/h1a7iErFQ-AFh2FiWHLNYw)
+>* [【厚积薄发】如何解决部分设备分辨率不适配](https://mp.weixin.qq.com/s/bP5zcxhtuFj3wZCRoYsBWA)
+>* [【厚积薄发】PuerTS和HybridCLR哪个更适合开发微信小游戏](https://mp.weixin.qq.com/s/SZxi9_n27QmHjs2i4sryIg)
+>* [【厚积薄发】TcpSocket在切后台后如何保活](https://mp.weixin.qq.com/s/o3mHnSQc8czZKh5sWnjHEg)
+>* [【厚积薄发】使用Addressables+ SpriteAtlas打包产生冗余](https://mp.weixin.qq.com/s/eJiDGZ-OBv7-jUcKIeY38Q)
+>* [【厚积薄发】使用SBP打AssetBundle时脚本引用丢失](https://mp.weixin.qq.com/s/ziTzQQC7RJthKcGjlEQmmw)
+>* [【厚积薄发】为什么同一个Camera有两个RenderSingleCamera的耗时](https://mp.weixin.qq.com/s/Oa6I-7EDJUL6dTYvB2v9wQ)
+>* [【厚积薄发】升级Unity后产生的Objects内存泄露现象](https://mp.weixin.qq.com/s/A3JEqoicgVDw7PXvBbaRKQ)
+>* [【厚积薄发】如果想用ECS实现技能系统有什么好的思路](https://mp.weixin.qq.com/s/YjRd1wt1ajErodpsWQdAgg)
+>* [【厚积薄发】如何处理微信小程序大量未捕获的异常](https://mp.weixin.qq.com/s/hU0a8Nvsu-zLuAnFKpYmJw)
+>* [【厚积薄发】如何区分实例化网格中的每个实例](https://mp.weixin.qq.com/s/pZVrjer-kuyPghMDSDSVhw)
+>* [【厚积薄发】MemoryProfiler中Graphics/No Name内存怎么排查](https://mp.weixin.qq.com/s/9cGjJYMTmm92-uHr96yqVg)
+>* [【厚积薄发】如何解决穿插易导致半透明物体合批失败](https://mp.weixin.qq.com/s/NKKpeHtznoQNzEtrW0gEeg)
+>* [【厚积薄发】为什么Unity里的变体数和UWA工具测出来的不一样](https://mp.weixin.qq.com/s/oYlJBRHr5brb356inPUJHA)
+>* [【厚积薄发】关于il2cpp.so裁剪的问题](https://mp.weixin.qq.com/s/L0VE9bYan2T4a8c08ZGUPA)
+>* [【厚积薄发】开发微信小程序游戏,有没有类似Debug真机图形的方法](https://mp.weixin.qq.com/s/uImI8Rs5js02w0RQCY9rHw)
+>* [【厚积薄发】OpenGL中Shader LOD失效](https://mp.weixin.qq.com/s/ZJHTXFibbwIscusBqu_ScA)
+>* [【厚积薄发】iOS进程增加内存上限的接口](https://mp.weixin.qq.com/s/ewf7AFKm6zwzayo-SCYVww)
+>* [【厚积薄发】关于CanvasRenderer.SyncTransform触发调用的机制](https://mp.weixin.qq.com/s/UVLZu5ZO4d11f7gJxcAVEA)
+>* [【厚积薄发】在Unity转微信小游戏下,如何用Worker实现多线程](https://mp.weixin.qq.com/s/mkRm33hJGfKOuvCOOWqAlg)
+>* [【厚积薄发】InstantiateAsync有什么需要特殊处理的吗](https://mp.weixin.qq.com/s/H_2l6hdrGnPSSWlNs2s6GA?poc_token=HA3KzmejYhTRWpI1eYniDl72GQ6dnVvRF3se0sZC)
+>* [【厚积薄发】如何在纹理图集中对其中某个图块单独进行缩放](https://mp.weixin.qq.com/s/Cv9eFQZFa7lhVi2DUxUQfw)
+>* [【厚积薄发】小游戏中Enable Exceptions的各选项有何区别](https://mp.weixin.qq.com/s/UPpkw52yCNEXO_L8eLdSMQ)
+>* [【厚积薄发】如何在运行时获取硬件信息](https://mp.weixin.qq.com/s/qdlyBGwXR2KLxR7MAyPv-Q)
+>* [【厚积薄发】FairyGUI图标文字合批失败的原因](https://mp.weixin.qq.com/s/di5TVmzi83feh4NnZgvVfA)
+>* [【厚积薄发】粒子系统开启Noise模块在移动端的消耗如何](https://mp.weixin.qq.com/s/Vmj0di_Sw2avTrp-UZEkzA)
+>* [【厚积薄发】如何用GPU Instancing来优化树木草石重复模型](https://mp.weixin.qq.com/s/s-Q117tU8BLsjpwdWvgGvA)
+>* [【厚积薄发】URP相机如何将场景渲染定帧模糊绘制](https://mp.weixin.qq.com/s/5dtJ9vc51dOVcpFxfYV_FQ)
+>* [【厚积薄发】项目中Warmup耗时高该如何操作处理](https://mp.weixin.qq.com/s/5XovHITSBAPuHViMtMrW0A)
+>* [【厚积薄发】怎么实现在微信小游戏接入外部JS传参](https://mp.weixin.qq.com/s/CuTaxTqv5xzzybKx88QEhQ)
+>* [【厚积薄发】如何优化微信小游戏在iOS机器上Shader变体预热特别慢的问题](https://mp.weixin.qq.com/s/HeyHU-pK4li3lhE4elhVsA)
+>* [【厚积薄发】为什么使用发射Mesh的粒子系统会使Graphics内存暴涨](https://mp.weixin.qq.com/s/y-SPkDxHA4rY9UVXO-HZ9A)
+>* [【厚积薄发】微信小游戏出现对应平台不支持纹理格式的问题](https://mp.weixin.qq.com/s/Aog0hO1SsQu0mdGeWaayyQ)
+>* [【厚积薄发】将FGUI的Shader全部预热后,WebGL平台没有加载成功](https://mp.weixin.qq.com/s/Iiy0Ifm0mFGD07O-HINeHg)
+>* [【厚积薄发】虚拟相机的最佳实践参考是什么](https://mp.weixin.qq.com/s/xgoKcbLRytzVVBxiG0mD5w)
+>* [【厚积薄发】Unity中是否可以禁用GC](https://mp.weixin.qq.com/s/IbFDoDJqC9LbjNw0rjIVFg)
+>* [【厚积薄发】游戏在高负载场景下,整机功耗控制在多少](https://mp.weixin.qq.com/s/aC1igculAaEbPcR7sJp57Q)
+>* [【厚积薄发】iOS框架内存中占用很高的ttc文件是否正常](https://mp.weixin.qq.com/s/nXEsItBnmvoefDEz0NV0eg)
+>* [【厚积薄发】为什么Android游戏画面在30帧运行时有抖动现象](https://mp.weixin.qq.com/s/VTQoU4883leK8ubuyI0Zdg)
+>* [【厚积薄发】有什么指标可以判断手机是否降频](https://mp.weixin.qq.com/s/3pcGjyj3H2OkeZXz8DPAqw)
+>* [【厚积薄发】为何iPad Pro上设置目标帧率为90时无法生效](https://mp.weixin.qq.com/s/r1mR-4S2deoOa50uKv2j2A)
+>* [【厚积薄发】如何解决ProtoBuf反序列化中GC高的问题](https://mp.weixin.qq.com/s/_DgLdd4GFI4IchW0FMGRPw)
+>* [【厚积薄发】参数GPU Write Total Bandwidth的含义是什么,导致其值过高的因素有哪些](https://mp.weixin.qq.com/s/XMar7DCgQi_A7p1JIOSKCQ)
+>* [【厚积薄发】UE是怎么管理纹理的各向异性采样的](https://mp.weixin.qq.com/s/jZUOh-3PjyE0UmSGc_BX0w)
+>* [【厚积薄发】如何使Bloom只局部地作用于特效以提高性能](https://mp.weixin.qq.com/s/KaAOs4cVKiC5cWao83CU_Q)
+>* [【厚积薄发】.so mmap计算工具内存翻倍现象](https://mp.weixin.qq.com/s/7kDxyvT_5wlkNvXstJJYuQ)
+>* [【厚积薄发】UE的粒子系统开销怎么优化](https://mp.weixin.qq.com/s/cv21rKc6o8yncIfvRL2zHw)
+>* [【厚积薄发】堆内存对象的Managed Size具体是如何计算的](https://mp.weixin.qq.com/s/_p0T1h0MumAUgTCa3aiw3Q)
+>* [【厚积薄发】GPU带宽分析中GPU Non-Base Level Textures过低是什么意思](https://mp.weixin.qq.com/s/fL9IJYkK7dhx5d4ilSA7kw)
+>* [【厚积薄发】如何降低Animator的调用次数](https://mp.weixin.qq.com/s/6b1pq6zrKlWzXZRC8Wc01A)
+>* [【厚积薄发】小游戏的Spine数量过多开销大](https://mp.weixin.qq.com/s/KkOBXVDt6iYSVLWmmJmiJA)
+>* [【厚积薄发】Spine动画更新耗时问题治理](https://mp.weixin.qq.com/s/4YugYNezLXiJkR1Js6Evxg)
diff --git a/PhysicsStudy/README.md b/PhysicsStudy/README.md
index b2be80f05..af9e9f506 100644
--- a/PhysicsStudy/README.md
+++ b/PhysicsStudy/README.md
@@ -12,3 +12,5 @@
>* [MathUtilities](https://github.com/zalo/MathUtilities)
>* [A 2D Physics Library for Networked Games](https://github.com/ashoulson/VolatilePhysics)
>* [浮力与流体仿真](https://github.com/Acceyuriko/FluidSimulation)
+>* [havok for unity](https://docs.unity3d.com/Packages/com.havok.physics@1.0/manual/index.html)
+>* [Ten-Minute-Physics-Unity](https://github.com/Habrador/Ten-Minute-Physics-Unity)
diff --git a/ProtoBufDemo/Assets/Plugins.meta b/ProtoBufDemo/Assets/Plugins.meta
deleted file mode 100644
index f5b3124cc..000000000
--- a/ProtoBufDemo/Assets/Plugins.meta
+++ /dev/null
@@ -1,9 +0,0 @@
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-folderAsset: yes
-timeCreated: 1506344953
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diff --git a/ProtoBufDemo/Assets/Plugins/protobuf-net.dll b/ProtoBufDemo/Assets/Plugins/protobuf-net.dll
deleted file mode 100644
index 346f6f1a5..000000000
Binary files a/ProtoBufDemo/Assets/Plugins/protobuf-net.dll and /dev/null differ
diff --git a/ProtoBufDemo/Assets/Plugins/protobuf-net.dll.meta b/ProtoBufDemo/Assets/Plugins/protobuf-net.dll.meta
deleted file mode 100644
index da7edf301..000000000
--- a/ProtoBufDemo/Assets/Plugins/protobuf-net.dll.meta
+++ /dev/null
@@ -1,25 +0,0 @@
-fileFormatVersion: 2
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-licenseType: Pro
-PluginImporter:
- serializedVersion: 1
- iconMap: {}
- executionOrder: {}
- isPreloaded: 0
- isOverridable: 0
- platformData:
- Any:
- enabled: 1
- settings: {}
- Editor:
- enabled: 0
- settings:
- DefaultValueInitialized: true
- WindowsStoreApps:
- enabled: 0
- settings:
- CPU: AnyCPU
- userData:
- assetBundleName:
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diff --git a/ProtoBufDemo/Assets/Scene.meta b/ProtoBufDemo/Assets/Scene.meta
deleted file mode 100644
index ceeb4eb26..000000000
--- a/ProtoBufDemo/Assets/Scene.meta
+++ /dev/null
@@ -1,9 +0,0 @@
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diff --git a/ProtoBufDemo/Assets/Scene/main.unity b/ProtoBufDemo/Assets/Scene/main.unity
deleted file mode 100644
index 90236d37f..000000000
Binary files a/ProtoBufDemo/Assets/Scene/main.unity and /dev/null differ
diff --git a/ProtoBufDemo/Assets/Scene/main.unity.meta b/ProtoBufDemo/Assets/Scene/main.unity.meta
deleted file mode 100644
index e162373e2..000000000
--- a/ProtoBufDemo/Assets/Scene/main.unity.meta
+++ /dev/null
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diff --git a/ProtoBufDemo/Assets/Scripts.meta b/ProtoBufDemo/Assets/Scripts.meta
deleted file mode 100644
index cc57d626a..000000000
--- a/ProtoBufDemo/Assets/Scripts.meta
+++ /dev/null
@@ -1,9 +0,0 @@
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diff --git a/ProtoBufDemo/Assets/Scripts/NetEncode.cs b/ProtoBufDemo/Assets/Scripts/NetEncode.cs
deleted file mode 100644
index 45174acb2..000000000
--- a/ProtoBufDemo/Assets/Scripts/NetEncode.cs
+++ /dev/null
@@ -1,63 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.IO;
-using UnityEngine;
-
-///
-/// 编码和解码
-///
-public class NetEncode
-{
- ///
- /// 将数据编码 长度+内容
- ///
- ///
- ///
- public static byte[] Encode(byte[] data)
- {
- //整型占4个字节,所以声明一个+4的数组
- byte[] result = new byte[data.Length + 4];
- //使用流将编码二进制
- MemoryStream ms = new MemoryStream();
- BinaryWriter br = new BinaryWriter(ms);
- br.Write(data.Length);
- br.Write(data);
- //将流中的内容复制到数组中
- Buffer.BlockCopy(ms.ToArray(), 0, result, 0, (int)ms.Length);
- br.Close();
- ms.Close();
- return result;
- }
-
- ///
- /// 将数据解码
- ///
- ///
- ///
- public static byte[] Decode(ref List cahce)
- {
- //首先获取到长度,整型4字节,如果字节数不足4字节,舍弃
- if (cahce.Count < 4)
- {
- return null;
- }
- //读取数据
- MemoryStream ms = new MemoryStream(cahce.ToArray());
- BinaryReader br = new BinaryReader(ms);
- //先读取出包头的长度
- int len = br.ReadInt32();
- //根据长度,判断内容是否传递完毕
- if (len > ms.Length - ms.Position)
- {
- return null;
- }
- //获取数据
- byte[] result = br.ReadBytes(len);
- //清空消息池
- cahce.Clear();
- //将剩余没有处理的消息重新存入消息池中
- cahce.AddRange(br.ReadBytes((int)ms.Length - (int)ms.Position));
- return result;
- }
-}
diff --git a/ProtoBufDemo/Assets/Scripts/NetEncode.cs.meta b/ProtoBufDemo/Assets/Scripts/NetEncode.cs.meta
deleted file mode 100644
index 8f0c94805..000000000
--- a/ProtoBufDemo/Assets/Scripts/NetEncode.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
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diff --git a/ProtoBufDemo/Assets/Scripts/NetModel.cs b/ProtoBufDemo/Assets/Scripts/NetModel.cs
deleted file mode 100644
index 63cea833c..000000000
--- a/ProtoBufDemo/Assets/Scripts/NetModel.cs
+++ /dev/null
@@ -1,16 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using ProtoBuf;
-using UnityEngine;
-
-//添加特性,表示可以被ProtoBuf工具序列化
-[ProtoContract]
-public class NetModel
-{
-
- //添加特性,表示字段可以被序列化,1可以理解为下标
- [ProtoMember(1)] public int ID;
- [ProtoMember(2)] public string Commit;
- [ProtoMember(3)] public string Message;
-
-}
diff --git a/ProtoBufDemo/Assets/Scripts/NetModel.cs.meta b/ProtoBufDemo/Assets/Scripts/NetModel.cs.meta
deleted file mode 100644
index ce88a8094..000000000
--- a/ProtoBufDemo/Assets/Scripts/NetModel.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 762489d8bffa17c42b3962a25428fe09
-timeCreated: 1506345147
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs b/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs
deleted file mode 100644
index 4100b0e70..000000000
--- a/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs
+++ /dev/null
@@ -1,66 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.IO;
-using UnityEngine;
-
-public static class NetSerilizer
-{
-
- ///
- /// 将消息序列化为二进制数组
- ///
- ///
- ///
- public static byte[] Serialize(NetModel netModel)
- {
- try
- {
- //将二进制序列化到流中
- using (MemoryStream ms = new MemoryStream())
- {
- //使用ProtoBuf工具序列化方法
- ProtoBuf.Serializer.Serialize(ms, netModel);
- //保存序列化后的结果
- byte[] result = new byte[ms.Length];
- //将流的位置设置为0,起始点
- ms.Position = 0;
- //将流中的内容读取到二进制数组中
- ms.Read(result, 0, result.Length);
- return result;
- }
- }
- catch (Exception e)
- {
- Console.WriteLine(e);
- throw;
- }
- }
-
- ///
- /// 把收到的消息反序列化成对象
- ///
- ///
- ///
- public static NetModel DeSerialize(byte[] msg)
- {
- try
- {
- using (MemoryStream ms = new MemoryStream())
- {
- //将消息写入流中
- ms.Write(msg, 0, msg.Length);
- //将流的位置归零
- ms.Position = 0;
- //使用工具反序列化对象
- NetModel result = ProtoBuf.Serializer.Deserialize(ms);
- return result;
- }
- }
- catch (Exception e)
- {
- Console.WriteLine(e);
- throw;
- }
- }
-}
diff --git a/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs.meta b/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs.meta
deleted file mode 100644
index 1619b7002..000000000
--- a/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 79828248449911947a7221f046293a68
-timeCreated: 1506410169
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/ProtoBufDemo/Assets/Scripts/NetUserToken.cs b/ProtoBufDemo/Assets/Scripts/NetUserToken.cs
deleted file mode 100644
index 2b10a7eca..000000000
--- a/ProtoBufDemo/Assets/Scripts/NetUserToken.cs
+++ /dev/null
@@ -1,134 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Net.Sockets;
-using UnityEngine;
-
-
-///
-/// 模拟客户端操作
-///
-public class NetUserToken
-{
- ///
- /// 用于连接的socket
- ///
- private Socket socket;
- ///
- /// 数据缓冲区
- ///
- public byte[] byteBuff;
- ///
- /// 每次接受和发送的数据大小
- ///
- private readonly int size = 1024;
- ///
- /// 接收数据池
- ///
- private List receiveCache;
-
- private bool isReceiving;
- ///
- /// 发送数据池
- ///
- private Queue sendCache;
-
- private bool isSending;
- ///
- /// 接收到消息后的回调
- ///
- private Action receiveCallback;
-
-
- public NetUserToken()
- {
- byteBuff = new byte[size];
- receiveCache = new List();
- sendCache = new Queue();
- }
-
- ///
- /// 服务器接收客户端发送的消息
- ///
- ///
- public void Receive(byte[] data)
- {
- Debug.Log("接收数据");
- //将接收到的数据放入数据池中
- receiveCache.AddRange(data);
- //如果没在读数据
- if (!isReceiving)
- {
- isReceiving = true;
-
- }
- }
-
- ///
- /// 读取数据
- ///
- private void ReadData()
- {
- byte[] data = NetEncode.Decode(ref receiveCache);
-
- //如果数据读取成功
- if (null != data)
- {
- NetModel item = NetSerilizer.DeSerialize(data);
- Debug.Log(item.ID + "," + item.Commit + "," + item.Message);
- if (null != receiveCallback)
- {
- receiveCallback(item);
- }
- //尾递归,继续处理数据
- ReadData();
- }
- else
- {
- isReceiving = false;
- }
- }
-
- ///
- /// 服务器发送消息给客户端
- ///
- private void Send()
- {
- try
- {
- if (sendCache.Count == 0)
- {
- isSending = false;
- return;
- }
- byte[] data = sendCache.Dequeue();
- int count = data.Length / size;
- int len = size;
- for (int i = 0; i < count + 1; i++)
- {
- if (i == count)
- {
- len = data.Length - i * size;
- }
- socket.Send(data, i * size, len, SocketFlags.None);
- }
- Debug.Log("发送成功");
- Send();
- }
- catch (Exception e)
- {
- Console.WriteLine(e);
- throw;
- }
- }
-
- public void WriteSendData(byte[] data)
- {
- sendCache.Enqueue(data);
- if (!isSending)
- {
- isSending = true;
- Send();
- }
- }
-}
diff --git a/ProtoBufDemo/Assets/Scripts/NetUserToken.cs.meta b/ProtoBufDemo/Assets/Scripts/NetUserToken.cs.meta
deleted file mode 100644
index 55db8de10..000000000
--- a/ProtoBufDemo/Assets/Scripts/NetUserToken.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: b995499a673cf1549b15d951952dcd87
-timeCreated: 1506407847
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
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- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/ProtoBufDemo/Assets/Scripts/PBTest.cs b/ProtoBufDemo/Assets/Scripts/PBTest.cs
deleted file mode 100644
index 87dfd16ab..000000000
--- a/ProtoBufDemo/Assets/Scripts/PBTest.cs
+++ /dev/null
@@ -1,80 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.IO;
-using UnityEngine;
-
-public class PBTest : MonoBehaviour
-{
-
- // Use this for initialization
- void Start()
- {
-
- //创建对象
- NetModel item = new NetModel() { ID = 1, Commit = "马三", Message = "Unity" };
- //序列化对象
- byte[] temp = Serialize(item);
- Debug.Log("序列化数组长度:" + temp.Length);
- //反序列化为对象
- NetModel result = DeSerialize(temp);
- Debug.Log(result.ID + "," + result.Commit + "," + result.Message);
- }
-
- ///
- /// 将消息序列化为二进制数组
- ///
- ///
- ///
- private byte[] Serialize(NetModel netModel)
- {
- try
- {
- //将二进制序列化到流中
- using (MemoryStream ms = new MemoryStream())
- {
- //使用ProtoBuf工具序列化方法
- ProtoBuf.Serializer.Serialize(ms, netModel);
- //保存序列化后的结果
- byte[] result = new byte[ms.Length];
- //将流的位置设置为0,起始点
- ms.Position = 0;
- //将流中的内容读取到二进制数组中
- ms.Read(result, 0, result.Length);
- return result;
- }
- }
- catch (Exception e)
- {
- Console.WriteLine(e);
- throw;
- }
- }
-
- ///
- /// 把收到的消息反序列化成对象
- ///
- ///
- ///
- private NetModel DeSerialize(byte[] msg)
- {
- try
- {
- using (MemoryStream ms = new MemoryStream())
- {
- //将消息写入流中
- ms.Write(msg, 0, msg.Length);
- //将流的位置归零
- ms.Position = 0;
- //使用工具反序列化对象
- NetModel result = ProtoBuf.Serializer.Deserialize(ms);
- return result;
- }
- }
- catch (Exception e)
- {
- Console.WriteLine(e);
- throw;
- }
- }
-}
diff --git a/ProtoBufDemo/Assets/Scripts/PBTest.cs.meta b/ProtoBufDemo/Assets/Scripts/PBTest.cs.meta
deleted file mode 100644
index 4c69b5be2..000000000
--- a/ProtoBufDemo/Assets/Scripts/PBTest.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 26387e72821a6f84f90831bb9c2dbf3d
-timeCreated: 1506344997
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/ProtoBufDemo/ProjectSettings/AudioManager.asset b/ProtoBufDemo/ProjectSettings/AudioManager.asset
deleted file mode 100644
index ed53c41c5..000000000
Binary files a/ProtoBufDemo/ProjectSettings/AudioManager.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProjectSettings/ClusterInputManager.asset b/ProtoBufDemo/ProjectSettings/ClusterInputManager.asset
deleted file mode 100644
index 737873b28..000000000
Binary files a/ProtoBufDemo/ProjectSettings/ClusterInputManager.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProjectSettings/DynamicsManager.asset b/ProtoBufDemo/ProjectSettings/DynamicsManager.asset
deleted file mode 100644
index fb9143900..000000000
Binary files a/ProtoBufDemo/ProjectSettings/DynamicsManager.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProjectSettings/EditorBuildSettings.asset b/ProtoBufDemo/ProjectSettings/EditorBuildSettings.asset
deleted file mode 100644
index cb509c753..000000000
Binary files a/ProtoBufDemo/ProjectSettings/EditorBuildSettings.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProjectSettings/EditorSettings.asset b/ProtoBufDemo/ProjectSettings/EditorSettings.asset
deleted file mode 100644
index 17a0e5d09..000000000
Binary files a/ProtoBufDemo/ProjectSettings/EditorSettings.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProjectSettings/GraphicsSettings.asset b/ProtoBufDemo/ProjectSettings/GraphicsSettings.asset
deleted file mode 100644
index 5bbdb35fb..000000000
Binary files a/ProtoBufDemo/ProjectSettings/GraphicsSettings.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProjectSettings/InputManager.asset b/ProtoBufDemo/ProjectSettings/InputManager.asset
deleted file mode 100644
index 9c7064a5e..000000000
Binary files a/ProtoBufDemo/ProjectSettings/InputManager.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProjectSettings/NavMeshAreas.asset b/ProtoBufDemo/ProjectSettings/NavMeshAreas.asset
deleted file mode 100644
index fd9f06a66..000000000
Binary files a/ProtoBufDemo/ProjectSettings/NavMeshAreas.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProjectSettings/NetworkManager.asset b/ProtoBufDemo/ProjectSettings/NetworkManager.asset
deleted file mode 100644
index fe4422c5c..000000000
Binary files a/ProtoBufDemo/ProjectSettings/NetworkManager.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProjectSettings/Physics2DSettings.asset b/ProtoBufDemo/ProjectSettings/Physics2DSettings.asset
deleted file mode 100644
index 59764e6b3..000000000
Binary files a/ProtoBufDemo/ProjectSettings/Physics2DSettings.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProjectSettings/ProjectSettings.asset b/ProtoBufDemo/ProjectSettings/ProjectSettings.asset
deleted file mode 100644
index 6f1370e0a..000000000
Binary files a/ProtoBufDemo/ProjectSettings/ProjectSettings.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProjectSettings/ProjectVersion.txt b/ProtoBufDemo/ProjectSettings/ProjectVersion.txt
deleted file mode 100644
index 66e05aa78..000000000
--- a/ProtoBufDemo/ProjectSettings/ProjectVersion.txt
+++ /dev/null
@@ -1 +0,0 @@
-m_EditorVersion: 5.5.0f3
diff --git a/ProtoBufDemo/ProjectSettings/QualitySettings.asset b/ProtoBufDemo/ProjectSettings/QualitySettings.asset
deleted file mode 100644
index 3b545db6f..000000000
Binary files a/ProtoBufDemo/ProjectSettings/QualitySettings.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProjectSettings/TagManager.asset b/ProtoBufDemo/ProjectSettings/TagManager.asset
deleted file mode 100644
index e23e4e137..000000000
Binary files a/ProtoBufDemo/ProjectSettings/TagManager.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProjectSettings/TimeManager.asset b/ProtoBufDemo/ProjectSettings/TimeManager.asset
deleted file mode 100644
index 3327a2451..000000000
Binary files a/ProtoBufDemo/ProjectSettings/TimeManager.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProjectSettings/UnityConnectSettings.asset b/ProtoBufDemo/ProjectSettings/UnityConnectSettings.asset
deleted file mode 100644
index d6435dc3e..000000000
Binary files a/ProtoBufDemo/ProjectSettings/UnityConnectSettings.asset and /dev/null differ
diff --git a/ProtoBufDemo/ProtoBufDemo.csproj b/ProtoBufDemo/ProtoBufDemo.csproj
deleted file mode 100644
index f2d9e8029..000000000
--- a/ProtoBufDemo/ProtoBufDemo.csproj
+++ /dev/null
@@ -1,89 +0,0 @@
-
-
-
- Debug
- AnyCPU
- 10.0.20506
- 2.0
- {F6BED49E-1BF0-297F-B707-EB46032FA358}
- Library
- Assembly-CSharp
- 512
- {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
- .NETFramework
- v3.5
- Unity Subset v3.5
-
- Game:1
- StandaloneWindows:5
- 5.5.0f3
-
- 4
-
-
- pdbonly
- false
- Temp\UnityVS_bin\Debug\
- Temp\UnityVS_obj\Debug\
- prompt
- 4
- DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE
- false
-
-
- pdbonly
- false
- Temp\UnityVS_bin\Release\
- Temp\UnityVS_obj\Release\
- prompt
- 4
- TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE
- false
-
-
-
-
-
-
-
-
-
-
-
- Library\UnityAssemblies\UnityEngine.dll
-
-
- Library\UnityAssemblies\UnityEngine.UI.dll
-
-
- Library\UnityAssemblies\UnityEngine.Networking.dll
-
-
- Library\UnityAssemblies\UnityEngine.PlaymodeTestsRunner.dll
-
-
- Library\UnityAssemblies\UnityEngine.Analytics.dll
-
-
- Library\UnityAssemblies\UnityEngine.HoloLens.dll
-
-
- Library\UnityAssemblies\UnityEngine.VR.dll
-
-
- Library\UnityAssemblies\UnityEditor.dll
-
-
- Assets\Plugins\protobuf-net.dll
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/ProtoBufDemo/ProtoBufDemo.sln b/ProtoBufDemo/ProtoBufDemo.sln
deleted file mode 100644
index d4b557ac0..000000000
--- a/ProtoBufDemo/ProtoBufDemo.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 12.00
-# Visual Studio 2017
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ProtoBufDemo", "ProtoBufDemo.csproj", "{F6BED49E-1BF0-297F-B707-EB46032FA358}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Any CPU = Debug|Any CPU
- Release|Any CPU = Release|Any CPU
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {F6BED49E-1BF0-297F-B707-EB46032FA358}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
- {F6BED49E-1BF0-297F-B707-EB46032FA358}.Debug|Any CPU.Build.0 = Debug|Any CPU
- {F6BED49E-1BF0-297F-B707-EB46032FA358}.Release|Any CPU.ActiveCfg = Release|Any CPU
- {F6BED49E-1BF0-297F-B707-EB46032FA358}.Release|Any CPU.Build.0 = Release|Any CPU
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/ProtoBufDemo/README.md b/ProtoBufDemo/README.md
deleted file mode 100644
index f7486aa92..000000000
--- a/ProtoBufDemo/README.md
+++ /dev/null
@@ -1 +0,0 @@
-## ProtoBuf练习
diff --git a/README.md b/README.md
index 5d9287174..f02cbe38d 100644
--- a/README.md
+++ b/README.md
@@ -1,28 +1,24 @@
# Unity3D--Training
-【Unity杂货铺】unity大杂烩~
-本项目由[JetBranins](https://www.jetbrains.com/?from=Unity3DTraining)赞助相关开发工具
-
-
+【Unity杂货铺】unity大杂烩~
## 目录
->* [1.收集整理一些第三方库和插件](./3rdPlugins)
->* [2.月光跑酷3D版](https://github.com/XINCGer/3DMoonRunner)
->* [3.Android和iOS端的消息推送](./Notification)
+>* [1.收集整理一些第三方库和插件](https://github.com/XINCGer/Unity3DTraining/tree/master/3rdPlugins)
+>* [2.月光跑酷3D版](https://github.com/XINCGer/Unity3DTraining/tree/master/3DMoonRunner)
+>* [3.Android和iOS端的消息推送](https://github.com/XINCGer/Unity3DTraining/tree/master/Notification)
>* [4.网络与资源数据操作](https://github.com/XINCGer/Unity3DTraining/tree/master/NetWorkAndResources)
->* [5.unity开发项目整体把控规划与管理](./OverCallControl/)
->* [6.寻路相关](./Pathfinding)
+>* [5.unity开发项目整体把控规划与管理](https://github.com/XINCGer/Unity3DTraining/tree/master/OverCallControl/)
+>* [6.寻路相关](https://github.com/XINCGer/Unity3DTraining/tree/master/Pathfinding)
>* [7.太空大战](https://github.com/XINCGer/Unity3DTraining/tree/master/SpaceShooter)
>* [8.UGUI相关](https://github.com/XINCGer/Unity3DTraining/tree/master/UGUITraining)
->* [9.AR小DEMO](https://github.com/XINCGer/Unity3DTraining/tree/master/ARTraining)
>* [10.游戏中的物理研究](https://github.com/XINCGer/Unity3DTraining/tree/master/PhysicsStudy)
>* [11.一些文档](https://github.com/XINCGer/Unity3DTraining/tree/master/Doc)
>* [12.一些小测试](https://github.com/XINCGer/Unity3DTraining/tree/master/SomeTest)
>* [13.DoTween插件练习](https://github.com/XINCGer/Unity3DTraining/tree/master/DoTweenTraining)
->* [14.引擎研究](./Engine)
+>* [14.引擎研究](https://github.com/XINCGer/Unity3DTraining/tree/master/Engine)
>* [15.贝塞尔曲线研究](https://github.com/XINCGer/Unity3DTraining/tree/master/BezierTest)
>* [16.激情飞车](https://github.com/XINCGer/FURIOUS_MOTORSPORT)
>* [17.仿写《我的世界》](https://github.com/XINCGer/Unity3DTraining/tree/master/Minecraft)
>* [18.Unity编辑器拓展](https://github.com/XINCGer/Unity3DTraining/tree/master/UnityEditorExtension)
->* [19.ESC实体组件系统](./ECS)
+>* [19.ESC实体组件系统](https://github.com/XINCGer/Unity3DTraining/tree/master/ECS)
>* [20.单元测试的艺术](https://github.com/XINCGer/Unity3DTraining/tree/master/Unit4Unity)
>* [21.Effective C# U3D高效C#技法训练](https://github.com/XINCGer/Unity3DTraining/tree/master/Effective%20C%23)
>* [22.I18N 国际化(本地化)](https://github.com/XINCGer/Unity3DTraining/tree/master/I18N_Localization)
@@ -33,34 +29,33 @@
>* [27.工具类](https://github.com/XINCGer/Unity3DTraining/tree/master/ToolKits)
>* [28.性能优化相关](https://github.com/XINCGer/Unity3DTraining/tree/master/PerformanceOptimization)
>* [29.自研客户端架构](https://github.com/XINCGer/ColaFrameWork)
->* [30.【外链】Unity3d客户端与C#分布式服务端游戏框架](https://github.com/egametang/Egametang)
->* [31.ProtoBuf练习](./ProtoBufDemo)
->* [32.相机管理](./AboutCamera)
->* [33.学习OpenGL与计算机图形学](https://github.com/XINCGer/Unity3DTraining/tree/master/LearningOpenGL)
->* [34.仿写FC上的马戏团](./CircusGameOnFC)
->* [35.热更新与AssetBundle专题](./HotUpdate)
->* [36.马三毕设-天天萌泡泡](https://github.com/XINCGer/BubbleShooter)
->* [37.转表工具](https://github.com/XINCGer/Unity3DTraining/tree/master/XlsxTools)
->* [38.仿写FC上的吃豆人](./PacMan)
->* [39.Unity手游自动化测试探索](./AutomationTesting)
->* [40.新手引导功能](./GuideSystem)
->* [41.TypeScript资料收集](./TypeScript)
->* [42.Macanim动画系统](./MacanimSystem)
->* [43.动力学骨骼研究(仿王者荣耀头发、衣物飘动效果)](./DynamicBones)
->* [44.技能系统相关知识收集 ](./AboutSkill)
->* [45.开源游戏收集整理](./OpenSourceGame)
->* [46.剧情动画与Timeline研究](./CutsceneTimeline)
->* [47.2D原生平台游戏](./2DPlatformer)
->* [48.Lua的相关知识点和总结记录](./lua)
->* [49.游戏人工智能](./AI)
->* [50.设备输入](/InputAndTouch)
->* [51.持续集成CI(Continuous Integration)](./CI)
->* [52.电商与后端开发等相关的不错的资料](./ServerDevlop)
->* [53.游戏加密与破解研究](./Crack)
->* [54.xasset 公开文档收集和整理](./xasset_doc)
->* [55.C++ 实用仓库](./CPlusPlus)
->* [56.Python在游戏中的实用库](./PythonInGame)
->* [57.求职工作培训与养生等](./AboutJob)
+>* [30.相机管理](https://github.com/XINCGer/Unity3DTraining/tree/master/AboutCamera)
+>* [31.学习OpenGL与计算机图形学](https://github.com/XINCGer/Unity3DTraining/tree/master/LearningOpenGL)
+>* [32.热更新与AssetBundle专题](https://github.com/XINCGer/Unity3DTraining/tree/master/HotUpdate)
+>* [33.天天萌泡泡](https://github.com/XINCGer/BubbleShooter)
+>* [34.转表工具](https://github.com/XINCGer/Unity3DTraining/tree/master/XlsxTools)
+>* [35.Unity手游自动化测试探索](https://github.com/XINCGer/Unity3DTraining/tree/master/AutomationTesting)
+>* [36.新手引导功能](https://github.com/XINCGer/Unity3DTraining/tree/master/GuideSystem)
+>* [37.TypeScript资料收集](https://github.com/XINCGer/Unity3DTraining/tree/master/TypeScript)
+>* [38.Macanim动画系统](https://github.com/XINCGer/Unity3DTraining/tree/master/MacanimSystem)
+>* [39.动力学骨骼研究(仿王者荣耀头发、衣物飘动效果)](https://github.com/XINCGer/Unity3DTraining/tree/master/DynamicBones)
+>* [40.技能系统相关知识收集 ](https://github.com/XINCGer/Unity3DTraining/tree/master/AboutSkill)
+>* [41.开源游戏收集整理](https://github.com/XINCGer/Unity3DTraining/tree/master/OpenSourceGame)
+>* [42.剧情动画与Timeline研究](https://github.com/XINCGer/Unity3DTraining/tree/master/CutsceneTimeline)
+>* [43.2D原生平台游戏](https://github.com/XINCGer/Unity3DTraining/tree/master/2DPlatformer)
+>* [44.Lua的相关知识点和总结记录](https://github.com/XINCGer/Unity3DTraining/tree/master/lua)
+>* [45.AI相关](https://github.com/XINCGer/Unity3DTraining/tree/master/AI)
+>* [46.设备输入](https://github.com/XINCGer/Unity3DTraining/tree/master/InputAndTouch)
+>* [47.持续集成CI(Continuous Integration)](https://github.com/XINCGer/Unity3DTraining/tree/master/CI)
+>* [48.电商与后端开发等相关的不错的资料](https://github.com/XINCGer/Unity3DTraining/tree/master/ServerDevlop)
+>* [49.游戏加密与破解研究](https://github.com/XINCGer/Unity3DTraining/tree/master/Crack)
+>* [50.xasset 公开文档收集和整理](https://github.com/XINCGer/Unity3DTraining/tree/master/xasset_doc)
+>* [51.C++ 实用仓库](https://github.com/XINCGer/Unity3DTraining/tree/master/CPlusPlus)
+>* [52.Python在游戏中的实用库](https://github.com/XINCGer/Unity3DTraining/tree/master/PythonInGame)
+>* [53.求职工作培训与养生等](https://github.com/XINCGer/Unity3DTraining/tree/master/AboutJob)
+
+本项目已加入 HelloGitHub 徽章计划
+
## 友情链接
* [xasset 快速强大的Unity资源系统](https://github.com/xasset/xasset)
@@ -70,4 +65,5 @@
* [狂飙的博客](https://networm.me/)
* [烟雨迷离半世殇](https://www.lfzxb.top/)
* [北冥有鱼其名为鲲的博客](https://www.cnblogs.com/xin-lover/)
-* [ZeaLotSean的博客](https://asuka4every.top/)
+* [ZeaLotSean的博客](https://asuka4every.top/)
+* [Awesome-Game-Analysis](https://github.com/OTFCG/Awesome-Game-Analysis)
diff --git a/SDK/README.md b/SDK/README.md
index 5f0f9a84c..927711028 100644
--- a/SDK/README.md
+++ b/SDK/README.md
@@ -32,7 +32,9 @@
* [Unity3D与iOS的交互](https://www.jianshu.com/p/1ab65bee6692)
* [在unity中使用ijkplayer解析4k/hls/rtsp/rtmp](https://www.gero.pub/2017/10/26/how-to-use-ijkplayer-in-unity/)
* [xCrash](https://github.com/iqiyi/xCrash)
-* [Play Asset Delivery](https://docs.unity3d.com/Manual/play-asset-delivery.html#generated-asset-packs)
+* [Play Asset Delivery](https://docs.unity3d.com/Manual/play-asset-delivery.html#generated-asset-packs)
+* [Android生成jks](https://blog.51cto.com/u_16175430/6815131)
+* [app备案-证书公钥和md5](https://zhuanlan.zhihu.com/p/654397278)
### 库的跨平台编译
* [C、C++打包成.dll .so .a 给Unity使用](https://my.oschina.net/u/4391471/blog/3298047)
diff --git a/ServerDevlop/README.md b/ServerDevlop/README.md
index 6b9f14761..d20240ce9 100644
--- a/ServerDevlop/README.md
+++ b/ServerDevlop/README.md
@@ -47,10 +47,22 @@
>* [skynet 管理后台](https://github.com/hanxi/skynet-admin)
>* [一个基于lua的分布式游戏服务器引擎框架](https://github.com/xiyoo0812/quanta)
>* [基于c++ & lua 实现的分布式游戏服务器框架](https://github.com/hero1s/hive)
+>* [C++高性能分布式服务器框架](https://github.com/sylar-yin/sylar)
+>* [A cross-platform,lightweight,scalable game server framework written in C++, and support Lua Script](https://github.com/hero1s/hive)
+>* [MMO game server: Unity includes a 10,000 Player scene](https://github.com/surparallel/luacluster)
+>* [FireNET-Deprecated master server for creating MMO games based on CRYENGINE](https://github.com/afrostalin/FireNET)
+>* [Fully-functional open-source server implementation for Diablo 3](https://github.com/blizzless/blizzless-diiis)
+>* [azerothcore-wotlk - Complete Open Source and Modular solution for MMO](https://github.com/azerothcore/azerothcore-wotlk)
+>* [breeze - 一个C++的轻量级的分布式服务器引擎, 架构思想为一切皆service](https://github.com/zsummer/breeze)
+>* [luacluster - MMO game server: Unity includes a 10,000 Player scene](https://github.com/surparallel/luacluster)
+>* [TrinityCore](https://github.com/TrinityCore/TrinityCore)
+>* [due-基于Go语言开发的高性能分布式游戏服务器框架](https://github.com/dobyte/due)
+>* [Fantasy - 零反射、高性能的 C# 游戏服务器框架,专为大型多人在线游戏打造](https://github.com/qq362946/Fantasy)
#### Redis
>* [一文回顾Redis五大对象(数据类型)](https://www.cnblogs.com/hunternet/p/12742390.html)
>* [带有详细注释的 Redis 3.0 代码(annotated Redis 3.0 source code)](https://github.com/huangz1990/redis-3.0-annotated)
+>* [NewLife.Redis](https://github.com/NewLifeX/NewLife.Redis)
#### Node.js
>* [通过Nginx的auth_request以及ExpressJS构建权限验证系统](https://segmentfault.com/a/1190000005933091)
@@ -77,6 +89,9 @@
>* [A fast reverse proxy to help you expose a local server behind a NAT or firewall to the internet](https://github.com/fatedier/frp)
>* [Nginx 文件服务器页面美化,按时间倒叙](https://www.jianshu.com/p/220776cb72df)
>* [nginx之日志路径配置小知识点](https://www.cnblogs.com/ybinshi/p/15701408.html)
+>* [nginx-1.19.10 源码阅读,分析关键组件与核心运转流程, 并使用图例进行描述](https://github.com/SmartKeyerror/reading-source-code-of-nginx-1.19.10)
+>* [hfs](https://github.com/rejetto/hfs)
+>* [hfs2](https://github.com/rejetto/hfs2)
#### Web开发
>* [单点登录的三种实现方式](https://www.cnblogs.com/yonghengzh/p/13712729.html)
@@ -121,7 +136,22 @@
>* [A Progressive Web App for local file sharing](https://github.com/RobinLinus/snapdrop)
>* [Vue3+Vite2.6+TypeScript+ant-design-vue+egg.js+mysql构建,提供基础的框架,快速搭建企业级中后台产品,响应式管理后台系统](https://github.com/hangjob/vue-bag-admin)
>* [AI-Powered Photos App for the Decentralized Web 🌈💎✨](https://github.com/photoprism/photoprism)
->
+>* [后台admin前端模板,基于 layui 编写的最简洁、易用的后台框架模板](https://github.com/zhongshaofa/layuimini)
+>* [开源运维平台:面向中小型企业设计的轻量级无Agent的自动化运维平台](https://github.com/openspug/spug)
+>* [WatchDog is a Realtime Message, Event, HTTP (Request & Response) and Exception logger and viewer for ASP.Net Core Web Apps and APIs.](https://github.com/IzyPro/WatchDog)
+>* [higress-Next-generation Cloud Native Gateway](https://github.com/alibaba/higress)
+>* [一个.NET Core监控系统CPU内存等信息的工具](https://github.com/whuanle/CZGL.SystemInfo)
+>* [快速高效搭建可视化拖拽平台](https://github.com/H5-Dooring/dooringx)
+>* [envoy-Cloud-native high-performance edge/middle/service proxy](https://github.com/envoyproxy/envoy)
+>* [authelia-The Single Sign-On Multi-Factor portal for web apps](https://github.com/authelia/authelia)
+>* [vue-office](https://github.com/501351981/vue-office)
+>* [netdata-Real-time performance monitoring](https://github.com/netdata/netdata)
+>* [ffmpeg-commander - 🛠️ FFmpeg Command Generator Web UI](https://github.com/alfg/ffmpeg-commander)
+>* [pyroscope](https://github.com/grafana/pyroscope?tab=readme-ov-file)
+>* [FileCodeBox](https://github.com/vastsa/FileCodeBox)
+>* [lynx - Empower the Web community and invite more to build across platforms](https://github.com/lynx-family/lynx?tab=readme-ov-file#About-Lynx)
+>* [MoveCar - 挪车通知系统](https://github.com/lesnolie/movecar)
+
#### Linux
>* [Linux的打包和压缩详解](https://www.cnblogs.com/TheGCC/p/14228439.html)
@@ -133,6 +163,8 @@
>* [SRS是一个简单、高效、实时的视频服务器,支持RTMP、WebRTC、HLS、HTTP-FLV和SRT](https://github.com/ossrs/srs)
>* [RtspClientSharp](https://github.com/BogdanovKirill/RtspClientSharp)
>* [一个基于hls协议的视频加密Demo](https://github.com/hauk0101/video-hls-encrypt)
+>* [Ant-Media-Server](https://github.com/ant-media/Ant-Media-Server)
+>* [ZLMediaKit 一个基于C++11的高性能运营级流媒体服务框架](https://github.com/ZLMediaKit/ZLMediaKit)
#### 应用分发
>* [ipa-server](https://github.com/iineva/ipa-server/blob/main/README_zh.md)
@@ -152,6 +184,9 @@
#### 内网穿透
>* [FastTunnel - 打造人人都能搭建的内网穿透工具](https://www.cnblogs.com/springhgui/p/15005329.html)
+>* [一款体积小, 快速, 稳定, 高效, 轻量的内网穿透, 端口转发工具 支持多连接,级联代理,传输加密](https://github.com/editso/fuso)
+>* [nps-一款轻量级、高性能、功能强大的内网穿透代理服务器](https://github.com/ehang-io/nps)
+>* [natpass-🔥居家办公,远程开发神器](https://github.com/lwch/natpass)
#### CDN与网盘
>* [自制网盘](https://mp.weixin.qq.com/s/7QOlqykLyzGKvE4gQDG0Xg)
@@ -160,6 +195,8 @@
>* [📂 Web File Browser](https://github.com/filebrowser/filebrowser)
>* [Cyberduck](https://github.com/iterate-ch/cyberduck)
>* [file-chunk是一款针对大文件,超大文件上传的全方位解决方案](https://github.com/yangrds/file-chunk)
+>* [Curve 是网易主导自研的现代化存储系统](https://github.com/opencurve/curve/)
+>* [ceph-分布式对象、块和文件存储平台](https://github.com/ceph/ceph)
#### Samba
>* [Mac连接远程Linux管理文件(samba)](https://www.jianshu.com/p/fe7fd0286c4e)
@@ -179,6 +216,25 @@
#### Git
>* [Self-hosted Git Server with Built-in CI/CD](https://github.com/theonedev/onedev)
+>* [在群晖使用Docker安装Gitlab中文版教程](https://wp.gxnas.com/12901.html)
+>* [Nas码农篇:群晖Docker安装Gitlab](https://zhuanlan.zhihu.com/p/109834567)
+>* [使用docker方式安装的gitlab配置ssh](https://blog.csdn.net/xiang1009/article/details/124429180)
+>* [在极狐Gitlab中使用lfs](https://forum.gitlab.cn/t/topic/1292)
+>* [修改Docker部署gitlab的外部访问地址和端口](https://blog.csdn.net/lanwilliam/article/details/125866850)
#### ssh
>* [TinySSH is small server ](https://github.com/janmojzis/tinyssh)
+
+#### 分布式
+>* [《分布式系统模式》中文版](https://github.com/dreamhead/patterns-of-distributed-systems)
+
+#### 数据库
+>* [ravendb - ACID Document Database](https://github.com/ravendb/ravendb)
+>* [ByConity - ByConity is an open source cloud-native data warehouse](https://github.com/ByConity/ByConity)
+>* [miniob - one mini database, helping developers to learn how database works](https://github.com/oceanbase/miniob)
+>* [SpacetimeDB - Multiplayer at the speed of light](https://github.com/clockworklabs/SpacetimeDB)
+>* [rethinkdb - The open-source database for the realtime web](https://github.com/rethinkdb/rethinkdb)
+>* [sqlc - Generate type-safe code from SQL](https://github.com/sqlc-dev/sqlc)
+
+#### 图床
+>* [PixelPunk - 赛博图床 - 一款酷炫的现代化图床、结合AI实现智能标签、审核、使用方便智能、且持续免费更新](https://github.com/CooperJiang/PixelPunk)
diff --git a/UGUITraining/README.md b/UGUITraining/README.md
index 1d3fce003..9b2733481 100644
--- a/UGUITraining/README.md
+++ b/UGUITraining/README.md
@@ -45,3 +45,11 @@
>* [[UGUI性能优化]精灵图集(Sprite Atlas)保姆式教程](https://zhuanlan.zhihu.com/p/456101373)
>* [Unity UI Playables](https://github.com/Haruma-K/UnityUIPlayables)
>* [UnityUICulling](https://github.com/pschraut/UnityUICulling)
+>* [Beautiful text outline for Unity UI](https://github.com/n-yoda/unity-vertex-effects)
+>* [北京UUG-UIToolkit下一代UI系统](https://developer.unity.cn/projects/63271bfbedbc2a001e6a3920)
+>* [UniJoystick](https://github.com/Bian-Sh/UniJoystick)
+>* [基于UGUI的栈式导航框架,仿自Flutter路由API](https://github.com/Eashiong/StackUI)
+>* [A smart solution for Safe Area in Unity](https://github.com/su10/AutoScreen-for-Unity2021)
+>* [Unity Screen Navigator](https://github.com/Haruma-K/UnityScreenNavigator)
+>* [UChart - data chart / data graph for untiy](https://github.com/spr1ngd/UChart)
+>* [unity-bridge-ui-framework](https://github.com/zouhunter/unity-bridge-ui-framework)
diff --git a/UnityEditorExtension/README.md b/UnityEditorExtension/README.md
index eeb59d136..e1bb73ccc 100644
--- a/UnityEditorExtension/README.md
+++ b/UnityEditorExtension/README.md
@@ -110,9 +110,11 @@
>* [AssetStudio工程导入VS各种报错解决](https://blog.csdn.net/u011779938/article/details/115298633)
>* [Unity代码设置ios的App Icon](https://zhuanlan.zhihu.com/p/436805895)
>* [ui-toolkit-manual-code-examples](https://github.com/Unity-Technologies/ui-toolkit-manual-code-examples)
+>* [ProjectWindowDetails](https://github.com/innogames/ProjectWindowDetails)
### MaxScript 3DSMAX插件开发
* [MaxScript 3DSMAX插件开发](./MaxScript)
+* [MeshSyncDCCPlugins](https://github.com/Unity-Technologies/MeshSyncDCCPlugins)
### Maya插件开发
* [Python 编写Maya插件,从0到1(一)](https://zhuanlan.zhihu.com/p/79546139)
diff --git a/lua/README.md b/lua/README.md
index 0f61941f1..7bfbd3e3c 100644
--- a/lua/README.md
+++ b/lua/README.md
@@ -41,11 +41,13 @@
>* [39.xlua注入源码解读](https://www.igiven.com/unity-2019-09-03-xlua-inject/)
>* [40.Languages that compile to Lua](https://github.com/hengestone/lua-languages)
>* [41.[源码]Lua垃圾回收详解](https://mp.weixin.qq.com/s/kwka9ANBp87FNzGboHyQCg)
+>* [42.LRU cache in Lua](https://github.com/starius/lua-lru)
### lua书籍
>* [《Lua设计与实现》随书源代码](https://github.com/lichuang/Lua-Source-Internal)
>* [Lua 5.1.4版本代码注释](https://github.com/lichuang/Lua-5.1.4-codedump)
>* [自己动手实现Lua:虚拟机、编译器和标准库](https://github.com/zxh0/luago-book)
+>* [构建Lua解释器:虚拟机的基础](https://mp.weixin.qq.com/s/Ya9nQRBPLPkeaO2vpIg7-w)
### lua加密与破解
* [链接](./LuaEncrypt)
@@ -53,3 +55,9 @@
### Lua热更新
* [lua_hotupdate](https://github.com/asqbtcupid/lua_hotupdate)
* [LuaRuntimeHotfix](https://github.com/756915370/LuaRuntimeHotfix)
+
+### Lua性能优化工具
+* [Lua 性能分析工具 Lua profiler tool like gperftools](https://github.com/esrrhs/pLua)
+
+### Lua JIT
+* [LuaJIT-5.3.6 多线程 垃圾回收](https://github.com/Yu2erer/LuaJIT-5.3.6)
diff --git a/xasset_doc/README.md b/xasset_doc/README.md
index 5629d730c..979e0fed1 100644
--- a/xasset_doc/README.md
+++ b/xasset_doc/README.md
@@ -1,11 +1,7 @@
## xasset的文档收集和整理
-* [xasset 官方文档](https://www.xasset.pro/)
+* [xasset 官方文档](https://xasset.cc/)
* [xasset-6.1:如何让Unity项目生产力放飞?](https://zhuanlan.zhihu.com/p/364058188)
* [XASSET-6.1 入门指南](https://zhuanlan.zhihu.com/p/369974901)
-* [【狐狸菌】XAsset6.0入门](https://fungusfox.gitee.io/p/xasset6.0%E5%85%A5%E9%97%A8/)
-* [【狐狸菌】XAsset6.1.1解析](https://fungusfox.gitee.io/p/xasset6.1.1%E8%A7%A3%E6%9E%90/)
-* [【狐狸菌】XAsset6.1.2运行范例](https://fungusfox.gitee.io/p/xasset6.1.2%E8%BF%90%E8%A1%8C%E8%8C%83%E4%BE%8B/)
-* [【狐狸菌】ET融合XAsset](https://fungusfox.gitee.io/p/et%E8%9E%8D%E5%90%88xasset/)
* [xasset 7.0入门指南](https://www.lfzxb.top/xasset-7-study/)
* [Unity资源层的封装之接入xasset pro](https://zhuanlan.zhihu.com/p/461415252)