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) diff --git a/ARTraining/ChuYinAR/Assembly-CSharp-Editor.csproj b/ARTraining/ChuYinAR/Assembly-CSharp-Editor.csproj deleted file mode 100644 index 2c957208c..000000000 --- a/ARTraining/ChuYinAR/Assembly-CSharp-Editor.csproj +++ /dev/null @@ -1,148 +0,0 @@ - - - - Debug - AnyCPU - 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- - C:/Program Files/Unity/Editor/Data/PlaybackEngines/windowsstandalonesupport/UnityEditor.WindowsStandalone.Extensions.dll - - - C:/Program Files/Unity/Editor/Data/PlaybackEngines/macstandalonesupport/UnityEditor.OSXStandalone.Extensions.dll - - - C:/Program Files/Unity/Editor/Data/Managed/Mono.Cecil.dll - - - C:/Program Files/Unity/Editor/Data/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll - - - - - - diff --git a/ARTraining/ChuYinAR/Assets/ARDemo.unity b/ARTraining/ChuYinAR/Assets/ARDemo.unity deleted file mode 100644 index 2aa814515..000000000 Binary files a/ARTraining/ChuYinAR/Assets/ARDemo.unity and /dev/null differ 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 Binary files a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin2_scaled.jpg and /dev/null differ 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 Binary files a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3.png and /dev/null differ 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 Binary files a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3_scaled.jpg and /dev/null differ 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 Binary files a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin4_scaled.jpg and /dev/null differ 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. - - - - - Editor for ImageTargetBehaviours - - - - - Configure the Image Target in this custom editor. - - - - - Initializes the VuMark Target when vmb is drag-dropped into the scene. - - - - - Lets the user choose a VuMark-Template from a drop down list. - - - - - Editor for the WebCamBehaviour - - - - - Configure the Camera in this custom editor. - - - - - Executed when the ARCamera is instantiated in the scene - - - - - Draws the inspector for web cam selection and configuration - - - - - Editor for WordBehaviours - - - - - Test if more than one word-target are set to template mode or if more than one word-target have the same specific word assigned. - If duplicate word-targets are found, a warning will be displayed to the developer. - - true if duplicate word-targets have been found - - - - Configure the Word in this custom editor. - - - - - Initializes the Word when it is drag-dropped into the scene - - - - - Draws the inspector for Word prefab - - - - - Creates a text-mesh and a rectangular mesh. 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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 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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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a/ARTraining/ChuYinAR/ProjectSettings/Physics2DSettings.asset b/ARTraining/ChuYinAR/ProjectSettings/Physics2DSettings.asset deleted file mode 100644 index cf3a1bf98..000000000 Binary files a/ARTraining/ChuYinAR/ProjectSettings/Physics2DSettings.asset and /dev/null differ diff --git a/ARTraining/ChuYinAR/ProjectSettings/ProjectSettings.asset b/ARTraining/ChuYinAR/ProjectSettings/ProjectSettings.asset deleted file mode 100644 index 3513ded9c..000000000 Binary files a/ARTraining/ChuYinAR/ProjectSettings/ProjectSettings.asset and /dev/null differ 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 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index f18061409..000000000 --- a/ARTraining/ChuYinAR/READEME.md +++ /dev/null @@ -1,2 +0,0 @@ -##初音未来AR小DEMO -![](https://github.com/XINCGer/Unity3DTraining/blob/master/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3_scaled.jpg) 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 deleted file mode 100644 index 9a908f3ef..000000000 --- a/CircusGameOnFC/Assets/Resources.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: bb0806db892c1ed4eb98e6c5123d686e -folderAsset: 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"b/CircusGameOnFC/Assets/Resources/Textures/\351\251\254\346\210\217\345\233\242\350\203\214\346\231\2572.png" deleted file mode 100644 index 28af7edad..000000000 Binary files "a/CircusGameOnFC/Assets/Resources/Textures/\351\251\254\346\210\217\345\233\242\350\203\214\346\231\2572.png" and /dev/null differ diff --git "a/CircusGameOnFC/Assets/Resources/Textures/\351\251\254\346\210\217\345\233\242\350\203\214\346\231\2572.png.meta" "b/CircusGameOnFC/Assets/Resources/Textures/\351\251\254\346\210\217\345\233\242\350\203\214\346\231\2572.png.meta" deleted file mode 100644 index 5cd984574..000000000 --- "a/CircusGameOnFC/Assets/Resources/Textures/\351\251\254\346\210\217\345\233\242\350\203\214\346\231\2572.png.meta" +++ /dev/null @@ -1,90 +0,0 @@ -fileFormatVersion: 2 -guid: 693eca64f78116f449a95d632d757531 -timeCreated: 1507512744 -licenseType: Pro -TextureImporter: - fileIDToRecycleName: {} - serializedVersion: 4 - mipmaps: - mipMapMode: 0 - enableMipMap: 0 - sRGBTexture: 1 - 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maxTextureSize: 2048 - textureFormat: -1 - textureCompression: 1 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - - buildTarget: Standalone - maxTextureSize: 2048 - textureFormat: -1 - textureCompression: 1 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - - buildTarget: Android - maxTextureSize: 2048 - textureFormat: -1 - textureCompression: 1 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - spriteSheet: - serializedVersion: 2 - sprites: [] - outline: [] - physicsShape: [] - spritePackingTag: - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Scenes.meta b/CircusGameOnFC/Assets/Scenes.meta deleted file mode 100644 index 70f96c779..000000000 --- a/CircusGameOnFC/Assets/Scenes.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 165c4db0025516449882d26a628767e4 -folderAsset: yes -timeCreated: 1508074334 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-folderAsset: yes -timeCreated: 1508074339 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: 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); - } - } -} diff --git a/CircusGameOnFC/Assets/Scripts/AudioManager.cs.meta b/CircusGameOnFC/Assets/Scripts/AudioManager.cs.meta deleted file mode 100644 index 96eb0d725..000000000 --- a/CircusGameOnFC/Assets/Scripts/AudioManager.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: e839f20327ac7f04f84371b424f5fa4a -timeCreated: 1508338269 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: 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, -} diff --git a/CircusGameOnFC/Assets/Scripts/BgController.cs.meta b/CircusGameOnFC/Assets/Scripts/BgController.cs.meta deleted file mode 100644 index 2e5697554..000000000 --- a/CircusGameOnFC/Assets/Scripts/BgController.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 020304cd42878884fa0e1ca207f45fb9 -timeCreated: 1508165947 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: 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 -![](./Previews/preview1.png) -![](./Previews/preview2.png) -![](./Previews/preview3.png) -![](./Previews/preview4.png) 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 deleted file mode 100644 index 94f3e63c1..000000000 --- a/PacMan/Assets/Resources.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 34962d8976381d242bf480e8448f5cb9 -folderAsset: yes -timeCreated: 1515335760 -licenseType: Pro 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spriteSheet: - serializedVersion: 2 - sprites: [] - outline: [] - spritePackingTag: - userData: - assetBundleName: - assetBundleVariant: diff --git a/PacMan/Assets/Scenes.meta b/PacMan/Assets/Scenes.meta deleted file mode 100644 index ebaba87df..000000000 --- a/PacMan/Assets/Scenes.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 3e34ef233b1d02a499a2294e0597bdc9 -folderAsset: yes -timeCreated: 1515335752 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/PacMan/Assets/Scenes/Game.unity b/PacMan/Assets/Scenes/Game.unity deleted file mode 100644 index ccfd99868..000000000 Binary files a/PacMan/Assets/Scenes/Game.unity and /dev/null differ diff --git a/PacMan/Assets/Scenes/Game.unity.meta b/PacMan/Assets/Scenes/Game.unity.meta deleted file mode 100644 index a8c7014ff..000000000 --- a/PacMan/Assets/Scenes/Game.unity.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f821928ce35f70c4d9974d43512c94da -timeCreated: 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differ diff --git a/PacMan/ProjectSettings/NetworkManager.asset b/PacMan/ProjectSettings/NetworkManager.asset deleted file mode 100644 index fe4422c5c..000000000 Binary files a/PacMan/ProjectSettings/NetworkManager.asset and /dev/null differ diff --git a/PacMan/ProjectSettings/Physics2DSettings.asset b/PacMan/ProjectSettings/Physics2DSettings.asset deleted file mode 100644 index 59764e6b3..000000000 Binary files a/PacMan/ProjectSettings/Physics2DSettings.asset and /dev/null differ diff --git a/PacMan/ProjectSettings/ProjectSettings.asset b/PacMan/ProjectSettings/ProjectSettings.asset deleted file mode 100644 index 802ca1390..000000000 Binary files a/PacMan/ProjectSettings/ProjectSettings.asset and /dev/null differ diff --git a/PacMan/ProjectSettings/ProjectVersion.txt b/PacMan/ProjectSettings/ProjectVersion.txt deleted file mode 100644 index e6cd1f978..000000000 --- a/PacMan/ProjectSettings/ProjectVersion.txt +++ /dev/null @@ -1 +0,0 @@ -m_EditorVersion: 2017.3.0f3 diff --git a/PacMan/ProjectSettings/QualitySettings.asset b/PacMan/ProjectSettings/QualitySettings.asset deleted file mode 100644 index 3b545db6f..000000000 Binary files a/PacMan/ProjectSettings/QualitySettings.asset and /dev/null differ 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) +>* 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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) +>* 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[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 @@ -fileFormatVersion: 2 -guid: 002b150fe98aca34b8af3982478f1a4a -folderAsset: yes -timeCreated: 1506344953 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: 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 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assetBundleVariant: 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 -guid: 5c78246a1bf1bac4e9c847efd03427a6 -timeCreated: 1506396623 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: 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 - defaultReferences: [] - executionOrder: 0 - 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 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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 +Featured|HelloGitHub ## 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)