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@@ -56,7 +56,7 @@ MonoBehaviour:
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BIN
Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Joint.prefab
LFS
Normal file
BIN
Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Joint.prefab
LFS
Normal file
Binary file not shown.
BIN
Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Left Hand Tracking.prefab
LFS
Normal file
BIN
Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Left Hand Tracking.prefab
LFS
Normal file
Binary file not shown.
BIN
Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Right Hand Tracking.prefab
LFS
Normal file
BIN
Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/Right Hand Tracking.prefab
LFS
Normal file
Binary file not shown.
BIN
Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/VelocityPrefab.prefab
LFS
Normal file
BIN
Assets/Samples/XR Hands/1.8.0/HandVisualizer/Prefabs/VelocityPrefab.prefab
LFS
Normal file
Binary file not shown.
@@ -1,3 +1,4 @@
|
|||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine.Serialization;
|
using UnityEngine.Serialization;
|
||||||
|
|
||||||
@@ -114,9 +115,18 @@ public VelocityType velocityType
|
|||||||
}
|
}
|
||||||
|
|
||||||
XRHandSubsystem m_Subsystem;
|
XRHandSubsystem m_Subsystem;
|
||||||
|
public XRHandSubsystem subsystem
|
||||||
|
{
|
||||||
|
get => m_Subsystem;
|
||||||
|
}
|
||||||
|
|
||||||
HandGameObjects m_LeftHandGameObjects;
|
HandGameObjects m_LeftHandGameObjects;
|
||||||
HandGameObjects m_RightHandGameObjects;
|
HandGameObjects m_RightHandGameObjects;
|
||||||
|
|
||||||
|
public Action<XRHandSubsystem> subsystemSubscribed;
|
||||||
|
public Action<XRHandSubsystem> subsystemUnsubscribed;
|
||||||
|
XRHandSubsystem.UpdateSuccessFlags m_CombinedSuccessFlags;
|
||||||
|
|
||||||
static readonly List<XRHandSubsystem> s_SubsystemsReuse = new List<XRHandSubsystem>();
|
static readonly List<XRHandSubsystem> s_SubsystemsReuse = new List<XRHandSubsystem>();
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -254,6 +264,9 @@ void SubscribeHandSubsystem()
|
|||||||
m_Subsystem.trackingAcquired += OnTrackingAcquired;
|
m_Subsystem.trackingAcquired += OnTrackingAcquired;
|
||||||
m_Subsystem.trackingLost += OnTrackingLost;
|
m_Subsystem.trackingLost += OnTrackingLost;
|
||||||
m_Subsystem.updatedHands += OnUpdatedHands;
|
m_Subsystem.updatedHands += OnUpdatedHands;
|
||||||
|
|
||||||
|
if (subsystemSubscribed != null)
|
||||||
|
subsystemSubscribed.Invoke(m_Subsystem);
|
||||||
}
|
}
|
||||||
|
|
||||||
void UnsubscribeHandSubsystem()
|
void UnsubscribeHandSubsystem()
|
||||||
@@ -261,6 +274,9 @@ void UnsubscribeHandSubsystem()
|
|||||||
if (m_Subsystem == null)
|
if (m_Subsystem == null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
if (subsystemUnsubscribed != null)
|
||||||
|
subsystemUnsubscribed.Invoke(m_Subsystem);
|
||||||
|
|
||||||
m_Subsystem.trackingAcquired -= OnTrackingAcquired;
|
m_Subsystem.trackingAcquired -= OnTrackingAcquired;
|
||||||
m_Subsystem.trackingLost -= OnTrackingLost;
|
m_Subsystem.trackingLost -= OnTrackingLost;
|
||||||
m_Subsystem.updatedHands -= OnUpdatedHands;
|
m_Subsystem.updatedHands -= OnUpdatedHands;
|
||||||
@@ -309,6 +325,7 @@ void OnUpdatedHands(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlag
|
|||||||
// We have no game logic depending on the Transforms, so early out here
|
// We have no game logic depending on the Transforms, so early out here
|
||||||
// (add game logic before this return here, directly querying from
|
// (add game logic before this return here, directly querying from
|
||||||
// subsystem.leftHand and subsystem.rightHand using GetJoint on each hand)
|
// subsystem.leftHand and subsystem.rightHand using GetJoint on each hand)
|
||||||
|
m_CombinedSuccessFlags |= updateSuccessFlags;
|
||||||
if (updateType == XRHandSubsystem.UpdateType.Dynamic)
|
if (updateType == XRHandSubsystem.UpdateType.Dynamic)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
@@ -338,15 +355,19 @@ void OnUpdatedHands(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlag
|
|||||||
|
|
||||||
m_LeftHandGameObjects.UpdateJoints(
|
m_LeftHandGameObjects.UpdateJoints(
|
||||||
subsystem.leftHand,
|
subsystem.leftHand,
|
||||||
(updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.LeftHandJoints) != 0,
|
(m_CombinedSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.LeftHandJoints) != 0,
|
||||||
m_DebugDrawJoints,
|
m_DebugDrawJoints,
|
||||||
m_VelocityType);
|
m_VelocityType);
|
||||||
|
|
||||||
m_RightHandGameObjects.UpdateJoints(
|
m_RightHandGameObjects.UpdateJoints(
|
||||||
subsystem.rightHand,
|
subsystem.rightHand,
|
||||||
(updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.RightHandJoints) != 0,
|
(m_CombinedSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.RightHandJoints) != 0,
|
||||||
m_DebugDrawJoints,
|
m_DebugDrawJoints,
|
||||||
m_VelocityType);
|
m_VelocityType);
|
||||||
|
|
||||||
|
// Reset the combined flags after the BeforeRender phase
|
||||||
|
if (updateType == XRHandSubsystem.UpdateType.BeforeRender)
|
||||||
|
m_CombinedSuccessFlags = XRHandSubsystem.UpdateSuccessFlags.None;
|
||||||
}
|
}
|
||||||
|
|
||||||
class HandGameObjects
|
class HandGameObjects
|
||||||
@@ -1,5 +1,6 @@
|
|||||||
using UnityEngine.Rendering;
|
using UnityEngine.Rendering;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
#endif
|
#endif
|
||||||
@@ -10,16 +11,23 @@ namespace UnityEngine.XR.Hands.Samples.VisualizerSample
|
|||||||
[InitializeOnLoad]
|
[InitializeOnLoad]
|
||||||
static class RenderPipelineValidation
|
static class RenderPipelineValidation
|
||||||
{
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Manually refreshes all Material Pipeline Handler scriptable objects.
|
||||||
|
/// </summary>
|
||||||
|
static void RefreshMaterialPipelineHandlers()
|
||||||
|
{
|
||||||
|
foreach (var pipelineHandler in GetAllInstances())
|
||||||
|
{
|
||||||
|
pipelineHandler.AutoRefreshPipelineShaders();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
static RenderPipelineValidation()
|
static RenderPipelineValidation()
|
||||||
{
|
{
|
||||||
// Use delayCall to ensure this runs after the editor is fully initialized and all assets are imported.
|
// Use delayCall to ensure this runs after the editor is fully initialized and all assets are imported.
|
||||||
// Without delayCall, this script may execute before new assets (such as newly imported samples)
|
// Without delayCall, this script may execute before new assets (such as newly imported samples)
|
||||||
// are registered in the AssetDatabase, so they won't be found or converted.
|
// are registered in the AssetDatabase, so they won't be found or converted.
|
||||||
EditorApplication.delayCall += () =>
|
EditorApplication.delayCall += () => RefreshMaterialPipelineHandlers();
|
||||||
{
|
|
||||||
foreach (var pipelineHandler in GetAllInstances())
|
|
||||||
pipelineHandler.AutoRefreshPipelineShaders();
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static List<MaterialPipelineHandler> GetAllInstances()
|
static List<MaterialPipelineHandler> GetAllInstances()
|
||||||
@@ -72,6 +80,8 @@ public class MaterialPipelineHandler : ScriptableObject
|
|||||||
[Tooltip("If true, the shaders will be refreshed automatically when the editor opens and when this scriptable object instance is enabled.")]
|
[Tooltip("If true, the shaders will be refreshed automatically when the editor opens and when this scriptable object instance is enabled.")]
|
||||||
bool m_AutoRefreshShaders = true;
|
bool m_AutoRefreshShaders = true;
|
||||||
|
|
||||||
|
bool m_SaveAssetsPending;
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
void OnEnable()
|
void OnEnable()
|
||||||
{
|
{
|
||||||
@@ -92,12 +102,16 @@ public void AutoRefreshPipelineShaders()
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void SetPipelineShaders()
|
public void SetPipelineShaders()
|
||||||
{
|
{
|
||||||
|
// Already updated materials, waiting on the save to finish.
|
||||||
|
if (m_SaveAssetsPending)
|
||||||
|
return;
|
||||||
|
|
||||||
if (m_ShaderContainers == null)
|
if (m_ShaderContainers == null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
bool isBuiltinRenderPipeline = GraphicsSettings.currentRenderPipeline == null;
|
bool isBuiltinRenderPipeline = GraphicsSettings.currentRenderPipeline == null;
|
||||||
|
|
||||||
bool isModified = false;
|
bool isModified = false;
|
||||||
|
int modifiedCount = 0;
|
||||||
|
|
||||||
foreach (var info in m_ShaderContainers)
|
foreach (var info in m_ShaderContainers)
|
||||||
{
|
{
|
||||||
@@ -123,6 +137,7 @@ public void SetPipelineShaders()
|
|||||||
info.material.SetColor("_Color", originalColor);
|
info.material.SetColor("_Color", originalColor);
|
||||||
MarkMaterialModified(info.material);
|
MarkMaterialModified(info.material);
|
||||||
isModified = true;
|
isModified = true;
|
||||||
|
modifiedCount++;
|
||||||
}
|
}
|
||||||
else if (!isBuiltinRenderPipeline && srpShader != null && currentShader != srpShader)
|
else if (!isBuiltinRenderPipeline && srpShader != null && currentShader != srpShader)
|
||||||
{
|
{
|
||||||
@@ -130,19 +145,34 @@ public void SetPipelineShaders()
|
|||||||
info.material.SetColor("_BaseColor", originalColor);
|
info.material.SetColor("_BaseColor", originalColor);
|
||||||
MarkMaterialModified(info.material);
|
MarkMaterialModified(info.material);
|
||||||
isModified = true;
|
isModified = true;
|
||||||
|
modifiedCount++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (isModified)
|
if (isModified)
|
||||||
{
|
{
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
// This ensures the material changes are saved immediately,
|
Debug.Log($"Material Pipeline Handlers have updated {modifiedCount} material asset(s).", this);
|
||||||
|
|
||||||
|
// Invoking `AssetDatabase.SaveAssets` ensures the material changes are saved immediately,
|
||||||
// otherwise they won't be saved until the next domain reload.
|
// otherwise they won't be saved until the next domain reload.
|
||||||
AssetDatabase.SaveAssets();
|
// Calls to AssetDatabase.SaveAssets are restricted during asset importing,
|
||||||
|
// so schedule it for the next Editor frame.
|
||||||
|
m_SaveAssetsPending = true;
|
||||||
|
EditorApplication.delayCall -= OnDelayCall;
|
||||||
|
EditorApplication.delayCall += OnDelayCall;
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
void OnDelayCall()
|
||||||
|
{
|
||||||
|
m_SaveAssetsPending = false;
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
static void MarkMaterialModified(Material material)
|
static void MarkMaterialModified(Material material)
|
||||||
{
|
{
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
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Reference in New Issue
Block a user