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diff --git a/VR4RoboticArm/Assets/Imports/Ch17_nonPBR (1).json b/VR4RoboticArm/Assets/Imports/Ch17_nonPBR (1).json
new file mode 100644
index 00000000..8347a871
--- /dev/null
+++ b/VR4RoboticArm/Assets/Imports/Ch17_nonPBR (1).json
@@ -0,0 +1,7099 @@
+{
+ "name": "Ch17_nonPBR (1)",
+ "config": {
+ "version": 0.01,
+ "coordinateSpace": {
+ "up": {
+ "x": 0.0,
+ "y": 1.0,
+ "z": 0.0
+ },
+ "forward": {
+ "x": 0.0,
+ "y": 0.0,
+ "z": 1.0
+ },
+ "right": {
+ "x": 1.0,
+ "y": 0.0,
+ "z": 0.0
+ }
+ }
+ },
+ "source": {
+ "joints": [
+ "Root",
+ "Hips",
+ "SpineLower",
+ "SpineMiddle",
+ "SpineUpper",
+ "Chest",
+ "Neck",
+ "Head",
+ "LeftShoulder",
+ "LeftScapula",
+ "LeftArmUpper",
+ "LeftArmLower",
+ "LeftHandWristTwist",
+ "RightShoulder",
+ "RightScapula",
+ "RightArmUpper",
+ "RightArmLower",
+ "RightHandWristTwist",
+ "LeftHandPalm",
+ "LeftHandWrist",
+ "LeftHandThumbMetacarpal",
+ "LeftHandThumbProximal",
+ "LeftHandThumbDistal",
+ "LeftHandThumbTip",
+ "LeftHandIndexMetacarpal",
+ "LeftHandIndexProximal",
+ "LeftHandIndexIntermediate",
+ "LeftHandIndexDistal",
+ "LeftHandIndexTip",
+ "LeftHandMiddleMetacarpal",
+ "LeftHandMiddleProximal",
+ "LeftHandMiddleIntermediate",
+ "LeftHandMiddleDistal",
+ "LeftHandMiddleTip",
+ "LeftHandRingMetacarpal",
+ "LeftHandRingProximal",
+ "LeftHandRingIntermediate",
+ "LeftHandRingDistal",
+ "LeftHandRingTip",
+ "LeftHandLittlePinkyMetacarpal",
+ "LeftHandLittlePinkyProximal",
+ "LeftHandLittlePinkyIntermediate",
+ "LeftHandLittlePinkyDistal",
+ "LeftHandLittlePinkyTip",
+ "RightHandPalm",
+ "RightHandWrist",
+ "RightHandThumbMetacarpal",
+ "RightHandThumbProximal",
+ "RightHandThumbDistal",
+ "RightHandThumbTip",
+ "RightHandIndexMetacarpal",
+ "RightHandIndexProximal",
+ "RightHandIndexIntermediate",
+ "RightHandIndexDistal",
+ "RightHandIndexTip",
+ "RightHandMiddleMetacarpal",
+ "RightHandMiddleProximal",
+ "RightHandMiddleIntermediate",
+ "RightHandMiddleDistal",
+ "RightHandMiddleTip",
+ "RightHandRingMetacarpal",
+ "RightHandRingProximal",
+ "RightHandRingIntermediate",
+ "RightHandRingDistal",
+ "RightHandRingTip",
+ "RightHandLittlePinkyMetacarpal",
+ "RightHandLittlePinkyProximal",
+ "RightHandLittlePinkyIntermediate",
+ "RightHandLittlePinkyDistal",
+ "RightHandLittlePinkyTip",
+ "LeftUpperLeg",
+ "LeftLowerLeg",
+ "LeftFootAnkleTwist",
+ "LeftFootAnkle",
+ "LeftFootSubtalar",
+ "LeftFootTransverse",
+ "LeftFootBall",
+ "RightUpperLeg",
+ "RightLowerLeg",
+ "RightFootAnkleTwist",
+ "RightFootAnkle",
+ "RightFootSubtalar",
+ "RightFootTransverse",
+ "RightFootBall"
+ ],
+ "manifestations": {
+ "halfbody": [
+ "Root",
+ "Hips",
+ "SpineLower",
+ "SpineMiddle",
+ "SpineUpper",
+ "Chest",
+ "Neck",
+ "Head",
+ "LeftShoulder",
+ "LeftScapula",
+ "LeftArmUpper",
+ "LeftArmLower",
+ "LeftHandWristTwist",
+ "RightShoulder",
+ "RightScapula",
+ "RightArmUpper",
+ "RightArmLower",
+ "RightHandWristTwist",
+ "LeftHandPalm",
+ "LeftHandWrist",
+ "LeftHandThumbMetacarpal",
+ "LeftHandThumbProximal",
+ "LeftHandThumbDistal",
+ "LeftHandThumbTip",
+ "LeftHandIndexMetacarpal",
+ "LeftHandIndexProximal",
+ "LeftHandIndexIntermediate",
+ "LeftHandIndexDistal",
+ "LeftHandIndexTip",
+ "LeftHandMiddleMetacarpal",
+ "LeftHandMiddleProximal",
+ "LeftHandMiddleIntermediate",
+ "LeftHandMiddleDistal",
+ "LeftHandMiddleTip",
+ "LeftHandRingMetacarpal",
+ "LeftHandRingProximal",
+ "LeftHandRingIntermediate",
+ "LeftHandRingDistal",
+ "LeftHandRingTip",
+ "LeftHandLittlePinkyMetacarpal",
+ "LeftHandLittlePinkyProximal",
+ "LeftHandLittlePinkyIntermediate",
+ "LeftHandLittlePinkyDistal",
+ "LeftHandLittlePinkyTip",
+ "RightHandPalm",
+ "RightHandWrist",
+ "RightHandThumbMetacarpal",
+ "RightHandThumbProximal",
+ "RightHandThumbDistal",
+ "RightHandThumbTip",
+ "RightHandIndexMetacarpal",
+ "RightHandIndexProximal",
+ "RightHandIndexIntermediate",
+ "RightHandIndexDistal",
+ "RightHandIndexTip",
+ "RightHandMiddleMetacarpal",
+ "RightHandMiddleProximal",
+ "RightHandMiddleIntermediate",
+ "RightHandMiddleDistal",
+ "RightHandMiddleTip",
+ "RightHandRingMetacarpal",
+ "RightHandRingProximal",
+ "RightHandRingIntermediate",
+ "RightHandRingDistal",
+ "RightHandRingTip",
+ "RightHandLittlePinkyMetacarpal",
+ "RightHandLittlePinkyProximal",
+ "RightHandLittlePinkyIntermediate",
+ "RightHandLittlePinkyDistal",
+ "RightHandLittlePinkyTip"
+ ]
+ },
+ "autoMappingExcludedJoints": [
+ "LeftHandPalm",
+ "LeftHandWristTwist",
+ "RightHandPalm",
+ "RightHandWristTwist"
+ ],
+ "knownJoints": {
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diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Primitive/torus_Normal_OpenGL.png b/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Primitive/torus_Normal_OpenGL.png
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diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Primitive/torus_Roughness.png b/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Primitive/torus_Roughness.png
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new file mode 100644
index 00000000..5704f09d
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diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Skybox.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Skybox.meta
new file mode 100644
index 00000000..62f9ead9
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Skybox.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
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diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Skybox/Horizontal Skybox.shader b/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Skybox/Horizontal Skybox.shader
new file mode 100644
index 00000000..530bf909
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Skybox/Horizontal Skybox.shader
@@ -0,0 +1,77 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "Skybox/Horizontal Skybox"
+{
+ Properties
+ {
+ _Color1 ("Top Color", Color) = (1, 1, 1, 0)
+ _Color2 ("Horizon Color", Color) = (1, 1, 1, 0)
+ _Color3 ("Bottom Color", Color) = (1, 1, 1, 0)
+ _Exponent1 ("Exponent Factor for Top Half", Float) = 1.0
+ _Exponent2 ("Exponent Factor for Bottom Half", Float) = 1.0
+ _Intensity ("Intensity Amplifier", Float) = 1.0
+ }
+
+ CGINCLUDE
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 position : POSITION;
+ float3 texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 position : SV_POSITION;
+ float3 texcoord : TEXCOORD0;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ half4 _Color1;
+ half4 _Color2;
+ half4 _Color3;
+ half _Intensity;
+ half _Exponent1;
+ half _Exponent2;
+ half4 _MainTex_ST;
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.position = UnityObjectToClipPos (v.position);
+ o.texcoord = v.texcoord;
+ return o;
+ }
+
+ half4 frag (v2f i) : COLOR
+ {
+ float p = normalize (i.texcoord).y;
+ float p1 = 1.0f - pow (min (1.0f, 1.0f - p), _Exponent1);
+ float p3 = 1.0f - pow (min (1.0f, 1.0f + p), _Exponent2);
+ float p2 = 1.0f - p1 - p3;
+ return (_Color1 * p1 + _Color2 * p2 + _Color3 * p3) * _Intensity;
+ }
+
+ ENDCG
+
+ SubShader
+ {
+ Tags { "RenderType"="Background" "Queue"="Background" }
+ Pass
+ {
+ ZWrite Off
+ Cull Off
+ Fog { Mode Off }
+ CGPROGRAM
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma vertex vert
+ #pragma fragment frag
+ ENDCG
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Skybox/Horizontal Skybox.shader.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Skybox/Horizontal Skybox.shader.meta
new file mode 100644
index 00000000..f4ad7a2d
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Skybox/Horizontal Skybox.shader.meta
@@ -0,0 +1,9 @@
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diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Skybox/Hub Skybox Blue 2.mat b/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Skybox/Hub Skybox Blue 2.mat
new file mode 100644
index 00000000..70fd5caa
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Materials/Skybox/Hub Skybox Blue 2.mat
@@ -0,0 +1,94 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
+Material:
+ serializedVersion: 8
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: Hub Skybox Blue 2
+ m_Shader: {fileID: 4800000, guid: 7f03ebe1c47a61a4299e9ff55e66690e, type: 3}
+ m_Parent: {fileID: 0}
+ m_ModifiedSerializedProperties: 0
+ m_ValidKeywords: []
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+ m_LightmapFlags: 4
+ m_EnableInstancingVariants: 0
+ m_DoubleSidedGI: 0
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diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Prefabs/UI/Spatial Panel Scroll.prefab.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Prefabs/UI/Spatial Panel Scroll.prefab.meta
new file mode 100644
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diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts.meta
new file mode 100644
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diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/AnchorVisuals.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/AnchorVisuals.cs
new file mode 100644
index 00000000..32834295
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/AnchorVisuals.cs
@@ -0,0 +1,108 @@
+using System;
+using Unity.Mathematics;
+using UnityEngine;
+using UnityEngine.XR.Interaction.Toolkit.Utilities.Tweenables.Primitives;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// Helper script used to control the Teleport Anchor visuals animations.
+ ///
+ public class AnchorVisuals : MonoBehaviour
+ {
+ [SerializeField, Tooltip("The animation for the vertical glow element on the platform.")]
+ Animation m_FadeAnimation;
+
+ [SerializeField, Tooltip("The arrow transform, at the center of the platform.")]
+ Transform m_Arrow;
+
+ [SerializeField, Tooltip("Height of the arrow transform when teleport ray hovers the teleport pad.")]
+ float m_TargetArrowHeight = 1.0f;
+
+ [SerializeField, Tooltip("Animation duration of the arrow transform to and from the target arrow height.")]
+ float m_ArrowAnimationDuration = 0.2f;
+
+ [SerializeField, Tooltip("Animation curve of hte arrow transform to and from the target arrow height.")]
+ AnimationCurve m_AnimationCurve;
+
+ Coroutine m_ArrowCoroutine;
+#pragma warning disable CS0618 // Type or member is obsolete
+ Vector3TweenableVariable m_ArrowHeight;
+#pragma warning restore CS0618 // Type or member is obsolete
+ Vector3 m_InitialArrowScale;
+
+ void Start()
+ {
+ if (m_FadeAnimation != null)
+ {
+ var fadeAnim = m_FadeAnimation;
+ var clipName = m_FadeAnimation.clip.name;
+ fadeAnim[clipName].normalizedTime = 1f;
+ }
+
+#pragma warning disable CS0618 // Type or member is obsolete
+ m_ArrowHeight = new Vector3TweenableVariable();
+#pragma warning restore CS0618 // Type or member is obsolete
+ m_ArrowHeight.animationCurve = m_AnimationCurve;
+ m_InitialArrowScale = m_Arrow.localScale;
+ }
+
+ void Update()
+ {
+ m_Arrow.localPosition = m_ArrowHeight.Value;
+ }
+
+ ///
+ /// Performs animations when teleport interactor enters the teleport anchor selection.
+ ///
+ public void OnAnchorEnter()
+ {
+ m_Arrow.localScale = m_InitialArrowScale;
+
+ if (m_FadeAnimation != null)
+ {
+ var fadeAnim = m_FadeAnimation;
+ var clipName = m_FadeAnimation.clip.name;
+ fadeAnim[clipName].normalizedTime = 0f;
+ fadeAnim[clipName].speed = 1f;
+ fadeAnim.Play();
+ }
+
+ if (m_ArrowCoroutine != null)
+ StopCoroutine(m_ArrowCoroutine);
+
+ var arrowPosition = m_Arrow.localPosition;
+ m_ArrowCoroutine = StartCoroutine(m_ArrowHeight.PlaySequence(arrowPosition, new float3(arrowPosition.x, m_TargetArrowHeight, arrowPosition.z), m_ArrowAnimationDuration));
+ }
+
+ ///
+ /// Performs animations when teleport interactor exits the teleport anchor selection.
+ ///
+ public void OnAnchorExit()
+ {
+ if (m_FadeAnimation != null)
+ {
+ // Set time to 1, at the end of the animation, play at 1.5x speed
+ var fadeAnim = m_FadeAnimation;
+ var clipName = m_FadeAnimation.clip.name;
+ fadeAnim[clipName].normalizedTime = 1f;
+ fadeAnim[clipName].speed = -1.5f;
+ fadeAnim.Play();
+ }
+
+ if (m_ArrowCoroutine != null)
+ StopCoroutine(m_ArrowCoroutine);
+
+ var arrowPosition = m_Arrow.localPosition;
+ m_ArrowCoroutine = StartCoroutine(m_ArrowHeight.PlaySequence(arrowPosition, new float3(arrowPosition.x, 0, arrowPosition.z), m_ArrowAnimationDuration));
+ }
+
+ ///
+ /// Hides the arrow visual when teleporting
+ ///
+ public void HideArrowOnTeleport()
+ {
+ m_Arrow.localScale = Vector3.zero;
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/AnchorVisuals.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/AnchorVisuals.cs.meta
new file mode 100644
index 00000000..0e9561ff
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@@ -0,0 +1,11 @@
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diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BezierCurve.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BezierCurve.cs
new file mode 100644
index 00000000..c761810d
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BezierCurve.cs
@@ -0,0 +1,202 @@
+using System;
+using UnityEngine;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// Draws a bezier curve from a starting point transform to an end point transform
+ ///
+ public class BezierCurve : MonoBehaviour
+ {
+ ///
+ /// If the view scale changes more than this amount, then the line width will be updated causing the line to be rebuilt.
+ ///
+ const float k_ViewerScaleChangeThreshold = 0.1f;
+
+ ///
+ /// The time within the frame that the curve will be updated.
+ ///
+ ///
+ public enum UpdateType
+ {
+ ///
+ /// Sample at both update and directly before rendering. For smooth tracking,
+ /// we recommend using this value as it will provide the lowest input latency for the device.
+ ///
+ UpdateAndBeforeRender,
+
+ ///
+ /// Only sample input during the update phase of the frame.
+ ///
+ Update,
+
+ ///
+ /// Only sample input directly before rendering.
+ ///
+ BeforeRender,
+ }
+
+#pragma warning disable 649
+ [SerializeField, Tooltip("The time within the frame that the curve will be updated. If this Bezier Curve is attached to a transform that is updating before render, then enabling updates in Before Render will keep the line connected without delay.")]
+ UpdateType m_UpdateTrackingType = UpdateType.Update;
+
+ [SerializeField, Tooltip("The transform that determines the position, handle rotation, and handle scale of the start point of the bezier curve.")]
+ Transform m_StartPoint;
+
+ [SerializeField, Tooltip("The transform that determines the position, handle rotation, and handle scale of the end point of the bezier curve.")]
+ Transform m_EndPoint;
+
+ [SerializeField, Tooltip("Controls the scale factor of the curve's start bezier handle.")]
+ float m_CurveFactorStart = 1.0f;
+
+ [SerializeField, Tooltip("Controls the scale factor of the curve's end bezier handle.")]
+ float m_CurveFactorEnd = 1.0f;
+
+ [SerializeField, Tooltip("Controls the number of segments used to draw the curve.")]
+ int m_SegmentCount = 50;
+
+ [SerializeField, Tooltip("When enabled, the line color gradient will be animated so that an opaque part travels along the line.")]
+ bool m_Animate;
+
+ [SerializeField, Tooltip("If animated, this controls the speed that the animation of the line.")]
+ float m_AnimSpeed = 0.25f;
+
+ [SerializeField, Tooltip("If animated, this color will be the main opaque color of the gradient")]
+ Color m_GradientKeyColor = new Color(0.1254902f, 0.5882353f, 0.9529412f);
+
+ [SerializeField, Tooltip("The line renderer that will draw the curve. If not set it will find a line renderer on this GameObject.")]
+ LineRenderer m_LineRenderer;
+#pragma warning restore 649
+
+ Vector3[] m_ControlPoints = new Vector3[4];
+ float m_Time;
+ float m_LineWidth;
+ float m_LastViewerScale;
+
+ Vector3 m_LastStartPosition;
+ Vector3 m_LastEndPosition;
+ //IProvidesViewerScale IFunctionalitySubscriber.provider { get; set; }
+
+ void Awake()
+ {
+ if (m_LineRenderer == null)
+ m_LineRenderer = GetComponent();
+
+ m_LineWidth = m_LineRenderer.startWidth;
+ }
+
+ void OnEnable()
+ {
+ DrawCurve();
+ Application.onBeforeRender += OnBeforeRender;
+ }
+
+ void OnDisable()
+ {
+ Application.onBeforeRender -= OnBeforeRender;
+
+ }
+
+ void OnBeforeRender()
+ {
+ if (m_UpdateTrackingType == UpdateType.BeforeRender || m_UpdateTrackingType == UpdateType.UpdateAndBeforeRender)
+ DrawCurve();
+ }
+
+ void Update()
+ {
+ if (m_UpdateTrackingType == UpdateType.Update || m_UpdateTrackingType == UpdateType.UpdateAndBeforeRender)
+ DrawCurve();
+
+ if (m_Animate)
+ {
+ AnimateCurve();
+ }
+ }
+
+ ///
+ /// Updates the line points to draw the bezier curve.
+ ///
+ [ContextMenu("Draw")]
+ public void DrawCurve()
+ {
+ var startPointPosition = m_StartPoint.position;
+ var endPointPosition = m_EndPoint.position;
+
+ if (startPointPosition == m_LastStartPosition &&
+ endPointPosition == m_LastEndPosition)
+ return; // Return early if the start and end have not changed to avoid recalculating the curve
+
+ var dist = Vector3.Distance(startPointPosition, endPointPosition);
+
+ m_ControlPoints[0] = startPointPosition;
+ m_ControlPoints[1] = startPointPosition + (m_StartPoint.right * (dist * m_CurveFactorStart));
+ m_ControlPoints[2] = endPointPosition - (m_EndPoint.right * (dist * m_CurveFactorEnd));
+ m_ControlPoints[3] = endPointPosition;
+
+ int segmentCount;
+ const float smallestCurveLength = 0.0125f;
+ if (Vector3.Distance(startPointPosition, endPointPosition) < (smallestCurveLength * m_LastViewerScale))
+ {
+ segmentCount = 2;
+ }
+ else
+ {
+ segmentCount = m_SegmentCount;
+ }
+
+ m_LineRenderer.positionCount = segmentCount + 1;
+ m_LineRenderer.SetPosition(0, m_ControlPoints[0]);
+ for (var i = 1; i <= segmentCount; i++)
+ {
+ var t = i / (float)segmentCount;
+ var pixel = CalculateCubicBezierPoint(t, m_ControlPoints[0], m_ControlPoints[1], m_ControlPoints[2], m_ControlPoints[3]);
+ m_LineRenderer.SetPosition(i, pixel);
+ }
+
+ m_LastStartPosition = startPointPosition;
+ m_LastEndPosition = endPointPosition;
+ }
+
+ static Vector3 CalculateCubicBezierPoint(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3)
+ {
+ var u = 1 - t;
+ var tt = t * t;
+ var uu = u * u;
+ var uuu = uu * u;
+ var ttt = tt * t;
+
+ var p = uuu * p0;
+ p += 3 * uu * t * p1;
+ p += 3 * u * tt * p2;
+ p += ttt * p3;
+
+ return p;
+ }
+
+ void AnimateCurve()
+ {
+ var newGrad = new Gradient();
+
+ var colorKeys = new GradientColorKey[1];
+ var alphaKeys = new GradientAlphaKey[2];
+
+ var colorKey = new GradientColorKey(m_GradientKeyColor, 0f);
+ colorKeys[0] = colorKey;
+
+ var alphaKeyStart = new GradientAlphaKey(.25f, m_Time);
+ var alphaKeyEnd = new GradientAlphaKey(1f, 1f);
+ alphaKeys[0] = alphaKeyStart;
+ alphaKeys[1] = alphaKeyEnd;
+
+ newGrad.SetKeys(colorKeys, alphaKeys);
+ newGrad.mode = GradientMode.Blend;
+
+ m_LineRenderer.colorGradient = newGrad;
+ m_Time += (Time.unscaledDeltaTime * m_AnimSpeed);
+
+ if (m_Time >= 1f)
+ m_Time = 0f;
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BezierCurve.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BezierCurve.cs.meta
new file mode 100644
index 00000000..a2dfd334
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BezierCurve.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 72fb4b8d89bc26347a49177acaa93913
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BooleanToggleVisualsController.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BooleanToggleVisualsController.cs
new file mode 100644
index 00000000..43d0e452
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BooleanToggleVisualsController.cs
@@ -0,0 +1,91 @@
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UI;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// Controls the visual states of a boolean toggle switch UI
+ ///
+ [RequireComponent(typeof(Toggle))]
+ public class BooleanToggleVisualsController : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
+ {
+ const float k_TargetPositionX = 17f;
+
+#pragma warning disable 649
+ [SerializeField, Tooltip("The boolean toggle knob.")]
+ RectTransform m_Knob;
+
+ [SerializeField, Tooltip("How much to translate the button imagery on the z on hover.")]
+ float m_ZTranslation = 5f;
+#pragma warning restore 649
+
+ Toggle m_Toggle;
+ float m_InitialBackground;
+ Coroutine m_ColorFade;
+ Coroutine m_LocalMove;
+
+ void Awake()
+ {
+ m_Toggle = gameObject.GetComponent();
+
+ //Add listener for when the state of the Toggle changes, to take action
+ m_Toggle.onValueChanged.AddListener(ToggleValueChanged);
+
+ if (m_Knob != null)
+ {
+ m_InitialBackground = m_Knob.localPosition.z;
+ }
+ }
+
+ void OnEnable()
+ {
+ ToggleValueChanged(m_Toggle.isOn);
+ }
+
+ ///
+ void IPointerEnterHandler.OnPointerEnter(PointerEventData eventData)
+ {
+ PerformEntranceActions();
+ }
+
+ ///
+ void IPointerExitHandler.OnPointerExit(PointerEventData eventData)
+ {
+ PerformExitActions();
+ }
+
+ void ToggleValueChanged(bool value)
+ {
+ if (value)
+ {
+ m_Knob.localPosition = new Vector3(k_TargetPositionX, m_Knob.localPosition.y, m_Knob.localPosition.z);
+ }
+ else
+ {
+ m_Knob.localPosition = new Vector3(-k_TargetPositionX, m_Knob.localPosition.y, m_Knob.localPosition.z);
+ }
+ }
+
+ void PerformEntranceActions()
+ {
+ if (m_Knob != null)
+ {
+ var backgroundLocalPosition = m_Knob.localPosition;
+ backgroundLocalPosition.z = m_InitialBackground - m_ZTranslation;
+ m_Knob.localPosition = backgroundLocalPosition;
+ }
+ }
+
+ void PerformExitActions()
+ {
+ if (m_Knob != null)
+ {
+ var backgroundLocalPosition = m_Knob.localPosition;
+ backgroundLocalPosition.z = m_InitialBackground;
+ m_Knob.localPosition = backgroundLocalPosition;
+ m_Knob.localScale = Vector3.one;
+ }
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BooleanToggleVisualsController.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BooleanToggleVisualsController.cs.meta
new file mode 100644
index 00000000..2b3c4cb0
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/BooleanToggleVisualsController.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f390e213230ce1d42a51aed871ab74ce
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Callout.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Callout.cs
new file mode 100644
index 00000000..4384b760
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Callout.cs
@@ -0,0 +1,99 @@
+using System.Collections;
+using UnityEngine;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// Callout used to display information like world and controller tooltips.
+ ///
+ public class Callout : MonoBehaviour
+ {
+ [SerializeField]
+ [Tooltip("The tooltip Transform associated with this Callout.")]
+ Transform m_LazyTooltip;
+
+ [SerializeField]
+ [Tooltip("The line curve GameObject associated with this Callout.")]
+ GameObject m_Curve;
+
+ [SerializeField]
+ [Tooltip("The required time to dwell on this callout before the tooltip and curve are enabled.")]
+ float m_DwellTime = 1f;
+
+ [SerializeField]
+ [Tooltip("Whether the associated tooltip will be unparented on Start.")]
+ bool m_Unparent = true;
+
+ [SerializeField]
+ [Tooltip("Whether the associated tooltip and curve will be disabled on Start.")]
+ bool m_TurnOffAtStart = true;
+
+ bool m_Gazing = false;
+
+ Coroutine m_StartCo;
+ Coroutine m_EndCo;
+
+ void Start()
+ {
+ if (m_Unparent)
+ {
+ if (m_LazyTooltip != null)
+ m_LazyTooltip.SetParent(null);
+ }
+
+ if (m_TurnOffAtStart)
+ {
+ if (m_LazyTooltip != null)
+ m_LazyTooltip.gameObject.SetActive(false);
+ if (m_Curve != null)
+ m_Curve.SetActive(false);
+ }
+ }
+
+ public void GazeHoverStart()
+ {
+ m_Gazing = true;
+ if (m_StartCo != null)
+ StopCoroutine(m_StartCo);
+ if (m_EndCo != null)
+ StopCoroutine(m_EndCo);
+ m_StartCo = StartCoroutine(StartDelay());
+ }
+
+ public void GazeHoverEnd()
+ {
+ m_Gazing = false;
+ m_EndCo = StartCoroutine(EndDelay());
+ }
+
+ IEnumerator StartDelay()
+ {
+ yield return new WaitForSeconds(m_DwellTime);
+ if (m_Gazing)
+ TurnOnStuff();
+ }
+
+ IEnumerator EndDelay()
+ {
+ if (!m_Gazing)
+ TurnOffStuff();
+ yield return null;
+ }
+
+ void TurnOnStuff()
+ {
+ if (m_LazyTooltip != null)
+ m_LazyTooltip.gameObject.SetActive(true);
+ if (m_Curve != null)
+ m_Curve.SetActive(true);
+ }
+
+ void TurnOffStuff()
+ {
+ if (m_LazyTooltip != null)
+ m_LazyTooltip.gameObject.SetActive(false);
+ if (m_Curve != null)
+ m_Curve.SetActive(false);
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Callout.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Callout.cs.meta
new file mode 100644
index 00000000..6b912a2d
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Callout.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 16809ed3baa3d2341b75ec4c0aa874d0
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/CalloutGazeController.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/CalloutGazeController.cs
new file mode 100644
index 00000000..77a7e941
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/CalloutGazeController.cs
@@ -0,0 +1,80 @@
+using System;
+using Unity.XR.CoreUtils;
+using UnityEngine;
+using UnityEngine.Events;
+using UnityEngine.Serialization;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// Fires events when this object is is within the field of view of the gaze transform. This is currently used to
+ /// hide and show tooltip callouts on the controllers when the controllers are within the field of view.
+ ///
+ public class CalloutGazeController : MonoBehaviour
+ {
+ [SerializeField, Tooltip("The transform which the forward direction will be used to evaluate as the gaze direction.")]
+ Transform m_GazeTransform;
+
+ [SerializeField, Tooltip("Threshold for the dot product when determining if the Gaze Transform is facing this object. The lower the threshold, the wider the field of view."), Range(0.0f, 1.0f)]
+ float m_FacingThreshold = 0.85f;
+
+ [SerializeField, Tooltip("Events fired when the Gaze Transform begins facing this game object")]
+ UnityEvent m_FacingEntered;
+
+ [SerializeField, Tooltip("Events fired when the Gaze Transform stops facing this game object")]
+ UnityEvent m_FacingExited;
+
+ [SerializeField, Tooltip("Distance threshold for movement in a single frame that determines a large movement that will trigger Facing Exited events.")]
+ float m_LargeMovementDistanceThreshold = 0.05f;
+
+ [SerializeField, Tooltip("Cool down time after a large movement for Facing Entered events to fire again.")]
+ float m_LargeMovementCoolDownTime = 0.25f;
+
+ bool m_IsFacing;
+ float m_LargeMovementCoolDown;
+ Vector3 m_LastPosition;
+
+ void Update()
+ {
+ if (!m_GazeTransform)
+ return;
+
+ CheckLargeMovement();
+
+ if (m_LargeMovementCoolDown < m_LargeMovementCoolDownTime)
+ return;
+
+ var dotProduct = Vector3.Dot(m_GazeTransform.forward, (transform.position - m_GazeTransform.position).normalized);
+ if (dotProduct > m_FacingThreshold && !m_IsFacing)
+ FacingEntered();
+ else if (dotProduct < m_FacingThreshold && m_IsFacing)
+ FacingExited();
+ }
+
+ void CheckLargeMovement()
+ {
+ // Check if there is large movement
+ var currentPosition = transform.position;
+ var positionDelta = Mathf.Abs(Vector3.Distance(m_LastPosition, currentPosition));
+ if (positionDelta > m_LargeMovementDistanceThreshold)
+ {
+ m_LargeMovementCoolDown = 0.0f;
+ FacingExited();
+ }
+ m_LargeMovementCoolDown += Time.deltaTime;
+ m_LastPosition = currentPosition;
+ }
+
+ void FacingEntered()
+ {
+ m_IsFacing = true;
+ m_FacingEntered.Invoke();
+ }
+
+ void FacingExited()
+ {
+ m_IsFacing = false;
+ m_FacingExited.Invoke();
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/CalloutGazeController.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/CalloutGazeController.cs.meta
new file mode 100644
index 00000000..85e8ac5a
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/CalloutGazeController.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 84f6509f3c7fa7b4899c9c767f49e622
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/DestroyObject.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/DestroyObject.cs
new file mode 100644
index 00000000..72fd5489
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/DestroyObject.cs
@@ -0,0 +1,19 @@
+using UnityEngine;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// Destroys GameObject after a few seconds.
+ ///
+ public class DestroyObject : MonoBehaviour
+ {
+ [SerializeField]
+ [Tooltip("Time before destroying in seconds.")]
+ float m_Lifetime = 5f;
+
+ void Start()
+ {
+ Destroy(gameObject, m_Lifetime);
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/DestroyObject.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/DestroyObject.cs.meta
new file mode 100644
index 00000000..e33d9cb3
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/DestroyObject.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 210883af668c0fc4aab890d9ad3cfd6f
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/HandSubsystemManager.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/HandSubsystemManager.cs
new file mode 100644
index 00000000..316fde5c
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/HandSubsystemManager.cs
@@ -0,0 +1,75 @@
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.XR.Hands;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// This class is a convenience wrapper to handle external start/stop
+ /// of a currently running XR Hand Subsystem.
+ ///
+ ///
+ public class HandSubsystemManager : MonoBehaviour
+ {
+ static List s_HandSubsystems;
+ XRHandSubsystem m_HandSubsystem;
+
+ void OnEnable()
+ {
+ if (m_HandSubsystem == null)
+ {
+ TryGetHandSubsystem(out m_HandSubsystem);
+ }
+ }
+
+ ///
+ /// This function will attempt to find a currently running hand tracking subsystem and stop it.
+ ///
+ ///
+ public void DisableHandTracking()
+ {
+ if (m_HandSubsystem != null || TryGetHandSubsystem(out m_HandSubsystem))
+ {
+ m_HandSubsystem.Stop();
+ }
+ }
+
+ ///
+ /// This function will attempt to find a current hand tracking subsystem and start it up.
+ ///
+ ///
+ public void EnableHandTracking()
+ {
+ if (m_HandSubsystem != null || TryGetHandSubsystem(out m_HandSubsystem))
+ {
+ m_HandSubsystem.Start();
+ }
+ }
+
+ // This is taken from XRInputTrackingAggregator and should be removed once the internal version
+ // has been made publicly available.
+ static bool TryGetHandSubsystem(out XRHandSubsystem handSubsystem)
+ {
+ s_HandSubsystems ??= new List();
+ SubsystemManager.GetSubsystems(s_HandSubsystems);
+ if (s_HandSubsystems.Count == 0)
+ {
+ handSubsystem = default;
+ return false;
+ }
+
+ if (s_HandSubsystems.Count > 1)
+ {
+ for (var i = 0; i < s_HandSubsystems.Count; ++i)
+ {
+ handSubsystem = s_HandSubsystems[i];
+ if (handSubsystem.running)
+ return true;
+ }
+ }
+
+ handSubsystem = s_HandSubsystems[0];
+ return true;
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/HandSubsystemManager.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/HandSubsystemManager.cs.meta
new file mode 100644
index 00000000..4598bb3f
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/HandSubsystemManager.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 7d52987a218afbc4c81f20e47e2cb295
\ No newline at end of file
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/LaunchProjectile.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/LaunchProjectile.cs
new file mode 100644
index 00000000..838dc0d9
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/LaunchProjectile.cs
@@ -0,0 +1,36 @@
+using UnityEngine;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// Apply forward force to instantiated prefab
+ ///
+ public class LaunchProjectile : MonoBehaviour
+ {
+ [SerializeField]
+ [Tooltip("The projectile that's created")]
+ GameObject m_ProjectilePrefab = null;
+
+ [SerializeField]
+ [Tooltip("The point that the project is created")]
+ Transform m_StartPoint = null;
+
+ [SerializeField]
+ [Tooltip("The speed at which the projectile is launched")]
+ float m_LaunchSpeed = 1.0f;
+
+ public void Fire()
+ {
+ GameObject newObject = Instantiate(m_ProjectilePrefab, m_StartPoint.position, m_StartPoint.rotation, null);
+
+ if (newObject.TryGetComponent(out Rigidbody rigidBody))
+ ApplyForce(rigidBody);
+ }
+
+ void ApplyForce(Rigidbody rigidBody)
+ {
+ Vector3 force = m_StartPoint.forward * m_LaunchSpeed;
+ rigidBody.AddForce(force);
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/LaunchProjectile.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/LaunchProjectile.cs.meta
new file mode 100644
index 00000000..2052401a
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/LaunchProjectile.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1f369c769e8961844a3c7ccacd4c3cd5
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/PermissionsManager.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/PermissionsManager.cs
new file mode 100644
index 00000000..4cbfa102
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/PermissionsManager.cs
@@ -0,0 +1,122 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+#if UNITY_ANDROID
+using UnityEngine.Android;
+#endif // UNITY_ANDROID
+using UnityEngine.Events;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// Utility class to help define and manage Android device permissions and specify corresponding permission callbacks via .
+ ///
+ public class PermissionsManager : MonoBehaviour
+ {
+ const string k_DefaultPermissionId = "com.oculus.permission.USE_SCENE";
+
+ [SerializeField]
+ private bool m_ProcessPermissionsOnStart = true;
+
+ [Serializable]
+ class PermissionRequest
+ {
+ [SerializeField, Tooltip("The Android system permission to request when this component starts.")]
+ public string m_PermissionId = k_DefaultPermissionId;
+
+ [SerializeField, Tooltip("Whether to request permission from the operating system.")]
+ public bool m_Enabled = true;
+
+ [HideInInspector]
+ public bool m_Requested = false;
+
+ [HideInInspector]
+ public bool m_ResponseReceived = false;
+
+ [HideInInspector]
+ public bool m_Granted = false;
+
+ [SerializeField]
+ public UnityEvent m_PermissionGranted;
+
+ [SerializeField]
+ public UnityEvent m_PermissionDenied;
+ }
+
+#pragma warning disable CS0414
+ [SerializeField, Tooltip("The system permissions to request when this component Starts.")]
+ List m_PermissionRequests = new List();
+
+ int m_CurrentPermissionIdx = 0;
+#pragma warning restore CS0414
+
+ IEnumerator Start()
+ {
+ if (m_ProcessPermissionsOnStart)
+ yield return ProcessPermissions();
+ }
+
+ public IEnumerator ProcessPermissions()
+ {
+ var permissions = new List();
+
+#if UNITY_ANDROID
+ for (m_CurrentPermissionIdx = 0; m_CurrentPermissionIdx < m_PermissionRequests.Count;)
+ {
+ var permission = m_PermissionRequests[m_CurrentPermissionIdx];
+ if (!permission.m_Enabled)
+ {
+ m_CurrentPermissionIdx++;
+ continue;
+ }
+
+ if (!Permission.HasUserAuthorizedPermission(permission.m_PermissionId) && !permission.m_Requested)
+ {
+ permissions.Add(permission.m_PermissionId);
+ permission.m_Requested = true;
+ }
+ else
+ {
+ Debug.Log($"User has permission for: {permission.m_PermissionId}", this);
+ }
+ m_CurrentPermissionIdx++;
+ }
+
+ if (permissions.Count > 0)
+ {
+ var callbacks = new PermissionCallbacks();
+ callbacks.PermissionDenied += OnPermissionDenied;
+ callbacks.PermissionGranted += OnPermissionGranted;
+
+ Permission.RequestUserPermissions(permissions.ToArray(), callbacks);
+ }
+#endif // UNITY_ANDROID
+
+ yield break;
+ }
+
+ void OnPermissionGranted(string permissionStr)
+ {
+ var permission = m_PermissionRequests[m_CurrentPermissionIdx];
+ permission.m_Granted = true;
+ permission.m_ResponseReceived = true;
+ m_CurrentPermissionIdx++;
+
+ Debug.Log($"User granted permission for: {permissionStr}", this);
+ permission.m_PermissionGranted.Invoke(permissionStr);
+ }
+
+ void OnPermissionDenied(string permissionStr)
+ {
+ var permission = m_PermissionRequests[m_CurrentPermissionIdx];
+ permission.m_Granted = false;
+ permission.m_ResponseReceived = true;
+ m_CurrentPermissionIdx++;
+
+ Debug.LogWarning($"User denied permission for: {permissionStr}", this);
+ permission.m_PermissionDenied.Invoke(permissionStr);
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/PermissionsManager.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/PermissionsManager.cs.meta
new file mode 100644
index 00000000..fe5d478a
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/PermissionsManager.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a210aa19b985bf849ba74812660e6f87
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/RayAttachModifier.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/RayAttachModifier.cs
new file mode 100644
index 00000000..d7253c6b
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/RayAttachModifier.cs
@@ -0,0 +1,45 @@
+using Unity.XR.CoreUtils;
+using UnityEngine;
+using UnityEngine.XR.Interaction.Toolkit;
+using UnityEngine.XR.Interaction.Toolkit.Interactables;
+using UnityEngine.XR.Interaction.Toolkit.Interactors;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// Add this to your interactable to make it snap to the source of the XR Ray Interactor
+ /// instead of staying at a distance. Has a similar outcome as enabling Force Grab.
+ ///
+ public class RayAttachModifier : MonoBehaviour
+ {
+ IXRSelectInteractable m_SelectInteractable;
+
+ protected void OnEnable()
+ {
+ m_SelectInteractable = GetComponent();
+ if (m_SelectInteractable as Object == null)
+ {
+ Debug.LogError($"Ray Attach Modifier missing required Select Interactable on {name}", this);
+ return;
+ }
+
+ m_SelectInteractable.selectEntered.AddListener(OnSelectEntered);
+ }
+
+ protected void OnDisable()
+ {
+ if (m_SelectInteractable as Object != null)
+ m_SelectInteractable.selectEntered.RemoveListener(OnSelectEntered);
+ }
+
+ void OnSelectEntered(SelectEnterEventArgs args)
+ {
+ if (!(args.interactorObject is XRRayInteractor))
+ return;
+
+ var attachTransform = args.interactorObject.GetAttachTransform(m_SelectInteractable);
+ var originalAttachPose = args.interactorObject.GetLocalAttachPoseOnSelect(m_SelectInteractable);
+ attachTransform.SetLocalPose(originalAttachPose);
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/RayAttachModifier.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/RayAttachModifier.cs.meta
new file mode 100644
index 00000000..2a317ec5
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/RayAttachModifier.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b4f2f658073e4974d800c553fe797db1
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Rotator.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Rotator.cs
new file mode 100644
index 00000000..9ea1ba94
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Rotator.cs
@@ -0,0 +1,18 @@
+using UnityEngine;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// Rotates this object at a user defined speed
+ ///
+ public class Rotator : MonoBehaviour
+ {
+ [SerializeField, Tooltip("Angular velocity in degrees per second")]
+ Vector3 m_Velocity;
+
+ void Update()
+ {
+ transform.Rotate(m_Velocity * Time.deltaTime);
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Rotator.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Rotator.cs.meta
new file mode 100644
index 00000000..b2cd7d25
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/Rotator.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0bb83e3cfa27c6d4487384ed695c76bd
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/StepManager.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/StepManager.cs
new file mode 100644
index 00000000..6bbabfba
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/StepManager.cs
@@ -0,0 +1,39 @@
+using System;
+using System.Collections.Generic;
+using TMPro;
+using UnityEngine;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// Controls the steps in the in coaching card.
+ ///
+ public class StepManager : MonoBehaviour
+ {
+ [Serializable]
+ class Step
+ {
+ [SerializeField]
+ public GameObject stepObject;
+
+ [SerializeField]
+ public string buttonText;
+ }
+
+ [SerializeField]
+ public TextMeshProUGUI m_StepButtonTextField;
+
+ [SerializeField]
+ List m_StepList = new List();
+
+ int m_CurrentStepIndex = 0;
+
+ public void Next()
+ {
+ m_StepList[m_CurrentStepIndex].stepObject.SetActive(false);
+ m_CurrentStepIndex = (m_CurrentStepIndex + 1) % m_StepList.Count;
+ m_StepList[m_CurrentStepIndex].stepObject.SetActive(true);
+ m_StepButtonTextField.text = m_StepList[m_CurrentStepIndex].buttonText;
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/StepManager.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/StepManager.cs.meta
new file mode 100644
index 00000000..b90af427
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/StepManager.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6fc0d34940dd44129c17bc6d4396b866
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoPlayerRenderTexture.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoPlayerRenderTexture.cs
new file mode 100644
index 00000000..89bd868c
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoPlayerRenderTexture.cs
@@ -0,0 +1,40 @@
+using UnityEngine;
+using UnityEngine.Video;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// Create a RenderTexture for rendering video to a target renderer.
+ ///
+ [RequireComponent(typeof(VideoPlayer))]
+ public class VideoPlayerRenderTexture : MonoBehaviour
+ {
+ const string k_ShaderName = "Unlit/Texture";
+
+ [SerializeField]
+ [Tooltip("The target Renderer which will display the video.")]
+ Renderer m_Renderer;
+
+ [SerializeField]
+ [Tooltip("The width of the RenderTexture which will be created.")]
+ int m_RenderTextureWidth = 1920;
+
+ [SerializeField]
+ [Tooltip("The height of the RenderTexture which will be created.")]
+ int m_RenderTextureHeight = 1080;
+
+ [SerializeField]
+ [Tooltip("The bit depth of the depth channel for the RenderTexture which will be created.")]
+ int m_RenderTextureDepth;
+
+ void Start()
+ {
+ var renderTexture = new RenderTexture(m_RenderTextureWidth, m_RenderTextureHeight, m_RenderTextureDepth);
+ renderTexture.Create();
+ var material = new Material(Shader.Find(k_ShaderName));
+ material.mainTexture = renderTexture;
+ GetComponent().targetTexture = renderTexture;
+ m_Renderer.material = material;
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoPlayerRenderTexture.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoPlayerRenderTexture.cs.meta
new file mode 100644
index 00000000..675aa59b
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoPlayerRenderTexture.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e9f926e9bbc6b3149869d0f7ecdf53a3
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoTimeScrubControl.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoTimeScrubControl.cs
new file mode 100644
index 00000000..2e283d1e
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoTimeScrubControl.cs
@@ -0,0 +1,192 @@
+using System;
+using System.Collections;
+using TMPro;
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.Video;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// Connects a UI slider control to a video player, allowing users to scrub to a particular time in th video.
+ ///
+ [RequireComponent(typeof(VideoPlayer))]
+ public class VideoTimeScrubControl : MonoBehaviour
+ {
+ [SerializeField]
+ [Tooltip("Video play/pause button GameObject")]
+ GameObject m_ButtonPlayOrPause;
+
+ [SerializeField]
+ [Tooltip("Slider that controls the video")]
+ Slider m_Slider;
+
+ [SerializeField]
+ [Tooltip("Play icon sprite")]
+ Sprite m_IconPlay;
+
+ [SerializeField]
+ [Tooltip("Pause icon sprite")]
+ Sprite m_IconPause;
+
+ [SerializeField]
+ [Tooltip("Play or pause button image.")]
+ Image m_ButtonPlayOrPauseIcon;
+
+ [SerializeField]
+ [Tooltip("Text that displays the current time of the video.")]
+ TextMeshProUGUI m_VideoTimeText;
+
+ [SerializeField]
+ [Tooltip("If checked, the slider will fade off after a few seconds. If unchecked, the slider will remain on.")]
+ bool m_HideSliderAfterFewSeconds;
+
+ bool m_IsDragging;
+ bool m_VideoIsPlaying;
+ bool m_VideoJumpPending;
+ long m_LastFrameBeforeScrub;
+ VideoPlayer m_VideoPlayer;
+
+ void Start()
+ {
+ m_VideoPlayer = GetComponent();
+ if (!m_VideoPlayer.playOnAwake)
+ {
+ m_VideoPlayer.playOnAwake = true; // Set play on awake for next enable.
+ m_VideoPlayer.Play(); // Play video to load first frame.
+ VideoStop(); // Stop the video to set correct state and pause frame.
+ }
+ else
+ {
+ VideoPlay(); // Play to ensure correct state.
+ }
+
+ if (m_ButtonPlayOrPause != null)
+ m_ButtonPlayOrPause.SetActive(false);
+ }
+
+ void OnEnable()
+ {
+ if (m_VideoPlayer != null)
+ {
+ m_VideoPlayer.frame = 0;
+ VideoPlay(); // Ensures correct UI state update if paused.
+ }
+
+ m_Slider.value = 0.0f;
+ m_Slider.onValueChanged.AddListener(OnSliderValueChange);
+ m_Slider.gameObject.SetActive(true);
+ if (m_HideSliderAfterFewSeconds)
+ StartCoroutine(HideSliderAfterSeconds());
+ }
+
+ void Update()
+ {
+ if (m_VideoJumpPending)
+ {
+ // We're trying to jump to a new position, but we're checking to make sure the video player is updated to our new jump frame.
+ if (m_LastFrameBeforeScrub == m_VideoPlayer.frame)
+ return;
+
+ // If the video player has been updated with desired jump frame, reset these values.
+ m_LastFrameBeforeScrub = long.MinValue;
+ m_VideoJumpPending = false;
+ }
+
+ if (!m_IsDragging && !m_VideoJumpPending)
+ {
+ if (m_VideoPlayer.frameCount > 0)
+ {
+ var progress = (float)m_VideoPlayer.frame / m_VideoPlayer.frameCount;
+ m_Slider.value = progress;
+ }
+ }
+ }
+
+ public void OnPointerDown()
+ {
+ m_VideoJumpPending = true;
+ VideoStop();
+ VideoJump();
+ }
+
+ public void OnRelease()
+ {
+ m_IsDragging = false;
+ VideoPlay();
+ VideoJump();
+ }
+
+ void OnSliderValueChange(float sliderValue)
+ {
+ UpdateVideoTimeText();
+ }
+
+ IEnumerator HideSliderAfterSeconds(float duration = 1f)
+ {
+ yield return new WaitForSeconds(duration);
+ m_Slider.gameObject.SetActive(false);
+ }
+
+ public void OnDrag()
+ {
+ m_IsDragging = true;
+ m_VideoJumpPending = true;
+ }
+
+ void VideoJump()
+ {
+ m_VideoJumpPending = true;
+ var frame = m_VideoPlayer.frameCount * m_Slider.value;
+ m_LastFrameBeforeScrub = m_VideoPlayer.frame;
+ m_VideoPlayer.frame = (long)frame;
+ }
+
+ public void PlayOrPauseVideo()
+ {
+ if (m_VideoIsPlaying)
+ {
+ VideoStop();
+ }
+ else
+ {
+ VideoPlay();
+ }
+ }
+
+ void UpdateVideoTimeText()
+ {
+ if (m_VideoPlayer != null && m_VideoTimeText != null)
+ {
+ var currentTimeTimeSpan = TimeSpan.FromSeconds(m_VideoPlayer.time);
+ var totalTimeTimeSpan = TimeSpan.FromSeconds(m_VideoPlayer.length);
+ var currentTimeString = string.Format("{0:D2}:{1:D2}",
+ currentTimeTimeSpan.Minutes,
+ currentTimeTimeSpan.Seconds
+ );
+
+ var totalTimeString = string.Format("{0:D2}:{1:D2}",
+ totalTimeTimeSpan.Minutes,
+ totalTimeTimeSpan.Seconds
+ );
+ m_VideoTimeText.SetText(currentTimeString + " / " + totalTimeString);
+ }
+ }
+
+ void VideoStop()
+ {
+ m_VideoIsPlaying = false;
+ m_VideoPlayer.Pause();
+ m_ButtonPlayOrPauseIcon.sprite = m_IconPlay;
+ m_ButtonPlayOrPause.SetActive(true);
+ }
+
+ void VideoPlay()
+ {
+ m_VideoIsPlaying = true;
+ m_VideoPlayer.Play();
+ m_ButtonPlayOrPauseIcon.sprite = m_IconPause;
+ m_ButtonPlayOrPause.SetActive(false);
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoTimeScrubControl.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoTimeScrubControl.cs.meta
new file mode 100644
index 00000000..0bfeca79
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/VideoTimeScrubControl.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6ca75f292f7449044807f6ba9e6f954c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRKnob.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRKnob.cs
new file mode 100644
index 00000000..41032b68
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRKnob.cs
@@ -0,0 +1,441 @@
+using System;
+using UnityEngine;
+using UnityEngine.Events;
+using UnityEngine.XR.Interaction.Toolkit;
+using UnityEngine.XR.Interaction.Toolkit.Interactables;
+using UnityEngine.XR.Interaction.Toolkit.Interactors;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// An interactable knob that follows the rotation of the interactor
+ ///
+ public class XRKnob : XRBaseInteractable
+ {
+ const float k_ModeSwitchDeadZone = 0.1f; // Prevents rapid switching between the different rotation tracking modes
+
+ ///
+ /// Helper class used to track rotations that can go beyond 180 degrees while minimizing accumulation error
+ ///
+ struct TrackedRotation
+ {
+ ///
+ /// The anchor rotation we calculate an offset from
+ ///
+ float m_BaseAngle;
+
+ ///
+ /// The target rotate we calculate the offset to
+ ///
+ float m_CurrentOffset;
+
+ ///
+ /// Any previous offsets we've added in
+ ///
+ float m_AccumulatedAngle;
+
+ ///
+ /// The total rotation that occurred from when this rotation started being tracked
+ ///
+ public float totalOffset => m_AccumulatedAngle + m_CurrentOffset;
+
+ ///
+ /// Resets the tracked rotation so that total offset returns 0
+ ///
+ public void Reset()
+ {
+ m_BaseAngle = 0.0f;
+ m_CurrentOffset = 0.0f;
+ m_AccumulatedAngle = 0.0f;
+ }
+
+ ///
+ /// Sets a new anchor rotation while maintaining any previously accumulated offset
+ ///
+ /// The XZ vector used to calculate a rotation angle
+ public void SetBaseFromVector(Vector3 direction)
+ {
+ // Update any accumulated angle
+ m_AccumulatedAngle += m_CurrentOffset;
+
+ // Now set a new base angle
+ m_BaseAngle = Mathf.Atan2(direction.z, direction.x) * Mathf.Rad2Deg;
+ m_CurrentOffset = 0.0f;
+ }
+
+ ///
+ /// Updates current offset and base angle based on target direction.
+ ///
+ /// The XZ vector used to calculate a rotation angle
+ public void SetTargetFromVector(Vector3 direction)
+ {
+ // Set the target angle
+ var targetAngle = Mathf.Atan2(direction.z, direction.x) * Mathf.Rad2Deg;
+
+ // Return the offset
+ m_CurrentOffset = ShortestAngleDistance(m_BaseAngle, targetAngle, 360.0f);
+
+ // If the offset is greater than 90 degrees, we update the base so we can rotate beyond 180 degrees
+ if (Mathf.Abs(m_CurrentOffset) > 90.0f)
+ {
+ m_BaseAngle = targetAngle;
+ m_AccumulatedAngle += m_CurrentOffset;
+ m_CurrentOffset = 0.0f;
+ }
+ }
+ }
+
+ [Serializable]
+ [Tooltip("Event called when the value of the knob is changed")]
+ public class ValueChangeEvent : UnityEvent { }
+
+ [SerializeField]
+ [Tooltip("The object that is visually grabbed and manipulated")]
+ Transform m_Handle = null;
+
+ [SerializeField]
+ [Tooltip("The value of the knob")]
+ [Range(0.0f, 1.0f)]
+ float m_Value = 0.5f;
+
+ [SerializeField]
+ [Tooltip("Whether this knob's rotation should be clamped by the angle limits")]
+ bool m_ClampedMotion = true;
+
+ [SerializeField]
+ [Tooltip("Rotation of the knob at value '1'")]
+ float m_MaxAngle = 90.0f;
+
+ [SerializeField]
+ [Tooltip("Rotation of the knob at value '0'")]
+ float m_MinAngle = -90.0f;
+
+ [SerializeField]
+ [Tooltip("Angle increments to support, if greater than '0'")]
+ float m_AngleIncrement = 0.0f;
+
+ [SerializeField]
+ [Tooltip("The position of the interactor controls rotation when outside this radius")]
+ float m_PositionTrackedRadius = 0.1f;
+
+ [SerializeField]
+ [Tooltip("How much controller rotation")]
+ float m_TwistSensitivity = 1.5f;
+
+ [SerializeField]
+ [Tooltip("Events to trigger when the knob is rotated")]
+ ValueChangeEvent m_OnValueChange = new ValueChangeEvent();
+
+ IXRSelectInteractor m_Interactor;
+
+ bool m_PositionDriven = false;
+ bool m_UpVectorDriven = false;
+
+ TrackedRotation m_PositionAngles = new TrackedRotation();
+ TrackedRotation m_UpVectorAngles = new TrackedRotation();
+ TrackedRotation m_ForwardVectorAngles = new TrackedRotation();
+
+ float m_BaseKnobRotation = 0.0f;
+
+ ///
+ /// The object that is visually grabbed and manipulated
+ ///
+ public Transform handle
+ {
+ get => m_Handle;
+ set => m_Handle = value;
+ }
+
+ ///
+ /// The value of the knob
+ ///
+ public float value
+ {
+ get => m_Value;
+ set
+ {
+ SetValue(value);
+ SetKnobRotation(ValueToRotation());
+ }
+ }
+
+ ///
+ /// Whether this knob's rotation should be clamped by the angle limits
+ ///
+ public bool clampedMotion
+ {
+ get => m_ClampedMotion;
+ set => m_ClampedMotion = value;
+ }
+
+ ///
+ /// Rotation of the knob at value '1'
+ ///
+ public float maxAngle
+ {
+ get => m_MaxAngle;
+ set => m_MaxAngle = value;
+ }
+
+ ///
+ /// Rotation of the knob at value '0'
+ ///
+ public float minAngle
+ {
+ get => m_MinAngle;
+ set => m_MinAngle = value;
+ }
+
+ ///
+ /// The position of the interactor controls rotation when outside this radius
+ ///
+ public float positionTrackedRadius
+ {
+ get => m_PositionTrackedRadius;
+ set => m_PositionTrackedRadius = value;
+ }
+
+ ///
+ /// Events to trigger when the knob is rotated
+ ///
+ public ValueChangeEvent onValueChange => m_OnValueChange;
+
+ void Start()
+ {
+ SetValue(m_Value);
+ SetKnobRotation(ValueToRotation());
+ }
+
+ protected override void OnEnable()
+ {
+ base.OnEnable();
+ selectEntered.AddListener(StartGrab);
+ selectExited.AddListener(EndGrab);
+ }
+
+ protected override void OnDisable()
+ {
+ selectEntered.RemoveListener(StartGrab);
+ selectExited.RemoveListener(EndGrab);
+ base.OnDisable();
+ }
+
+ void StartGrab(SelectEnterEventArgs args)
+ {
+ m_Interactor = args.interactorObject;
+
+ m_PositionAngles.Reset();
+ m_UpVectorAngles.Reset();
+ m_ForwardVectorAngles.Reset();
+
+ UpdateBaseKnobRotation();
+ UpdateRotation(true);
+ }
+
+ void EndGrab(SelectExitEventArgs args)
+ {
+ m_Interactor = null;
+ }
+
+ ///
+ public override void ProcessInteractable(XRInteractionUpdateOrder.UpdatePhase updatePhase)
+ {
+ base.ProcessInteractable(updatePhase);
+
+ if (updatePhase == XRInteractionUpdateOrder.UpdatePhase.Dynamic)
+ {
+ if (isSelected)
+ {
+ UpdateRotation();
+ }
+ }
+ }
+
+ ///
+ public override Transform GetAttachTransform(IXRInteractor interactor)
+ {
+ return m_Handle;
+ }
+
+ void UpdateRotation(bool freshCheck = false)
+ {
+ // Are we in position offset or direction rotation mode?
+ var interactorTransform = m_Interactor.GetAttachTransform(this);
+
+ // We cache the three potential sources of rotation - the position offset, the forward vector of the controller, and up vector of the controller
+ // We store any data used for determining which rotation to use, then flatten the vectors to the local xz plane
+ var localOffset = transform.InverseTransformVector(interactorTransform.position - m_Handle.position);
+ localOffset.y = 0.0f;
+ var radiusOffset = transform.TransformVector(localOffset).magnitude;
+ localOffset.Normalize();
+
+ var localForward = transform.InverseTransformDirection(interactorTransform.forward);
+ var localY = Math.Abs(localForward.y);
+ localForward.y = 0.0f;
+ localForward.Normalize();
+
+ var localUp = transform.InverseTransformDirection(interactorTransform.up);
+ localUp.y = 0.0f;
+ localUp.Normalize();
+
+ if (m_PositionDriven && !freshCheck)
+ radiusOffset *= (1.0f + k_ModeSwitchDeadZone);
+
+ // Determine when a certain source of rotation won't contribute - in that case we bake in the offset it has applied
+ // and set a new anchor when they can contribute again
+ if (radiusOffset >= m_PositionTrackedRadius)
+ {
+ if (!m_PositionDriven || freshCheck)
+ {
+ m_PositionAngles.SetBaseFromVector(localOffset);
+ m_PositionDriven = true;
+ }
+ }
+ else
+ m_PositionDriven = false;
+
+ // If it's not a fresh check, then we weight the local Y up or down to keep it from flickering back and forth at boundaries
+ if (!freshCheck)
+ {
+ if (!m_UpVectorDriven)
+ localY *= (1.0f - (k_ModeSwitchDeadZone * 0.5f));
+ else
+ localY *= (1.0f + (k_ModeSwitchDeadZone * 0.5f));
+ }
+
+ if (localY > 0.707f)
+ {
+ if (!m_UpVectorDriven || freshCheck)
+ {
+ m_UpVectorAngles.SetBaseFromVector(localUp);
+ m_UpVectorDriven = true;
+ }
+ }
+ else
+ {
+ if (m_UpVectorDriven || freshCheck)
+ {
+ m_ForwardVectorAngles.SetBaseFromVector(localForward);
+ m_UpVectorDriven = false;
+ }
+ }
+
+ // Get angle from position
+ if (m_PositionDriven)
+ m_PositionAngles.SetTargetFromVector(localOffset);
+
+ if (m_UpVectorDriven)
+ m_UpVectorAngles.SetTargetFromVector(localUp);
+ else
+ m_ForwardVectorAngles.SetTargetFromVector(localForward);
+
+ // Apply offset to base knob rotation to get new knob rotation
+ var knobRotation = m_BaseKnobRotation - ((m_UpVectorAngles.totalOffset + m_ForwardVectorAngles.totalOffset) * m_TwistSensitivity) - m_PositionAngles.totalOffset;
+
+ // Clamp to range
+ if (m_ClampedMotion)
+ knobRotation = Mathf.Clamp(knobRotation, m_MinAngle, m_MaxAngle);
+
+ SetKnobRotation(knobRotation);
+
+ // Reverse to get value
+ var knobValue = (knobRotation - m_MinAngle) / (m_MaxAngle - m_MinAngle);
+ SetValue(knobValue);
+ }
+
+ void SetKnobRotation(float angle)
+ {
+ if (m_AngleIncrement > 0)
+ {
+ var normalizeAngle = angle - m_MinAngle;
+ angle = (Mathf.Round(normalizeAngle / m_AngleIncrement) * m_AngleIncrement) + m_MinAngle;
+ }
+
+ if (m_Handle != null)
+ m_Handle.localEulerAngles = new Vector3(0.0f, angle, 0.0f);
+ }
+
+ void SetValue(float newValue)
+ {
+ if (m_ClampedMotion)
+ newValue = Mathf.Clamp01(newValue);
+
+ if (m_AngleIncrement > 0)
+ {
+ var angleRange = m_MaxAngle - m_MinAngle;
+ var angle = Mathf.Lerp(0.0f, angleRange, newValue);
+ angle = Mathf.Round(angle / m_AngleIncrement) * m_AngleIncrement;
+ newValue = Mathf.InverseLerp(0.0f, angleRange, angle);
+ }
+
+ m_Value = newValue;
+ m_OnValueChange.Invoke(m_Value);
+ }
+
+ float ValueToRotation()
+ {
+ return m_ClampedMotion ? Mathf.Lerp(m_MinAngle, m_MaxAngle, m_Value) : Mathf.LerpUnclamped(m_MinAngle, m_MaxAngle, m_Value);
+ }
+
+ void UpdateBaseKnobRotation()
+ {
+ m_BaseKnobRotation = Mathf.LerpUnclamped(m_MinAngle, m_MaxAngle, m_Value);
+ }
+
+ static float ShortestAngleDistance(float start, float end, float max)
+ {
+ var angleDelta = end - start;
+ var angleSign = Mathf.Sign(angleDelta);
+
+ angleDelta = Math.Abs(angleDelta) % max;
+ if (angleDelta > (max * 0.5f))
+ angleDelta = -(max - angleDelta);
+
+ return angleDelta * angleSign;
+ }
+
+ void OnDrawGizmosSelected()
+ {
+ const int k_CircleSegments = 16;
+ const float k_SegmentRatio = 1.0f / k_CircleSegments;
+
+ // Nothing to do if position radius is too small
+ if (m_PositionTrackedRadius <= Mathf.Epsilon)
+ return;
+
+ var knobTransform = transform;
+
+ // Draw a circle from the handle point at size of position tracked radius
+ var circleCenter = knobTransform.position;
+
+ if (m_Handle != null)
+ circleCenter = m_Handle.position;
+
+ var circleX = knobTransform.right;
+ var circleY = knobTransform.forward;
+
+ Gizmos.color = Color.green;
+ var segmentCounter = 0;
+ while (segmentCounter < k_CircleSegments)
+ {
+ var startAngle = segmentCounter * k_SegmentRatio * 2.0f * Mathf.PI;
+ segmentCounter++;
+ var endAngle = segmentCounter * k_SegmentRatio * 2.0f * Mathf.PI;
+
+ Gizmos.DrawLine(circleCenter + (Mathf.Cos(startAngle) * circleX + Mathf.Sin(startAngle) * circleY) * m_PositionTrackedRadius,
+ circleCenter + (Mathf.Cos(endAngle) * circleX + Mathf.Sin(endAngle) * circleY) * m_PositionTrackedRadius);
+ }
+ }
+
+ void OnValidate()
+ {
+ if (m_ClampedMotion)
+ m_Value = Mathf.Clamp01(m_Value);
+
+ if (m_MinAngle > m_MaxAngle)
+ m_MinAngle = m_MaxAngle;
+
+ SetKnobRotation(ValueToRotation());
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRKnob.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRKnob.cs.meta
new file mode 100644
index 00000000..e1bd92b3
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRKnob.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e888dc0064d84d041818fa202b52d6be
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRPokeFollowAffordanceFill.cs b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRPokeFollowAffordanceFill.cs
new file mode 100644
index 00000000..5a7f5ce9
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRPokeFollowAffordanceFill.cs
@@ -0,0 +1,246 @@
+using Unity.Mathematics;
+using Unity.XR.CoreUtils.Bindings;
+using UnityEngine;
+using UnityEngine.XR.Interaction.Toolkit.AffordanceSystem.State;
+using UnityEngine.XR.Interaction.Toolkit.Filtering;
+using UnityEngine.XR.Interaction.Toolkit.Utilities.Tweenables.Primitives;
+
+namespace Unity.VRTemplate
+{
+ ///
+ /// Follow animation affordance for , such as .
+ /// Used to animate a pressed transform, such as a button to follow the poke position.
+ ///
+ [AddComponentMenu("XR/XR Poke Follow Affordance Fill", 22)]
+ public class XRPokeFollowAffordanceFill : MonoBehaviour
+ {
+ [SerializeField]
+ [Tooltip("Transform that will move in the poke direction when this or a parent GameObject is poked." +
+ "\nNote: Should be a direct child GameObject.")]
+ Transform m_PokeFollowTransform;
+
+ [SerializeField]
+ [Tooltip("Transform that will scale the mask when this interactable is poked.")]
+ RectTransform m_PokeFill;
+
+ [SerializeField]
+ [Tooltip("The max width size for the poke fill image when pressed")]
+ float m_PokeFillMaxSizeX;
+
+ [SerializeField]
+ [Tooltip("The max height size for the poke fill image when pressed")]
+ float m_PokeFillMaxSizeY;
+
+ ///
+ /// Transform that will animate along the axis of interaction when this interactable is poked.
+ /// Note: Must be a direct child GameObject as it moves in local space relative to the poke target's transform.
+ ///
+ public Transform pokeFollowTransform
+ {
+ get => m_PokeFollowTransform;
+ set => m_PokeFollowTransform = value;
+ }
+
+ [SerializeField]
+ [Range(0f, 20f)]
+ [Tooltip("Multiplies transform position interpolation as a factor of Time.deltaTime. If 0, no smoothing will be applied.")]
+ float m_SmoothingSpeed = 8f;
+
+ ///
+ /// Multiplies transform position interpolation as a factor of . If 0, no smoothing will be applied.
+ ///
+ public float smoothingSpeed
+ {
+ get => m_SmoothingSpeed;
+ set => m_SmoothingSpeed = value;
+ }
+
+ [SerializeField]
+ [Tooltip("When this component is no longer the target of the poke, the Poke Follow Transform returns to the original position.")]
+ bool m_ReturnToInitialPosition = true;
+
+ ///
+ /// When this component is no longer the target of the poke, the returns to the original position.
+ ///
+ public bool returnToInitialPosition
+ {
+ get => m_ReturnToInitialPosition;
+ set => m_ReturnToInitialPosition = value;
+ }
+
+ [SerializeField]
+ [Tooltip("Whether to apply the follow animation if the target of the poke is a child of this transform. " +
+ "This is useful for UI objects that may have child graphics.")]
+ bool m_ApplyIfChildIsTarget = true;
+
+ ///
+ /// Whether to apply the follow animation if the target of the poke is a child of this transform.
+ /// This is useful for UI objects that may have child graphics.
+ ///
+ public bool applyIfChildIsTarget
+ {
+ get => m_ApplyIfChildIsTarget;
+ set => m_ApplyIfChildIsTarget = value;
+ }
+
+ [Header("Distance Clamping")]
+ [SerializeField]
+ [Tooltip("Whether to keep the Poke Follow Transform from moving past a minimum distance from the poke target.")]
+ bool m_ClampToMinDistance;
+
+ ///
+ /// Whether to keep the from moving past from the poke target.
+ ///
+ public bool clampToMinDistance
+ {
+ get => m_ClampToMinDistance;
+ set => m_ClampToMinDistance = value;
+ }
+
+ [SerializeField]
+ [Tooltip("The minimum distance from this transform that the Poke Follow Transform can move.")]
+ float m_MinDistance;
+
+ ///
+ /// The minimum distance from this transform that the can move when
+ /// is .
+ ///
+ public float minDistance
+ {
+ get => m_MinDistance;
+ set => m_MinDistance = value;
+ }
+ [Space]
+ [SerializeField]
+ [Tooltip("Whether to keep the Poke Follow Transform from moving past a maximum distance from the poke target.")]
+ bool m_ClampToMaxDistance;
+
+ ///
+ /// Whether to keep the from moving past from the poke target.
+ ///
+ public bool clampToMaxDistance
+ {
+ get => m_ClampToMaxDistance;
+ set => m_ClampToMaxDistance = value;
+ }
+
+ [SerializeField]
+ [Tooltip("The maximum distance from this transform that the Poke Follow Transform can move. Will shrink to the distance of initial position if that is smaller, or if this is 0.")]
+ float m_MaxDistance;
+
+ ///
+ /// The maximum distance from this transform that the can move when
+ /// is .
+ ///
+ public float maxDistance
+ {
+ get => m_MaxDistance;
+ set => m_MaxDistance = value;
+ }
+
+ IPokeStateDataProvider m_PokeDataProvider;
+
+#pragma warning disable CS0618 // Type or member is obsolete
+ readonly Vector3TweenableVariable m_TransformTweenableVariable = new Vector3TweenableVariable();
+ readonly FloatTweenableVariable m_PokeStrengthTweenableVariable = new FloatTweenableVariable();
+#pragma warning restore CS0618 // Type or member is obsolete
+ readonly BindingsGroup m_BindingsGroup = new BindingsGroup();
+ Vector3 m_InitialPosition;
+ bool m_IsFirstFrame;
+
+ ///
+ /// See .
+ ///
+ protected void Awake()
+ {
+ m_PokeDataProvider = GetComponentInParent();
+ }
+
+ ///
+ /// See .
+ ///
+ protected void Start()
+ {
+ if (m_PokeFollowTransform != null)
+ {
+ m_InitialPosition = m_PokeFollowTransform.localPosition;
+ m_MaxDistance = m_MaxDistance > 0f ? Mathf.Min(m_InitialPosition.magnitude, m_MaxDistance) : m_InitialPosition.magnitude;
+ m_BindingsGroup.AddBinding(m_TransformTweenableVariable.Subscribe(OnTransformTweenableVariableUpdated));
+ m_BindingsGroup.AddBinding(m_PokeStrengthTweenableVariable.Subscribe(OnPokeStrengthChanged));
+ m_BindingsGroup.AddBinding(m_PokeDataProvider.pokeStateData.SubscribeAndUpdate(OnPokeStateDataUpdated));
+ }
+ else
+ {
+ enabled = false;
+ Debug.LogWarning($"Missing Poke Follow Transform assignment on {this}. Disabling component.", this);
+ }
+ }
+
+ ///
+ /// See .
+ ///
+ protected void OnDestroy()
+ {
+ m_BindingsGroup.Clear();
+ m_TransformTweenableVariable?.Dispose();
+ }
+
+ ///
+ /// See .
+ ///
+ protected void LateUpdate()
+ {
+ if (m_IsFirstFrame)
+ {
+ m_TransformTweenableVariable.HandleTween(1f);
+ m_PokeStrengthTweenableVariable.target = 0f;
+ m_PokeStrengthTweenableVariable.HandleTween(1f);
+ m_IsFirstFrame = false;
+ return;
+ }
+
+ float tweenAmt = m_SmoothingSpeed > 0f ? Time.deltaTime * m_SmoothingSpeed : 1f;
+ m_TransformTweenableVariable.HandleTween(tweenAmt);
+ m_PokeStrengthTweenableVariable.HandleTween(tweenAmt);
+ }
+
+ void OnTransformTweenableVariableUpdated(float3 position)
+ {
+ m_PokeFollowTransform.localPosition = position;
+ }
+
+ void OnPokeStrengthChanged(float newStrength)
+ {
+ var newX = m_PokeFillMaxSizeX * newStrength;
+ var newY = m_PokeFillMaxSizeY * newStrength;
+ m_PokeFill.sizeDelta = new Vector2(newX, newY);
+ }
+
+ void OnPokeStateDataUpdated(PokeStateData data)
+ {
+ var pokeTarget = data.target;
+ var applyFollow = m_ApplyIfChildIsTarget
+ ? pokeTarget != null && pokeTarget.IsChildOf(transform)
+ : pokeTarget == transform;
+
+ if (applyFollow)
+ {
+ var targetPosition = pokeTarget.InverseTransformPoint(data.axisAlignedPokeInteractionPoint);
+
+ if (m_ClampToMinDistance && targetPosition.sqrMagnitude < m_MinDistance * m_MinDistance)
+ targetPosition = Vector3.ClampMagnitude(targetPosition, m_MinDistance);
+
+ if (m_ClampToMaxDistance && targetPosition.sqrMagnitude > m_MaxDistance * m_MaxDistance)
+ targetPosition = Vector3.ClampMagnitude(targetPosition, m_MaxDistance);
+
+ m_TransformTweenableVariable.target = targetPosition;
+ m_PokeStrengthTweenableVariable.target = Mathf.Clamp01(data.interactionStrength);
+ }
+ else if (m_ReturnToInitialPosition)
+ {
+ m_TransformTweenableVariable.target = m_InitialPosition;
+ m_PokeStrengthTweenableVariable.target = 0f;
+ }
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRPokeFollowAffordanceFill.cs.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRPokeFollowAffordanceFill.cs.meta
new file mode 100644
index 00000000..6ba02ad6
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Scripts/XRPokeFollowAffordanceFill.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0908100b30fe0ab4191734ae3261431f
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders.meta
new file mode 100644
index 00000000..6eea1269
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d40bcdc4371d1ce4f90f7b2a0c8d3f09
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/FauxBlurURP.shader b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/FauxBlurURP.shader
new file mode 100644
index 00000000..b6185ddd
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/FauxBlurURP.shader
@@ -0,0 +1,153 @@
+Shader "SpatialFramework/FauxBackgroundOverlayBlurURP"
+{
+ Properties
+ {
+ _Blur("Blur", Range(0, 10)) = 1.5
+ _Alpha("Alpha", Range(0, 1)) = 1
+ _GradientSize("Gradient Size", Range(0, 6)) = 2
+ _MainTex("Noise Texture (REQUIRED for Blur Noise)", 2D) = "white" {}
+ }
+
+ SubShader
+ {
+ PackageRequirements
+ {
+ "com.unity.render-pipelines.universal": "12.1.3"
+ }
+
+ Tags { "RenderPipeline" = "UniversalRenderPipeline" "Queue" = "Transparent-1" "LightMode" = "Always" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
+
+ ZWrite On
+ ZTest LEqual
+ Lighting Off
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ Pass
+ {
+ Tags { "LightMode" = "UniversalForward" }
+
+ HLSLPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
+
+ SAMPLER(_MainTex);
+
+ CBUFFER_START(UnityPerMaterial)
+ half _Alpha;
+ half _Blur;
+ half _GradientSize;
+ CBUFFER_END
+
+ struct appdata_t
+ {
+ half4 position : POSITION;
+ half3 normal : NORMAL;
+ half2 texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ half4 position : POSITION;
+ half3 worldPos : TEXCOORD0;
+ half2 cleanUV : TEXCOORD2;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ v2f vert(appdata_t v)
+ {
+ v2f output;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ output.position = TransformObjectToHClip(v.position.xyz);
+ output.worldPos = mul(unity_ObjectToWorld, v.position).xyz;
+ output.cleanUV = v.texcoord;
+
+ return output;
+ }
+
+ half4 frag(v2f input) : SV_Target
+ {
+ half2 uvPos = abs(input.cleanUV - float2(0.5, 0.5));
+ half uvMax = max(uvPos.x, uvPos.y);
+ half fadeFromBorderAmount = 1 - clamp(0, 1, pow(uvMax, _GradientSize) * 2);
+ half3 reflectionDir = -normalize(GetWorldSpaceViewDir(input.worldPos));
+ half noise = tex2D(_MainTex, input.cleanUV).r;
+ half4 reflectionData = SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectionDir, 1.5);
+ half3 reflectionColor = DecodeHDREnvironment(reflectionData, unity_SpecCube0_HDR);
+ return half4(reflectionColor, clamp(0, 1 - pow((uvMax * 2), _GradientSize * (_Blur / 10)), fadeFromBorderAmount) * _Alpha * noise);
+ }
+ ENDHLSL
+ }
+ }
+
+ SubShader
+ {
+ Tags{ "RenderPipeline" = " " "Queue" = "Transparent-1" "LightMode" = "Always" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
+
+ ZWrite On
+ ZTest LEqual
+ Lighting Off
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #include "UnityCG.cginc"
+
+ half _Alpha;
+ half _Blur;
+ half _GradientSize;
+ sampler2D _MainTex;
+
+ struct appdata_t
+ {
+ half4 position : POSITION;
+ half3 normal : NORMAL;
+ half2 texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ half4 position : POSITION;
+ half3 worldPos : TEXCOORD0;
+ half2 cleanUV : TEXCOORD2;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ v2f vert(appdata_t v)
+ {
+ v2f output;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ output.position = UnityObjectToClipPos(v.position);
+ output.worldPos = mul(unity_ObjectToWorld, v.position).xyz;
+ output.cleanUV = v.texcoord;
+
+ return output;
+ }
+
+ fixed4 frag(v2f input) : SV_Target
+ {
+ half2 uvPos = abs(input.cleanUV - float2(0.5, 0.5));
+ half uvMax = max(uvPos.x, uvPos.y);
+ half fadeFromBorderAmount = 1 - clamp(0, 1, pow(uvMax, _GradientSize) * 2);
+ half3 reflectionDir = -normalize(UnityWorldSpaceViewDir(input.worldPos));
+ half noise = tex2D(_MainTex, input.cleanUV).r;
+ half4 reflectionData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflectionDir, 1.5);
+ half3 reflectionColor = DecodeHDR(reflectionData, unity_SpecCube0_HDR);
+ return half4(reflectionColor, clamp(0, 1 - pow((uvMax * 2), _GradientSize * (_Blur / 10)), fadeFromBorderAmount) * _Alpha * noise);
+ }
+ ENDCG
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/FauxBlurURP.shader.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/FauxBlurURP.shader.meta
new file mode 100644
index 00000000..75b70d46
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/FauxBlurURP.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 0109ca49f001aed4a9b9378ad072e89a
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/Grid.shader b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/Grid.shader
new file mode 100644
index 00000000..726b37cd
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/Grid.shader
@@ -0,0 +1,75 @@
+Shader "Unlit/Grid"
+{
+ Properties
+ {
+ _GridColour ("Grid Colour", color) = (1, 1, 1, 1)
+ _BaseColour ("Base Colour", color) = (1, 1, 1, 0)
+ _GridSpacing ("Grid Spacing", float) = 1
+ _LineThickness ("Line Thickness", float) = .1
+ _ODistance ("Start Transparency Distance", float) = 5
+ _TDistance ("Full Transparency Distance", float) = 10
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Transparent" "Queue"="Transparent"}
+ LOD 100
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZWrite Off
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #include "UnityCG.cginc"
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+ struct v2f
+ {
+ float4 vertex : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float3 worldPos : TEXCOORD1;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ fixed4 _GridColour;
+ fixed4 _BaseColour;
+ float _GridSpacing;
+ float _LineThickness;
+ float _ODistance;
+ float _TDistance;
+
+ v2f vert (appdata_full v)
+ {
+ v2f o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.worldPos = mul(unity_ObjectToWorld, v.vertex);
+ o.uv = o.worldPos.xz / _GridSpacing;
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ float2 wrapped = frac(i.uv) - 0.5f;
+ float2 range = abs(wrapped);
+ float2 speeds;
+ speeds = fwidth(i.uv);
+ float2 pixelRange = range/speeds;
+ float lineWeight = saturate(min(pixelRange.x, pixelRange.y) - _LineThickness);
+ half4 param = lerp(_GridColour, _BaseColour, lineWeight);
+
+ //distance falloff
+ half3 viewDirW = _WorldSpaceCameraPos - i.worldPos;
+ half viewDist = length(viewDirW);
+ half falloff = saturate((viewDist - _ODistance) / (_TDistance - _ODistance) );
+ param.a *= (1.0f - falloff);
+ return param;
+ }
+ ENDCG
+ }
+ }
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/Grid.shader.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/Grid.shader.meta
new file mode 100644
index 00000000..dcd662fd
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/Grid.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 186077f5a09f3b64a812922fa946fe52
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/InteractablePrimitive.shadergraph b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/InteractablePrimitive.shadergraph
new file mode 100644
index 00000000..39154492
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/InteractablePrimitive.shadergraph
@@ -0,0 +1,3828 @@
+{
+ "m_SGVersion": 3,
+ "m_Type": "UnityEditor.ShaderGraph.GraphData",
+ "m_ObjectId": "31506e2a21be4e7c9394fabb1e885061",
+ "m_Properties": [
+ {
+ "m_Id": "bea5f4401e7141eb8192b8c2f1615433"
+ },
+ {
+ "m_Id": "faf76b3cb1ec477688485caedc326db6"
+ },
+ {
+ "m_Id": "084ce8e9dfc24313a824c78f64f8750b"
+ },
+ {
+ "m_Id": "a92e8b20254e4540bc09d73a14f77600"
+ },
+ {
+ "m_Id": "13ec136e085e4782b44a6511e6bd713e"
+ },
+ {
+ "m_Id": "b36e6040ddf146d784c7ad9546813733"
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diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/InteractablePrimitive.shadergraph.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/InteractablePrimitive.shadergraph.meta
new file mode 100644
index 00000000..ca02f160
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diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedFresnelStandard.shader b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedFresnelStandard.shader
new file mode 100644
index 00000000..8fa5e58a
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedFresnelStandard.shader
@@ -0,0 +1,102 @@
+Shader "SpatialFramework/Textured Fresnel/Standard"
+{
+ Properties
+ {
+ _EdgeColor("Edge Color", COLOR) = (1,1,1,1)
+ _Color("Color", COLOR) = (.25,.25,.25,.25)
+ _EdgeData("Edge min, max, S-strength, S-Blend", VECTOR) = (0, 0.85, 0.5, 1)
+ _MainTex("Texture", 2D) = "white" {}
+ }
+ SubShader
+ {
+ // First, we do a stencil like technique of writing depth of the model,
+ // so we don't have any transparent overdraw in subsequent steps
+ Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
+ Pass
+ {
+ Tags
+ {
+ "RenderType" = "Transparent"
+ "Queue" = "Transparent"
+ "LightMode" = "UniversalForward"
+ "RenderPipeline" = "UniversalPipeline"
+ }
+ LOD 100
+
+ Name "Depth Fill"
+ Blend One One
+ Lighting Off
+ ZTest Less
+ Offset -1, 0
+
+ ColorMask 0
+
+ CGPROGRAM
+
+ #pragma vertex vert
+ #pragma fragment fragEmpty
+
+ #include "UnityCG.cginc"
+ #include "TexturedStableFresnelCommon.cginc"
+
+ ENDCG
+ }
+
+ Pass
+ {
+ Tags
+ {
+ "RenderType" = "Transparent"
+ "Queue" = "Transparent"
+ "LightMode" = "Always"
+ }
+ LOD 100
+
+ Name "Depth Fill"
+ Blend One One
+ Lighting Off
+ ZWrite Off
+ Offset -1, 0
+
+ ColorMask 0
+
+ CGPROGRAM
+
+ #pragma vertex vert
+ #pragma fragment fragEmpty
+
+ #include "UnityCG.cginc"
+ #include "TexturedStableFresnelCommon.cginc"
+
+ ENDCG
+ }
+
+ // Next, fill in with the base and rim color
+ Pass
+ {
+ Tags
+ {
+ "RenderType" = "Transparent"
+ "Queue" = "Transparent"
+ }
+
+ Name "Fresnel Color"
+ Blend SrcAlpha OneMinusSrcAlpha
+ Lighting Off
+ ZTest LEqual
+ ZWrite Off
+ Offset -1, 0
+
+ CGPROGRAM
+
+ #pragma vertex vert
+ #pragma fragment fragRimShader
+
+ #include "UnityCG.cginc"
+ #include "TexturedStableFresnelCommon.cginc"
+
+ ENDCG
+ }
+ }
+ FallBack "Diffuse"
+}
diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedFresnelStandard.shader.meta b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedFresnelStandard.shader.meta
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index 00000000..9ca361bb
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedFresnelStandard.shader.meta
@@ -0,0 +1,9 @@
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diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedStableFresnelCommon.cginc b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedStableFresnelCommon.cginc
new file mode 100644
index 00000000..099260ef
--- /dev/null
+++ b/VR4RoboticArm/Assets/VRTemplateAssets/Shaders/TexturedStableFresnelCommon.cginc
@@ -0,0 +1,54 @@
+#ifndef STABLE_FRESNEL_COMMON
+#define STABLE_FRESNEL_COMMON
+
+half4 _EdgeColor; // Color and alpha of the fresnel effect
+half4 _Color; // Color and alpha of the base of the object
+half4 _EdgeData; // Min, Max, Power, Blend values
+
+sampler2D _MainTex;
+float4 _MainTex_ST;
+
+struct appdata_fresnel
+{
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+};
+
+struct fresnel_vertex
+{
+ float4 pos : SV_POSITION;
+ float3 worldPos : TEXCOORD0;
+ float3 worldNormal : TEXCOORD1;
+ float2 uv : TEXCOORD2;
+ UNITY_VERTEX_OUTPUT_STEREO
+};
+
+fresnel_vertex vert(appdata_fresnel v)
+{
+ fresnel_vertex o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.uv = o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
+ o.worldNormal = UnityObjectToWorldNormal(v.normal);
+ return o;
+}
+
+half4 fragEmpty(fresnel_vertex i) : COLOR
+{
+ return half4(0,0,0,1);
+}
+
+half4 fragRimShader(fresnel_vertex i) : COLOR
+{
+ half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
+ half rim = saturate(((1.0 - saturate(dot(normalize(worldViewDir), i.worldNormal))) - _EdgeData.x) / (_EdgeData.y - _EdgeData.x));
+ half processedRim = (3 + _EdgeData.z) * pow(rim, _EdgeData.z + 1) - (2 + _EdgeData.z) * pow(rim, _EdgeData.z + 2);
+ return lerp(_Color, _EdgeColor, lerp(rim, processedRim, _EdgeData.w)) * tex2D(_MainTex, i.uv).rgba;
+}
+
+#endif // STABLE_FRESNEL_COMMON
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diff --git a/VR4RoboticArm/Assets/VRTemplateAssets/Sprites/CoachingCards/Coaching Step 2.png b/VR4RoboticArm/Assets/VRTemplateAssets/Sprites/CoachingCards/Coaching Step 2.png
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new file mode 100644
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