升级XR插件版本

This commit is contained in:
Sora丶kong
2026-03-02 17:56:21 +08:00
parent 8962657674
commit 60f512a9bc
1317 changed files with 110305 additions and 48249 deletions

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{
"displayName": "Hands Interaction Demo",
"description": "Sample scene and other assets for hand-tracking integration with the XR Interaction Toolkit."
}

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namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands
{
/// <summary>
/// Hides the specified GameObject when the associated XRRayInteractor is blocked by an interaction within its group.
/// </summary>
public class HideObjectWhenRayInteractorBlocked : MonoBehaviour
{
[SerializeField]
[Tooltip("The XRRayInteractor that this component monitors for blockages.")]
XRRayInteractor m_Interactor;
[SerializeField]
[Tooltip("The GameObject to hide when the XRRayInteractor is blocked.")]
GameObject m_ObjectToHide;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void OnEnable()
{
if (m_Interactor == null || m_ObjectToHide == null)
enabled = false;
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void Update()
{
m_ObjectToHide.SetActive(m_Interactor.isActiveAndEnabled && !m_Interactor.IsBlockedByInteractionWithinGroup());
}
}
}

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#if XR_HANDS_1_2_OR_NEWER
using Unity.XR.CoreUtils;
using Unity.XR.CoreUtils.Bindings;
using UnityEngine.XR.Hands;
using UnityEngine.XR.Interaction.Toolkit.Utilities.Tweenables.Primitives;
#endif
namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands
{
/// <summary>
/// A class that follows the pinch point between the thumb and index finger using XR Hand Tracking.
/// It updates its position to the midpoint between the thumb and index tip while optionally adjusting its rotation
/// to look at a specified target. The rotation towards the target can also be smoothly interpolated over time.
/// </summary>
public class PinchPointFollow : MonoBehaviour
{
[SerializeField]
[Tooltip("The XR Hand Tracking Events component that will be used to subscribe to hand tracking events.")]
#if XR_HANDS_1_2_OR_NEWER
XRHandTrackingEvents m_XRHandTrackingEvents;
#else
Object m_XRHandTrackingEvents;
#endif
[SerializeField]
[Tooltip("The transform to match the rotation of.")]
Transform m_TargetRotation;
[SerializeField]
[Tooltip("The transform will use the XRRayInteractor endpoint position to calculate the transform rotation.")]
XRRayInteractor m_RayInteractor;
[SerializeField]
[Tooltip("How fast to match rotation (0 means no rotation smoothing.)")]
[Range(0f, 32f)]
float m_RotationSmoothingSpeed = 12f;
#if XR_HANDS_1_2_OR_NEWER
bool m_HasRayInteractor;
bool m_HasTargetRotationTransform;
OneEuroFilterVector3 m_OneEuroFilterVector3;
readonly QuaternionTweenableVariable m_QuaternionTweenableVariable = new QuaternionTweenableVariable();
readonly BindingsGroup m_BindingsGroup = new BindingsGroup();
#endif
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void OnEnable()
{
#if XR_HANDS_1_2_OR_NEWER
if (m_XRHandTrackingEvents != null)
m_XRHandTrackingEvents.jointsUpdated.AddListener(OnJointsUpdated);
m_OneEuroFilterVector3 = new OneEuroFilterVector3(transform.localPosition);
m_HasRayInteractor = m_RayInteractor != null;
m_HasTargetRotationTransform = m_TargetRotation != null;
m_BindingsGroup.AddBinding(m_QuaternionTweenableVariable.Subscribe(newValue => transform.rotation = newValue));
#else
Debug.LogWarning("PinchPointFollow requires XR Hands (com.unity.xr.hands) 1.2.0 or newer. Disabling component.", this);
enabled = false;
#endif
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void OnDisable()
{
#if XR_HANDS_1_2_OR_NEWER
m_BindingsGroup.Clear();
if (m_XRHandTrackingEvents != null)
m_XRHandTrackingEvents.jointsUpdated.RemoveListener(OnJointsUpdated);
#endif
}
#if XR_HANDS_1_2_OR_NEWER
void OnJointsUpdated(XRHandJointsUpdatedEventArgs args)
{
var thumbTip = args.hand.GetJoint(XRHandJointID.ThumbTip);
if (!thumbTip.TryGetPose(out var thumbTipPose))
return;
var indexTip = args.hand.GetJoint(XRHandJointID.IndexTip);
if (!indexTip.TryGetPose(out var indexTipPose))
return;
var targetPos = Vector3.Lerp(thumbTipPose.position, indexTipPose.position, 0.5f);
var filteredTargetPos = m_OneEuroFilterVector3.Filter(targetPos, Time.deltaTime);
// Hand pose data is in local space relative to the xr origin.
transform.localPosition = filteredTargetPos;
if (m_HasTargetRotationTransform && m_HasRayInteractor)
{
// Given that the ray endpoint is in worldspace, we need to use the worldspace transform of this point to determine the target rotation.
// This allows us to keep orientation consistent when moving the xr origin for locomotion.
var targetDir = (m_RayInteractor.rayEndPoint - transform.position).normalized;
var targetRot = Quaternion.LookRotation(targetDir);
// If there aren't any major swings in rotation, follow the target rotation.
if (Vector3.Dot(m_TargetRotation.forward, targetDir) > 0.5f)
m_QuaternionTweenableVariable.target = targetRot;
}
var tweenTarget = m_RotationSmoothingSpeed > 0f ? m_RotationSmoothingSpeed * Time.deltaTime : 1f;
m_QuaternionTweenableVariable.HandleTween(tweenTarget);
}
#endif
}
}

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{
"displayName": "Starter Assets",
"description": "Assets to streamline setup of behaviors, including a default set of input actions and presets for use with XR Interaction Toolkit behaviors that use the Input System."
}

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using System;
using System.Collections.Generic;
using System.Linq;
using Unity.XR.CoreUtils.Editor;
using UnityEngine.XR.Interaction.Toolkit;
namespace UnityEditor.XR.Interaction.Toolkit.Samples
{
/// <summary>
/// Unity Editor class which registers Project Validation rules for the Starter Assets sample package.
/// </summary>
class StarterAssetsSampleProjectValidation
{
const string k_Category = "XR Interaction Toolkit";
const string k_StarterAssetsSampleName = "Starter Assets";
const string k_TeleportLayerName = "Teleport";
const int k_TeleportLayerIndex = 31;
static readonly BuildTargetGroup[] s_BuildTargetGroups =
((BuildTargetGroup[])Enum.GetValues(typeof(BuildTargetGroup))).Distinct().ToArray();
static readonly List<BuildValidationRule> s_BuildValidationRules = new List<BuildValidationRule>();
[InitializeOnLoadMethod]
static void RegisterProjectValidationRules()
{
// In the Player Settings UI we have to delay the call one frame to let the settings provider get initialized
// since we need to access the settings asset to set the rule's non-delegate properties (FixItAutomatic).
EditorApplication.delayCall += AddRules;
}
static void AddRules()
{
if (s_BuildValidationRules.Count == 0)
{
s_BuildValidationRules.Add(
new BuildValidationRule
{
Category = k_Category,
Message = $"[{k_StarterAssetsSampleName}] Interaction Layer {k_TeleportLayerIndex} should be set to '{k_TeleportLayerName}' for teleportation locomotion.",
FixItMessage = $"XR Interaction Toolkit samples reserve Interaction Layer {k_TeleportLayerIndex} for teleportation locomotion. Set Interaction Layer {k_TeleportLayerIndex} to '{k_TeleportLayerName}' to prevent conflicts.",
HelpText = "Please note Interaction Layers are unique to the XR Interaction Toolkit and can be found in Edit > Project Settings > XR Plug-in Management > XR Interaction Toolkit",
FixItAutomatic = InteractionLayerSettings.Instance.IsLayerEmpty(k_TeleportLayerIndex) || IsInteractionLayerTeleport(),
Error = false,
CheckPredicate = IsInteractionLayerTeleport,
FixIt = () =>
{
if (InteractionLayerSettings.Instance.IsLayerEmpty(k_TeleportLayerIndex) || DisplayTeleportDialog())
InteractionLayerSettings.Instance.SetLayerNameAt(k_TeleportLayerIndex, k_TeleportLayerName);
else
SettingsService.OpenProjectSettings(XRInteractionToolkitSettingsProvider.k_SettingsPath);
},
});
}
foreach (var buildTargetGroup in s_BuildTargetGroups)
{
BuildValidator.AddRules(buildTargetGroup, s_BuildValidationRules);
}
}
static bool IsInteractionLayerTeleport()
{
return string.Equals(InteractionLayerSettings.Instance.GetLayerNameAt(k_TeleportLayerIndex), k_TeleportLayerName, StringComparison.OrdinalIgnoreCase);
}
static bool DisplayTeleportDialog()
{
return EditorUtility.DisplayDialog(
"Fixing Teleport Interaction Layer",
$"Interaction Layer {k_TeleportLayerIndex} for teleportation locomotion is currently set to '{InteractionLayerSettings.Instance.GetLayerNameAt(k_TeleportLayerIndex)}' instead of '{k_TeleportLayerName}'",
"Automatically Replace",
"Cancel");
}
}
}

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{
"displayName": "XR Device Simulator",
"description": "Assets related to the simulation of XR HMD and controllers."
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using UnityEngine.InputSystem;
using UnityEngine.UI;
using UnityEngine.XR.Interaction.Toolkit.Inputs.Simulation;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.DeviceSimulator
{
[RequireComponent(typeof(XRDeviceSimulatorUI))]
class XRDeviceSimulatorControllerUI : MonoBehaviour
{
[Header("General")]
[SerializeField]
Image m_ControllerImage;
[SerializeField]
Image m_ControllerOverlayImage;
[Header("Primary Button")]
[SerializeField]
Image m_PrimaryButtonImage;
[SerializeField]
Text m_PrimaryButtonText;
[SerializeField]
Image m_PrimaryButtonIcon;
[Header("Secondary Button")]
[SerializeField]
Image m_SecondaryButtonImage;
[SerializeField]
Text m_SecondaryButtonText;
[SerializeField]
Image m_SecondaryButtonIcon;
[Header("Trigger")]
[SerializeField]
Image m_TriggerButtonImage;
[SerializeField]
Text m_TriggerButtonText;
[SerializeField]
Image m_TriggerButtonIcon;
[Header("Grip")]
[SerializeField]
Image m_GripButtonImage;
[SerializeField]
Text m_GripButtonText;
[SerializeField]
Image m_GripButtonIcon;
[Header("Thumbstick")]
[SerializeField]
Image m_ThumbstickButtonImage;
[SerializeField]
Text m_ThumbstickButtonText;
[SerializeField]
Image m_ThumbstickButtonIcon;
[Header("Menu")]
[SerializeField]
Image m_MenuButtonImage;
[SerializeField]
Text m_MenuButtonText;
[SerializeField]
Image m_MenuButtonIcon;
XRDeviceSimulatorUI m_MainUIManager;
bool m_PrimaryButtonActivated;
bool m_SecondaryButtonActivated;
bool m_TriggerActivated;
bool m_GripActivated;
bool m_MenuActivated;
bool m_XAxisTranslateActivated;
bool m_YAxisTranslateActivated;
protected void Awake()
{
m_MainUIManager = GetComponent<XRDeviceSimulatorUI>();
}
internal void Initialize(XRDeviceSimulator simulator)
{
m_PrimaryButtonText.text = simulator.primaryButtonAction.action.controls[0].displayName;
m_SecondaryButtonText.text = simulator.secondaryButtonAction.action.controls[0].displayName;
m_GripButtonText.text = simulator.gripAction.action.controls[0].displayName;
m_TriggerButtonText.text = simulator.triggerAction.action.controls[0].displayName;
m_MenuButtonText.text = simulator.menuAction.action.controls[0].displayName;
var disabledImgColor = m_MainUIManager.disabledColor;
m_ThumbstickButtonImage.color = disabledImgColor;
m_ControllerImage.color = m_MainUIManager.disabledDeviceColor;
m_ControllerOverlayImage.color = disabledImgColor;
}
internal void SetAsActiveController(bool active, XRDeviceSimulator simulator, bool isRestingHand = false)
{
var controls = isRestingHand ?
simulator.restingHandAxis2DAction.action.controls :
simulator.axis2DAction.action.controls;
m_ThumbstickButtonText.text = $"{controls[0].displayName}, {controls[1].displayName}, {controls[2].displayName}, {controls[3].displayName}";
UpdateButtonVisuals(active, m_PrimaryButtonIcon, m_PrimaryButtonText, simulator.primaryButtonAction.action.controls[0]);
UpdateButtonVisuals(active, m_SecondaryButtonIcon, m_SecondaryButtonText, simulator.secondaryButtonAction.action.controls[0]);
UpdateButtonVisuals(active, m_TriggerButtonIcon, m_TriggerButtonText, simulator.triggerAction.action.controls[0]);
UpdateButtonVisuals(active, m_GripButtonIcon, m_GripButtonText, simulator.gripAction.action.controls[0]);
UpdateButtonVisuals(active, m_MenuButtonIcon, m_MenuButtonText, simulator.menuAction.action.controls[0]);
UpdateButtonVisuals(active || isRestingHand, m_ThumbstickButtonIcon, m_ThumbstickButtonText, simulator.axis2DAction.action.controls[0]);
if (active)
{
UpdateButtonColor(m_PrimaryButtonImage, m_PrimaryButtonActivated);
UpdateButtonColor(m_SecondaryButtonImage, m_SecondaryButtonActivated);
UpdateButtonColor(m_TriggerButtonImage, m_TriggerActivated);
UpdateButtonColor(m_GripButtonImage, m_GripActivated);
UpdateButtonColor(m_MenuButtonImage, m_MenuActivated);
UpdateButtonColor(m_ThumbstickButtonImage, m_XAxisTranslateActivated || m_YAxisTranslateActivated);
m_ControllerImage.color = m_MainUIManager.deviceColor;
m_ControllerOverlayImage.color = m_MainUIManager.enabledColor;
}
else
{
UpdateDisableControllerButton(m_PrimaryButtonActivated, m_PrimaryButtonImage, m_PrimaryButtonIcon, m_PrimaryButtonText);
UpdateDisableControllerButton(m_SecondaryButtonActivated, m_SecondaryButtonImage, m_SecondaryButtonIcon, m_SecondaryButtonText);
UpdateDisableControllerButton(m_TriggerActivated, m_TriggerButtonImage, m_TriggerButtonIcon, m_TriggerButtonText);
UpdateDisableControllerButton(m_GripActivated, m_GripButtonImage, m_GripButtonIcon, m_GripButtonText);
UpdateDisableControllerButton(m_MenuActivated, m_MenuButtonImage, m_MenuButtonIcon, m_MenuButtonText);
if (!isRestingHand)
UpdateDisableControllerButton(m_XAxisTranslateActivated || m_YAxisTranslateActivated, m_ThumbstickButtonImage, m_ThumbstickButtonIcon, m_ThumbstickButtonText);
else
m_ThumbstickButtonImage.color = m_MainUIManager.buttonColor;
m_ControllerImage.color = m_MainUIManager.disabledDeviceColor;
m_ControllerOverlayImage.color = m_MainUIManager.disabledColor;
}
}
// This function keeps the button selected color active if the key if hold when the controller is disabled.
// Other buttons are disabled to avoid adding extra noise.
void UpdateDisableControllerButton(bool active, Image button, Image buttonIcon, Text buttonText)
{
if(active)
{
var tmpColor = m_MainUIManager.selectedColor;
tmpColor.a = 0.5f;
button.color = tmpColor;
buttonText.gameObject.SetActive(true);
buttonIcon.gameObject.SetActive(true);
}
else
{
button.color = m_MainUIManager.disabledButtonColor;
buttonText.gameObject.SetActive(false);
buttonIcon.gameObject.SetActive(false);
}
}
void UpdateButtonVisuals(bool active, Image buttonIcon, Text buttonText, InputControl control)
{
buttonText.gameObject.SetActive(active);
buttonIcon.gameObject.SetActive(active);
var color = active ? m_MainUIManager.enabledColor : m_MainUIManager.disabledColor;
buttonText.color = color;
buttonIcon.color = color;
buttonIcon.transform.localScale = Vector3.one;
buttonIcon.sprite = m_MainUIManager.GetInputIcon(control);
switch (control.name)
{
case "leftButton":
buttonText.text = "L Mouse";
buttonIcon.color = Color.white;
buttonIcon.transform.localScale = new Vector3(-1f, 1f, 1f);
break;
case "rightButton":
buttonText.text = "R Mouse";
buttonIcon.color = Color.white;
break;
default:
buttonIcon.sprite = m_MainUIManager.keyboardSprite;
break;
}
}
void UpdateButtonColor(Image image, bool activated)
{
image.color = activated ? m_MainUIManager.selectedColor : m_MainUIManager.buttonColor;
}
internal void OnPrimaryButton(bool activated)
{
m_PrimaryButtonActivated = activated;
UpdateButtonColor(m_PrimaryButtonImage, activated);
}
internal void OnSecondaryButton(bool activated)
{
m_SecondaryButtonActivated = activated;
UpdateButtonColor(m_SecondaryButtonImage, activated);
}
internal void OnTrigger(bool activated)
{
m_TriggerActivated = activated;
UpdateButtonColor(m_TriggerButtonImage, activated);
}
internal void OnGrip(bool activated)
{
m_GripActivated = activated;
UpdateButtonColor(m_GripButtonImage, activated);
}
internal void OnMenu(bool activated)
{
m_MenuActivated = activated;
UpdateButtonColor(m_MenuButtonImage, activated);
}
internal void OnXAxisTranslatePerformed(bool activated)
{
m_XAxisTranslateActivated = activated;
UpdateButtonColor(m_ThumbstickButtonImage, activated);
}
internal void OnZAxisTranslatePerformed(bool activated)
{
m_YAxisTranslateActivated = activated;
UpdateButtonColor(m_ThumbstickButtonImage, activated);
}
}
}

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@@ -1,182 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using UnityEngine.XR.Interaction.Toolkit.Inputs.Simulation;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.DeviceSimulator
{
[RequireComponent(typeof(XRDeviceSimulatorUI))]
class XRDeviceSimulatorHandsUI : MonoBehaviour
{
[Serializable]
class HandExpressionUI
{
[SerializeField]
Sprite m_Sprite;
[SerializeField]
Image m_ButtonImage;
[SerializeField]
Image m_Icon;
[SerializeField]
Text m_BindText;
[SerializeField]
Text m_TitleText;
InputAction m_Action;
public Sprite sprite
{
get => m_Sprite;
set => m_Sprite = value;
}
public void Initialize(InputAction action, string name, Sprite icon)
{
m_Action = action;
m_BindText.text = m_Action.controls[0].displayName;
m_TitleText.text = $"[{name}]";
if (icon != null)
m_Sprite = icon;
}
public void UpdateButtonVisuals(bool active, XRDeviceSimulatorUI uiManager)
{
UpdateButtonActive(active);
Color color = active ? uiManager.enabledColor : uiManager.disabledColor;
m_BindText.color = color;
m_TitleText.color = color;
m_Icon.color = color;
m_Icon.transform.localScale = Vector3.one;
m_Icon.sprite = uiManager.GetInputIcon(m_Action?.controls[0]);
}
public void SetButtonColor(Color color)
{
m_ButtonImage.color = color;
}
public void UpdateButtonActive(bool active)
{
m_BindText.gameObject.SetActive(active);
m_TitleText.gameObject.SetActive(active);
m_Icon.gameObject.SetActive(active);
}
}
[Header("General")]
[SerializeField]
Image m_HandImage;
[SerializeField]
Sprite m_HandDefaultSprite;
[SerializeField]
List<HandExpressionUI> m_Expressions = new List<HandExpressionUI>();
XRDeviceSimulatorUI m_MainUIManager;
HandExpressionUI m_ActiveExpression;
protected void Awake()
{
m_MainUIManager = GetComponent<XRDeviceSimulatorUI>();
}
internal void Initialize(XRDeviceSimulator simulator)
{
for (var index = 0; index < simulator.simulatedHandExpressions.Count; ++index)
{
var simulatedExpression = simulator.simulatedHandExpressions[index];
if (index >= m_Expressions.Count)
{
Debug.LogWarning("The Device Simulator has more expressions than the UI can display.", this);
}
else
{
m_Expressions[index].Initialize(simulatedExpression.toggleAction, simulatedExpression.name, simulatedExpression.icon);
}
}
m_HandImage.color = m_MainUIManager.disabledDeviceColor;
}
internal void SetActive(bool active, XRDeviceSimulator simulator)
{
foreach (var expression in m_Expressions)
{
expression.UpdateButtonVisuals(active, m_MainUIManager);
}
if (active)
{
foreach (var expression in m_Expressions)
{
var isActiveExpression = m_ActiveExpression == expression;
expression.SetButtonColor(isActiveExpression ? m_MainUIManager.selectedColor : m_MainUIManager.buttonColor);
}
m_HandImage.color = m_MainUIManager.deviceColor;
}
else
{
var disabledSelectedColor = m_MainUIManager.selectedColor;
disabledSelectedColor.a = 0.5f;
foreach (var expression in m_Expressions)
{
var isActiveExpression = m_ActiveExpression == expression;
expression.SetButtonColor(isActiveExpression ? disabledSelectedColor : m_MainUIManager.disabledButtonColor);
expression.UpdateButtonActive(isActiveExpression);
}
m_HandImage.color = m_MainUIManager.disabledDeviceColor;
}
}
internal void ToggleExpression(XRDeviceSimulator.SimulatedHandExpression simulatedExpression, XRDeviceSimulator simulator)
{
// The index of the hand expression corresponds 1:1 with the index of the UI button
var index = simulator.simulatedHandExpressions.IndexOf(simulatedExpression);
if (index >= m_Expressions.Count)
{
Debug.LogWarning("The Device Simulator has more expressions than the UI can display.", this);
}
else if (index < 0)
{
Debug.LogError($"The Device Simulator tried to toggle {simulatedExpression.name} but it was not found in the list of simulated hand expressions, the UI can not be updated.", this);
}
else
{
ToggleExpression(m_Expressions[index]);
}
}
void ToggleExpression(HandExpressionUI expression)
{
if (m_ActiveExpression == expression)
{
SetExpressionActiveStatus(false, expression);
m_ActiveExpression = null;
m_HandImage.sprite = m_HandDefaultSprite;
}
else
{
if (m_ActiveExpression != null)
SetExpressionActiveStatus(false, m_ActiveExpression);
SetExpressionActiveStatus(true, expression);
m_ActiveExpression = expression;
}
}
void SetExpressionActiveStatus(bool isActive, HandExpressionUI expression)
{
expression.SetButtonColor(isActive ? m_MainUIManager.selectedColor : m_MainUIManager.buttonColor);
if (isActive)
m_HandImage.sprite = expression.sprite;
}
}
}

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