上传YomovSDK

This commit is contained in:
Sora丶kong
2026-03-03 03:15:46 +08:00
parent 9096da7e6c
commit eb97f31065
6477 changed files with 1932208 additions and 3 deletions

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using System;
using System.Linq;
using System.Reflection;
using System.IO;
using UnityEngine;
using UnityEngine.XR.OpenXR;
using UnityEngine.XR.OpenXR.Samples.MeshingFeature;
using UnityEditor.XR.OpenXR.Features;
namespace UnityEditor.XR.OpenXR.Samples.MeshingFeature
{
/// <summary>
/// Custom editor for meshing behaviour that ensures the meshing feature plugin can be loaded.
///
/// For the meshing feature sample to be loaded the sample folder must be an immediate child of the 'Assets' folder and
/// must be there on Unity startup. This script will copy the sample folder to the required destination and attempt
/// to force a restart after.
///
/// Note that this script will self destruct after running by deleting the script asset to ensure it only ever runs once.
///
/// Note that when developing samples this copying functionality may not be desired. To disable this
/// functionality add the UNITY_SAMPLE_DEV define to your project.
/// </summary>
[InitializeOnLoad]
public class MeshingFeatureInstaller : Editor
{
#if !UNITY_SAMPLE_DEV
private const string k_MeshingFeaturePath = "Meshing Subsystem Feature/MeshingFeaturePlugin/UnitySubsystemsManifest.json";
private const string k_ErrorMessage = "The Meshing Subsystem Feature Sample requires the `MeshingFeaturePlugin' folder be moved to the root 'Assets` folder to run properly. An attempt was made to automatically move these files to the correct location but failed, please move these files manaually before running the sample.";
private const string k_DialogText = "The Meshing Feature Sample requires that the MeshingFeature subsystem be registered, which will require Unity editor to be restarted.\n\nDo you want to *RESTART* the editor now?";
static MeshingFeatureInstaller()
{
EditorApplication.update += Install;
}
private static void Install()
{
EditorApplication.update -= Install;
// Automatically enable the feature
FeatureHelpers.RefreshFeatures(BuildTargetGroup.Standalone);
var feature = OpenXRSettings.Instance.GetFeature<MeshingTeapotFeature>();
if (feature != null)
feature.enabled = true;
// Find the subsystem manifest to figure out where the sample was installed
var source = AssetDatabase
.FindAssets(Path.GetFileNameWithoutExtension(k_MeshingFeaturePath))
.Select(AssetDatabase.GUIDToAssetPath)
.FirstOrDefault(r => r.Contains(k_MeshingFeaturePath));
if (string.IsNullOrEmpty(source))
{
Debug.LogError(k_ErrorMessage);
return;
}
// Extract the `UnitySubsystemsManifest.json` from the path
source = Path.GetDirectoryName(source);
// Target path is 'Assets/<sample folder name>`
var target = Path.Combine("Assets", Path.GetFileNameWithoutExtension(source));
// Attempt to move the entire folder
var moveResult = AssetDatabase.MoveAsset(source, target);
if (!string.IsNullOrWhiteSpace(moveResult))
{
Debug.LogError(moveResult);
return;
}
Debug.Log($"Moved '{source}' to '{target}");
if (EditorUtility.DisplayDialog("Warning", k_DialogText, "Yes", "No"))
{
// Restart editor.
var editorApplicationType = typeof(EditorApplication);
var requestCloseAndRelaunchWithCurrentArgumentsMethod =
editorApplicationType.GetMethod("RequestCloseAndRelaunchWithCurrentArguments",
BindingFlags.NonPublic | BindingFlags.Static);
if (requestCloseAndRelaunchWithCurrentArgumentsMethod == null)
throw new MissingMethodException(editorApplicationType.FullName, "RequestCloseAndRelaunchWithCurrentArguments");
requestCloseAndRelaunchWithCurrentArgumentsMethod.Invoke(null, null);
}
// Self destruct
AssetDatabase.DeleteAsset(Path.Combine(Path.GetDirectoryName(source), "Editor"));
}
#endif
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.XR.OpenXR.Samples.MeshingFeature
{
public class FallingSphere : MonoBehaviour
{
private Vector3 starting;
private Rigidbody rb;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
starting = transform.position;
}
// Update is called once per frame
void FixedUpdate()
{
if (transform.position.y < -10)
{
#if UNITY_6000_0_OR_NEWER
rb.linearVelocity = Vector3.zero;
#else
rb.velocity = Vector3.zero;
#endif
rb.angularVelocity = Vector3.zero;
rb.MovePosition(starting);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SubsystemsImplementation;
using UnityEngine.XR;
namespace UnityEngine.XR.OpenXR.Samples.MeshingFeature
{
public class MeshingBehaviour : MonoBehaviour
{
public GameObject emptyMeshPrefab;
public TextMesh textMesh;
public Transform target;
private XRMeshSubsystem s_MeshSubsystem;
private List<MeshInfo> s_MeshInfos = new List<MeshInfo>();
private Dictionary<MeshId, GameObject> m_MeshIdToGo = new Dictionary<MeshId, GameObject>();
void Start()
{
var feature = OpenXRSettings.Instance.GetFeature<MeshingTeapotFeature>();
if (null == feature || feature.enabled == false)
{
enabled = false;
return;
}
var meshSubsystems = new List<XRMeshSubsystem>();
SubsystemManager.GetSubsystems(meshSubsystems);
if (meshSubsystems.Count == 1)
{
s_MeshSubsystem = meshSubsystems[0];
textMesh.gameObject.SetActive(false);
}
else
{
#if UNITY_EDITOR
textMesh.text = "Failed to initialize MeshSubsystem.\nTry reloading the Unity Editor";
#else
textMesh.text = "Failed to initialize MeshSubsystem.";
#endif
enabled = false;
}
}
void Update()
{
if (s_MeshSubsystem.running && s_MeshSubsystem.TryGetMeshInfos(s_MeshInfos))
{
foreach (var meshInfo in s_MeshInfos)
{
switch (meshInfo.ChangeState)
{
case MeshChangeState.Added:
case MeshChangeState.Updated:
if (!m_MeshIdToGo.TryGetValue(meshInfo.MeshId, out var go))
{
go = Instantiate(emptyMeshPrefab, target, false);
m_MeshIdToGo[meshInfo.MeshId] = go;
}
var mesh = go.GetComponent<MeshFilter>().mesh;
var col = go.GetComponent<MeshCollider>();
s_MeshSubsystem.GenerateMeshAsync(meshInfo.MeshId, mesh, col, MeshVertexAttributes.Normals | MeshVertexAttributes.UVs,
result =>
{
Debug.Log("Mesh generated: " + result.Status);
});
break;
case MeshChangeState.Removed:
if (m_MeshIdToGo.TryGetValue(meshInfo.MeshId, out var meshGo))
{
Destroy(meshGo);
m_MeshIdToGo.Remove(meshInfo.MeshId);
}
break;
default:
break;
}
}
}
}
}
}

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using System.Collections.Generic;
using UnityEditor;
using UnityEngine.XR.OpenXR.Features;
#if UNITY_EDITOR
using UnityEditor.XR.OpenXR.Features;
#endif
namespace UnityEngine.XR.OpenXR.Samples.MeshingFeature
{
/// <summary>
/// Example extension showing how to supply a mesh from native code.
/// </summary>
#if UNITY_EDITOR
[OpenXRFeature(UiName = "Sample: Meshing Teapot",
BuildTargetGroups = new[] {BuildTargetGroup.Standalone, BuildTargetGroup.WSA, BuildTargetGroup.Android},
Company = "Unity",
Desc = "Example feature extension showing how supply a mesh from native code.",
DocumentationLink = Constants.k_DocumentationURL,
OpenxrExtensionStrings = "",
Version = "0.0.1",
FeatureId = featureId)]
#endif
public class MeshingTeapotFeature : OpenXRFeature
{
/// <summary>
/// The feature id string. This is used to give the feature a well known id for reference.
/// </summary>
public const string featureId = "com.unity.openxr.feature.example.meshing";
private static List<XRMeshSubsystemDescriptor> s_MeshDescriptors =
new List<XRMeshSubsystemDescriptor>();
/// <inheritdoc />
protected override void OnSubsystemCreate()
{
CreateSubsystem<XRMeshSubsystemDescriptor, XRMeshSubsystem>(s_MeshDescriptors, "Sample Meshing");
}
/// <inheritdoc />
protected override void OnSubsystemStart()
{
StartSubsystem<XRMeshSubsystem>();
}
/// <inheritdoc />
protected override void OnSubsystemStop()
{
StopSubsystem<XRMeshSubsystem>();
}
/// <inheritdoc />
protected override void OnSubsystemDestroy()
{
DestroySubsystem<XRMeshSubsystem>();
}
}
}

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# Meshing Feature Sample
Demonstrates how to author an OpenXR Feature which sets up a custom XR Meshing Subsystem.
The [XR SDK Meshing Subsystem](https://docs.unity3d.com/2021.3/Documentation/Manual/xrsdk-meshing.html) allows for one to surface procedurally-generated meshes within Unity. Within OpenXR this functionality can be exposed by using creating an `OpenXRFeature` to manage the subsystem. This sample uses a native plugin to provide a teapot mesh through a [XRMeshingSubsystem](https://docs.unity3d.com/2021.3/Documentation/ScriptReference/XR.XRMeshSubsystem.html) that is managed by an OpenXR feature.
See the [XR SDK Meshing Subsystem](https://docs.unity3d.com/2021.3/Documentation/Manual/xrsdk-meshing.html) for more information about the meshing subsystem.
See the [Unity OpenXR Documentation](https://docs.unity3d.com/Packages/com.unity.xr.openxr@latest) for more information on developing a custom feature.

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