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No commits in common. "movement-physics" and "movement-surface-contact" have entirely different histories.
movement-p
...
movement-s
1353
Assets/Scenes/Crevasse.unity
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Assets/Scenes/Crevasse.unity
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Assets/Scenes/Crevasse.unity.meta
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1898
Assets/Scenes/Jump.unity
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Assets/Scenes/Jump.unity
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9641
Assets/Scenes/Parkour.unity
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Assets/Scenes/Parkour.unity
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12695
Assets/Scenes/Slopes.unity
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Assets/Scenes/Slopes.unity
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59860
Assets/Scenes/Stairs.unity
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Assets/Scenes/Stairs.unity
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Assets/Scenes/Stairs.unity.meta
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10014
Assets/Scenes/Steps.unity
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Assets/Scenes/Steps.unity
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1676
Assets/Scenes/Wall Jump.unity
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Assets/Scenes/Wall Jump.unity
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@ -15,23 +15,41 @@ public class MovingSphere : MonoBehaviour
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private int maxAirJumps = 0;
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[SerializeField, Range(0f, 90f)]
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private float maxGroundAngle = 25f;
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private float maxGroundAngle = 25f, maxStairsAngle = 50f;
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[SerializeField, Range(0f, 100f)]
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float maxSnapSpeed = 100f;
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[SerializeField, Min(0f)]
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float probeDistance = 1f;
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[SerializeField]
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LayerMask probeMask = -1, stairsMask = -1;
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private Rigidbody body;
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private Vector3 desiredVelocity = new Vector3(0f, 0f, 0f);
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private bool desiredJump = false;
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private int groundContactCount;
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private bool onGround => groundContactCount > 0;
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private int jumpPhase;
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private Vector3 velocity;
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private Vector3 contactNormal;
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private float minGroundDotProduct;
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private Vector3 contactNormal, steepNormal;
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private int groundContactCount, steepContactCount;
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private float minGroundDotProduct, minStairsDotProduct;
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private int stepsSinceLastGrounded, stepsSinceLastJump;
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private bool onGround => groundContactCount > 0;
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private bool onSteep => steepContactCount > 0;
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private float GetMinDot(int layer)
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{
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return (stairsMask & (1 << layer)) == 0 ?
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minGroundDotProduct : minStairsDotProduct;
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}
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private void OnValidate()
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{
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minGroundDotProduct = Mathf.Cos(maxGroundAngle * Mathf.Deg2Rad);
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minStairsDotProduct = Mathf.Cos(maxStairsAngle * Mathf.Deg2Rad);
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}
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private void Awake()
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@ -49,6 +67,10 @@ public class MovingSphere : MonoBehaviour
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desiredVelocity = new Vector3(playerInput.x, 0f, playerInput.y) * maxSpeed;
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desiredJump |= Input.GetButtonDown("Jump");
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GetComponent<MeshRenderer>().material.SetColor(
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"_BaseColor", onGround ? Color.black : Color.white
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);
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}
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private void FixedUpdate()
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@ -70,10 +92,16 @@ public class MovingSphere : MonoBehaviour
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private void UpdateState()
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{
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stepsSinceLastGrounded++;
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stepsSinceLastJump++;
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velocity = body.velocity;
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if (onGround)
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if (onGround || SnapToGround() || CheckSteepContacts())
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{
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stepsSinceLastGrounded = 0;
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if (stepsSinceLastJump > 1)
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{
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jumpPhase = 0;
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}
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if (groundContactCount > 1)
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{
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contactNormal.Normalize();
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@ -97,30 +125,60 @@ public class MovingSphere : MonoBehaviour
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private void EvaluateCollision(Collision collision)
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{
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float minDot = GetMinDot(collision.gameObject.layer);
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for (int i = 0; i < collision.contactCount; i++)
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{
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var normal = collision.GetContact(i).normal;
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if (normal.y >= minGroundDotProduct)
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if (normal.y >= minDot)
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{
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groundContactCount += 1;
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contactNormal += normal;
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}
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else if (normal.y > -0.01f)
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{
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steepContactCount += 1;
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steepNormal += normal;
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}
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}
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}
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private void Jump()
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{
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if (onGround || jumpPhase < maxAirJumps)
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Vector3 jumpDirection;
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if (onGround)
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{
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jumpDirection = contactNormal;
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}
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else if (onSteep)
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{
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jumpDirection = steepNormal;
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jumpPhase = 0;
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}
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else if (maxAirJumps > 0 && jumpPhase <= maxAirJumps)
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{
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if (jumpPhase == 0)
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{
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jumpPhase = 1;
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}
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jumpDirection = contactNormal;
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}
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else
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{
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return;
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}
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stepsSinceLastJump = 0;
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jumpPhase++;
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float jumpSpeed = Mathf.Sqrt(-2f * Physics.gravity.y * jumpHeight);
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float alignedSpeed = Vector3.Dot(velocity, contactNormal);
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jumpDirection = (jumpDirection + Vector3.up).normalized;
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float alignedSpeed = Vector3.Dot(velocity, jumpDirection);
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if (alignedSpeed > 0f)
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{
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jumpSpeed = Mathf.Max(jumpSpeed - alignedSpeed, 0f);
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}
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velocity += contactNormal * jumpSpeed;
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}
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velocity += jumpDirection * jumpSpeed;
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}
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private void AdjustVelocity()
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@ -147,9 +205,54 @@ public class MovingSphere : MonoBehaviour
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return vector - contactNormal * Vector3.Dot(vector, contactNormal);
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}
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void ClearState()
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private void ClearState()
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{
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groundContactCount = 0;
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contactNormal = Vector3.zero;
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groundContactCount = steepContactCount = 0;
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contactNormal = steepNormal = Vector3.zero;
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}
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private bool SnapToGround()
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{
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if (stepsSinceLastGrounded > 1 || stepsSinceLastJump <= 2)
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{
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return false;
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}
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float speed = velocity.magnitude;
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if (speed > maxSnapSpeed)
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{
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return false;
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}
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if (!Physics.Raycast(body.position, Vector3.down, out RaycastHit hit, probeDistance, probeMask))
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{
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return false;
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}
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if (hit.normal.y < GetMinDot(hit.collider.gameObject.layer))
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{
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return false;
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}
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groundContactCount = 1;
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contactNormal = hit.normal;
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float dot = Vector3.Dot(velocity, hit.normal);
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if (dot > 0f)
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{
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velocity = (velocity - hit.normal * dot).normalized * speed;
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}
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return true;
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}
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bool CheckSteepContacts()
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{
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if (steepContactCount > 1)
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{
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steepNormal.Normalize();
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if (steepNormal.y >= minGroundDotProduct)
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{
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groundContactCount = 1;
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contactNormal = steepNormal;
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return true;
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}
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}
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return false;
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}
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}
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238
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||||
m_NumAlphaKeys: 2
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numCornerVertices: 0
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||||
numCapVertices: 0
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||||
alignment: 0
|
||||
textureMode: 0
|
||||
shadowBias: 0.5
|
||||
generateLightingData: 0
|
||||
m_MinVertexDistance: 0.1
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||||
m_Autodestruct: 0
|
||||
m_Emitting: 1
|
||||
--- !u!114 &6426552592410720833
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||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6426552592410720839}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 50beb4685c906ba49b7db3438cc30dfc, type: 3}
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m_Name:
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||||
m_EditorClassIdentifier:
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||||
maxSpeed: 10
|
||||
maxAcceleration: 10
|
||||
maxAirAcceleration: 1
|
||||
jumpHeight: 2
|
||||
maxAirJumps: 1
|
||||
maxGroundAngle: 25
|
||||
maxStairsAngle: 50
|
||||
maxSnapSpeed: 100
|
||||
probeDistance: 1
|
||||
probeMask:
|
||||
serializedVersion: 2
|
||||
m_Bits: 1075
|
||||
stairsMask:
|
||||
serializedVersion: 2
|
||||
m_Bits: 1024
|
||||
--- !u!54 &6426552592410720832
|
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Rigidbody:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6426552592410720839}
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serializedVersion: 2
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m_Mass: 1
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m_Drag: 0
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m_AngularDrag: 0.05
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m_UseGravity: 1
|
||||
m_IsKinematic: 0
|
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m_Interpolate: 0
|
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m_Constraints: 112
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m_CollisionDetection: 0
|
7
Assets/Sphere.prefab.meta
Normal file
7
Assets/Sphere.prefab.meta
Normal file
@ -0,0 +1,7 @@
|
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fileFormatVersion: 2
|
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guid: 3dd5393965472a4438e901f90d336e67
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PrefabImporter:
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externalObjects: {}
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
@ -3,7 +3,7 @@
|
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--- !u!55 &1
|
||||
PhysicsManager:
|
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m_ObjectHideFlags: 0
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serializedVersion: 11
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serializedVersion: 13
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m_Gravity: {x: 0, y: -9.81, z: 0}
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m_DefaultMaterial: {fileID: 0}
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m_BounceThreshold: 2
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@ -17,11 +17,12 @@ PhysicsManager:
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m_ClothInterCollisionDistance: 0
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m_ClothInterCollisionStiffness: 0
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m_ContactsGeneration: 1
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m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
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m_LayerCollisionMatrix: fffbfffffffbfffffffbfffffffffffffffbfffffffbfffffffffffffffffffffffdfffffffaffffc8f9ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
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m_AutoSimulation: 1
|
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m_AutoSyncTransforms: 0
|
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m_ReuseCollisionCallbacks: 1
|
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m_ClothInterCollisionSettingsToggle: 0
|
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m_ClothGravity: {x: 0, y: -9.81, z: 0}
|
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m_ContactPairsMode: 0
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m_BroadphaseType: 0
|
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m_WorldBounds:
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@ -31,4 +32,5 @@ PhysicsManager:
|
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m_FrictionType: 0
|
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m_EnableEnhancedDeterminism: 0
|
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m_EnableUnifiedHeightmaps: 1
|
||||
m_DefaultMaxAngluarSpeed: 7
|
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m_SolverType: 0
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m_DefaultMaxAngularSpeed: 7
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|
@ -1,2 +1,2 @@
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m_EditorVersion: 2019.4.18f1c1
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m_EditorVersionWithRevision: 2019.4.18f1c1 (6ddd89a99571)
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m_EditorVersion: 2019.4.19f1c1
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m_EditorVersionWithRevision: 2019.4.19f1c1 (e27b4ba3cbee)
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|
@ -13,9 +13,9 @@ TagManager:
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- UI
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||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
- Agent
|
||||
- Detailed
|
||||
- Stairs
|
||||
-
|
||||
-
|
||||
-
|
||||
|
Reference in New Issue
Block a user