fix: widen note lanes and clear warnings

This commit is contained in:
jongjae0305
2026-05-26 18:54:56 +09:00
parent 182d2c90b9
commit abd3c9bb36
33 changed files with 109 additions and 93 deletions
@@ -95,17 +95,17 @@ namespace VRSDK
return GetAxis1D(button) > 0.25f;
case VR_InputButton.Primary:
#if UNITY_XR
thisInputDevice.IsPressed(InputHelpers.Button.PrimaryButton, out value);
thisInputDevice.TryGetFeatureValue(CommonUsages.primaryButton, out value);
#endif
break;
case VR_InputButton.Secondary:
#if UNITY_XR
thisInputDevice.IsPressed(InputHelpers.Button.SecondaryButton, out value);
thisInputDevice.TryGetFeatureValue(CommonUsages.secondaryButton, out value);
#endif
break;
case VR_InputButton.TumbstickPress:
#if UNITY_XR
thisInputDevice.IsPressed(InputHelpers.Button.Primary2DAxisClick, out value);
thisInputDevice.TryGetFeatureValue(CommonUsages.primary2DAxisClick, out value);
#endif
break;
}
@@ -158,4 +158,3 @@ namespace VRSDK
}
}
@@ -1,16 +1,19 @@
using UnityEngine;
using UnityEngine.Serialization;
namespace VRSDK.Locomotion
{
//this scripts handles aim marker position and rotation
public class VR_AimMarker : MonoBehaviour
{
[SerializeField] private GameObject marker = null;
[SerializeField] private BoxCollider collider = null;
[FormerlySerializedAs("collider")]
[SerializeField] private BoxCollider markerCollider = null;
[SerializeField] private float slopeLimit;
public GameObject Marker { get { return marker; } }
public BoxCollider Collider { get { return collider; } }
public BoxCollider Collider { get { return markerCollider; } }
public float SlopeLimit { get { return slopeLimit; } }
private void Awake()
@@ -52,4 +55,3 @@ namespace VRSDK.Locomotion
}
}
@@ -88,11 +88,13 @@ namespace VRSDK
[NonSerialized]
public float CameraHeight;
#if SDK_OCULUS
/// <summary>
/// This event is raised after the character controller is moved. This is used by the OVRAvatarLocomotion script to keep the avatar transform synchronized
/// with the OVRPlayerController.
/// </summary>
public event Action<Transform> TransformUpdated;
#endif
/// <summary>
/// This bool is set to true whenever the player controller has been teleported. It is reset after every frame. Some systems, such as
@@ -177,7 +179,9 @@ namespace VRSDK
private float SimulationRate = 60f;
private float buttonRotation = 0f;
private bool ReadyToSnapTurn; // Set to true when a snap turn has occurred, code requires one frame of centered thumbstick to enable another snap turn.
#if SDK_OCULUS
private bool playerControllerEnabled = false;
#endif
private float moveInfluence = 0.0f;
public Vector3 lastPosition = Vector3.zero;
private Vector3 velocity = Vector3.zero;
@@ -409,8 +413,6 @@ namespace VRSDK
moveRight = Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow);
moveBack = Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow);
#endif
bool dpad_move = false;
MoveScale = 1.0f;
if ((moveForward && moveLeft) || (moveForward && moveRight) || (moveBack && moveLeft) || (moveBack && moveRight))
@@ -427,6 +429,7 @@ namespace VRSDK
// Run!
#if !UNITY_XR
bool dpad_move = false;
if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
moveInfluence *= 2.0f;
#endif
@@ -713,4 +716,3 @@ namespace VRSDK
}
}
@@ -172,7 +172,7 @@ namespace VRSDK
private void FindOrCreate_VR_Manager()
{
if (FindObjectOfType<VR_Manager>() == null)
if (FindFirstObjectByType<VR_Manager>() == null)
{
Debug.LogError("you need a VR_Manager active in the scene in order to use VR Shooter Kit");
}
@@ -630,4 +630,3 @@ namespace VRSDK
}
}
@@ -18,8 +18,6 @@ namespace VRSDK
{
private float minAcelerationThreshold = 0.0f;
private float maxAcelerationThreshold = 0.0f;
private int sampleCount = 0;
private VR_Controller controller = null;
private GesturePhase rotationGesturePhase = GesturePhase.Tracking;
private Quaternion rotationGesturefromQuaternion = Quaternion.identity;
@@ -128,4 +126,3 @@ namespace VRSDK
}
}
@@ -55,8 +55,6 @@ namespace VRSDK
protected bool preventDefault = false;
protected float velocityChangeThreshold = 10f;
protected float angularVelocityChangeThreshold = 20f;
private bool previousUseGravityState = false;
private bool previousGravityState = false;
private VR_Controller lastInteractController = null;
private bool objectWasThrow = false;
protected bool canUseDropZone = true;
@@ -766,4 +764,4 @@ namespace VRSDK
onGrabStateChange.RemoveAllListeners();
}
}
}
}
@@ -34,6 +34,7 @@ namespace VRSDK
#region PUBLIC
public VR_SDK CurrentSDK { get { return currentSDK; } }
public ControllerGestureConfig GestureConfig { get { return gestureConfig; } }
public List<VR_Interactable> InteractList { get { return interactList; } }
public List<VR_Highlight> HighlightList { get { return highlightList; } }
public List<VR_Grabbable> GrabbableList { get { return grabbableList; } }
@@ -43,7 +44,7 @@ namespace VRSDK
{
if (player == null)
{
player = FindObjectOfType<VR_Player>();
player = FindFirstObjectByType<VR_Player>();
player.Construct();
}
@@ -140,4 +141,3 @@ namespace VRSDK
}
}
@@ -23,7 +23,7 @@ namespace VRSDK
{
get
{
return FindObjectOfType<CharacterController>();
return FindFirstObjectByType<CharacterController>();
}
}
@@ -109,4 +109,3 @@ namespace VRSDK
}
}
@@ -13,7 +13,6 @@ namespace VRSDK
public float SpeedModifier { get { return speedModifier; } }
public float AngularSpeedModifier { get { return aungularSpeedModifier; } }
bool throwed = false;
private void Awake()
{
@@ -39,4 +38,3 @@ namespace VRSDK
}
}