diff --git a/.gitignore b/.gitignore
index 9b2ad7efd..a9e318f37 100644
--- a/.gitignore
+++ b/.gitignore
@@ -301,4 +301,6 @@ Temp/
*.csproj
*.sln
-!/LearningOpenGL/*/*.sln
\ No newline at end of file
+!/LearningOpenGL/*/*.sln
+!/XlsxTools/*/*.sln
+!/XlsxTools/*/*.csproj
\ No newline at end of file
diff --git a/3rdPlugins/QRCode.md b/3rdPlugins/QRCode.md
new file mode 100644
index 000000000..ca866f4ae
--- /dev/null
+++ b/3rdPlugins/QRCode.md
@@ -0,0 +1,4 @@
+## 二维码&条码相关库
+* [Unity Barcode Scanner](https://github.com/kefniark/UnityBarcodeScanner)
+* [ZXing.Net](https://github.com/micjahn/ZXing.Net)
+* [Unity 使用基于zxing创建二维码,以及支持草料,qrserver, api接口创建](https://github.com/tdouguo/CreatQRTool)
\ No newline at end of file
diff --git a/3rdPlugins/README.md b/3rdPlugins/README.md
index dd5068d62..4386eba4b 100644
--- a/3rdPlugins/README.md
+++ b/3rdPlugins/README.md
@@ -1,26 +1,15 @@
## 收集整理一些第三方库和插件
-* [Game Framework 基于 Unity 引擎的游戏框架](http://gameframework.cn/)
* [UWA开源库合集](https://lab.uwa4d.com/folder/single/5c0771b72977e84b406fb3fb)
* [腾讯开源库](https://opensource.tencent.com/projects)
* [显示.net代码(比如c#)的编译中间过程和结果的网站](https://sharplab.io/)
* [显示.net代码(比如c#)的编译中间过程和结果的网站(源码托管地址)](https://github.com/ashmind/SharpLab)
-* [Unity超炫特效插件包(近百种特效)](https://pan.baidu.com/s/1Di45dh46LrD1BAhZPbCVrA) 提取码:23x9
-* [DOTween Pro好用的动画插值插件](https://pan.baidu.com/s/1k5GyBNqX3FtQ9_vtem4yjQ) 提取码:lgnl
-* [Beat Detection音频插件(可以用来制作八分音符酱类似的游戏)](https://pan.baidu.com/s/1G9Df1LQwksmz8irsJcyrsw) 提取码:gm0b
-* [Behavior Designer 1.5.11 行为树插件](https://pan.baidu.com/s/1txE-l7APgWfYGiPzRmEbgg) 提取码:1920
* [Procedural开源库合辑](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668912611&idx=1&sn=bd9263d19ab7296054a110409555a54f&chksm=f1c9f391c6be7a87c286095782a266536798cab375dc1f646decfb70edc5364c29b1017684b4&mpshare=1&scene=23&srcid=12152Je4rJW2qBQchC36pOeJ#rd)
-* [Mobile Movie Texture v2.1.2](https://pan.baidu.com/s/1NGgoKP2QLzvOb9Si3od2HQ) 提取码:7rfh
-* [【博物纳新】战争迷雾开源库测评](https://mp.weixin.qq.com/s/riKooDt7PyzTpJAxOqoVwg)
* [Unity推出免费全新标准材质库](https://mp.weixin.qq.com/s/EKnuKhQQLFeX3jG9dBPzEg)
-* [【博物纳新】Impostor Baker开源库测评](https://mp.weixin.qq.com/s/fkVLHjTFzlVtt12VMJqkGA)
-* [【博物纳新】AI for Animation开源库介绍](https://mp.weixin.qq.com/s/HtkW484f8RvFEqKOi_FEtQ)
* [unity引用查找插件-ReferenceFinder](https://www.cnblogs.com/blueberryzzz/p/10674581.html)
* [Unity资源引用查找工具-OrganizeResources](https://github.com/coding2233/OrganizeResources)
* [QNET,一款给力的APP弱网络测试工具](https://www.cnblogs.com/quark/p/10734587.html)
-* [【博物纳新】补间动画XTween开源库测评](https://mp.weixin.qq.com/s/ZSXLRU2E99l8ZkE98_R2gA)
* [Unity3d之-使用BMFont制作美术字体](https://www.cnblogs.com/imteach/p/10743725.html)
-* [【博物纳新】Procedural Landmass Generation开源库测评](https://mp.weixin.qq.com/s/mp4NTruAMe-FmvNPw8XBFQ)
* [6个Unity 开源项目分享!](https://gameinstitute.qq.com/community/detail/120934)
* [开源分享 Unity3d客户端与C#分布式服务端游戏框架](http://www.cnblogs.com/egametang/p/7486180.html)
* [xlua-framework](https://github.com/smilehao/xlua-framework)
@@ -36,7 +25,7 @@
* [王者荣耀定点数学与碰撞检测库](https://github.com/Prince-Ling/LogicPhysics)
* [【博物纳新】Unity特效性能分析工具](https://mp.weixin.qq.com/s/bKUwKw6VeJzk8fqIyKYjVQ)
* [支持不规则大小列表项的无限滚动列表](https://github.com/jinglikeblue/TurbochargedScrollList)
-* [p4api.net](https://github.com/perforce/p4api.net)
+* [p4api.net(推荐使用)](https://github.com/perforce/p4api.net)
* [P4.net](https://github.com/milang/P4.net)
* [Unity对象的所有组件深拷贝与粘贴小插件](./CopyAllComponents)
* [excel导出为配置文件的工具](https://github.com/yanghuan/proton)
@@ -49,8 +38,6 @@
* [LuaMemorySnapshotDump](https://github.com/yaukeywang/LuaMemorySnapshotDump)
* [Unity博主营地|Unity常用插件汇总](https://mp.weixin.qq.com/s/OvBe1BFr9NtYFKcvDFPEww)
* [“开箱即用”的Unity独立游戏开发工具 TinaX Framework](https://tinax.corala.space/#/)
-* [以一抵十,年度精华教程大汇总](https://mp.weixin.qq.com/s/kIWzak2KiVr6-NltDwVRHA)
-* [15个行业案例,帮你站上巨人的肩膀](https://mp.weixin.qq.com/s/AZsrDUFC-MOe1w2iBhvVuA)
* [最「水」的资源插件汇总,强烈建议你收藏](https://mp.weixin.qq.com/s/dWeC7pJf1237_qW0T6_Kew)
* [工具使用:推荐一款发现优化场景无用组件的工具Maintainer](https://gameinstitute.qq.com/community/detail/107644#commit)
* [Unity通用渲染管线Shader日志输出工具](https://mp.weixin.qq.com/s/tT7bF3__eueOWMyHIHAnAg)
@@ -61,10 +48,705 @@
* [代码极简但功能相对完善的基于UGUI的摇杆(Joystick)组件](https://github.com/Bian-Sh/UniJoystick)
* [A Diablo 2-style inventory system for Unity3D](https://github.com/FarrokhGames/Inventory)
* [一种Shader变体收集和打包编译优化的思路](https://github.com/lujian101/ShaderVariantCollector)
-* [如何实现一个强大的MMO技能系统!](https://mp.weixin.qq.com/s/2Tha5RWFKSw6-nLSUj1CGg)
* [Unity Assets Bundle Extractor](https://github.com/DerPopo/UABE)
-* [全新的技能系统](https://github.com/dreamanlan/CSharpGameFramework/blob/master/Doc/SkillDsl.txt)
* [Fenix Server](https://github.com/sekkit/Fenix)
* [HiSocket](https://github.com/hiramtan/HiSocket)
* [Grid Flow Builder](https://docs.dungeonarchitect.com/unity/tutorials/builder_grid_flow.html)
* [Magica Cloth 布料模拟使用心得,以及插件功能介绍](https://mp.weixin.qq.com/s/6ov4oQKXqoNHDUT4pdRJUw)
+* [AI SDK平台](https://github.com/Tencent/GameAISDK)
+* [UnityFBXExporter](https://github.com/KellanHiggins/UnityFBXExporter)
+* [支持直接运行时加载ab的库](https://github.com/nesrak1/AssetsTools.NET)
+* [MeshDebugger 网格优化工具](https://github.com/willnode/MeshDebugger/)
+* [upr AssetChecker资源检查工具(资源、AssetBundle、代码)](https://upr.unity.com/instructions)
+* [微软官方写的unity声音管理器,包含运行时和强大的编辑器](https://github.com/microsoft/Audio-Manager-for-Unity)
+* [开源!一款功能强大的高性能二进制序列化器Bssom.Net](https://www.cnblogs.com/1996V/p/13884968.html)
+* [TimingWheelc#版分层时间轮算法](https://github.com/linys2333/TimingWheel)
+* [Unity3D | 插件资源分享](https://github.com/764424567/Unity-plugin)
+* [UnityToolDist](https://github.com/lujian101/UnityToolDist)
+* [AssetCheck资源检查修复工具](https://github.com/ZxIce/AssetCheck)
+* [LuaBT-NodeCanvas行为树的Lua实现](https://github.com/monitor1394/LuaBT)
+* [UnityAssetCleaner](https://github.com/tsubaki/UnityAssetCleaner)
+* [best Unity3D open source search engine](https://unitylist.com/)
+* [UnityHeapExplorer](https://github.com/pschraut/UnityHeapExplorer/tree/master)
+* [Unity3D 实用技巧 - 分享实时飘动动画插件](https://mp.weixin.qq.com/s/cqS3XDSygWnYoV0n0jDyEw)
+* [RichText高效、支持大规模头顶文字](https://github.com/506638093/RichText)
+* [CascLib](https://github.com/ladislav-zezula/CascLib)
+* [StormLib](https://github.com/ladislav-zezula/StormLib)
+* [Unity-QuickSheet](https://github.com/kimsama/Unity-QuickSheet)
+* [NKGMobaBasedOnET 基于ET框架致敬LOL的Moba游戏](https://gitee.com/NKG_admin/NKGMobaBasedOnET)
+* [EasingCurvePresets 动画曲线库](https://github.com/aureliendrouet/EasingCurvePresets)
+* [非常轻量级的ECS框架](https://github.com/robert-wallis/ECSLight)
+* [SpriteAtlasBrowser](https://github.com/741645596/SpriteAtlasBrowser)
+* [Unity 动画路径预览工具(博客)](https://blog.csdn.net/akof1314/article/details/52637145)
+* [Unity 动画路径预览工具(代码)](https://github.com/akof1314/AnimationPath)
+* [高性能二进制序列化库](https://github.com/xfrogcn/Xfrogcn.BinaryFormatter/blob/master/README.zh.md)
+* [C# Expression Parser for Unity3D](https://github.com/deniszykov/csharp-eval-unity3d)
+* [ExpressionParser](http://wiki.unity3d.com/index.php/ExpressionParser)
+* [Network Benchmark .NET](https://github.com/JohannesDeml/NetworkBenchmarkDotNet)
+* [Eval-Expression.NET](https://github.com/zzzprojects/Eval-Expression.NET)
+* [C# expressions interpreter](https://github.com/dynamicexpresso/DynamicExpresso)
+* [Zero Allocation StringBuilder for .NET Core and Unity](https://github.com/Cysharp/ZString)
+* [强大的可视化编程插件 Flowcanvas + Nodecanvas 组合魔改版](https://note.youdao.com/ynoteshare1/index.html?id=6c6748dd043f124049a5b53ae281b950&type=note)
+* [Unity_MapEditor_Terrain地图编辑器](https://github.com/Ogbest/Unity_MapEditor_Terrain)
+* [记忆中的像素块褪色了吗?用开源的体素编辑器重新做个 3D 的吧!](https://www.cnblogs.com/xueweihan/p/14298163.html)
+* [DocFxForUnity](https://github.com/NormandErwan/DocFxForUnity)
+* [UnityCoverFlow——Unity3D UI CoverFlow and other Layout options](https://github.com/IainS1986/UnityCoverFlow)
+* [docfx 做一个和微软一样的文档平台](https://blog.lindexi.com/post/docfx-做一个和微软一样的文档平台.html)
+* [NavMeshPlus](https://github.com/h8man/NavMeshPlus)
+* [Unity Git Hooks](https://github.com/doitian/unity-git-hooks)
+* [UndoPro - command-based undo system integrated into Unity's default system](https://github.com/Seneral/UndoPro)
+* [最后一战MOBA源码](https://github.com/jakeowner/lastbattle)
+* [NaughtyAttributes is an extension for the Unity Inspector](https://github.com/dbrizov/NaughtyAttributes)
+* [i18n.lua_- A very complete i18n lib for Lua](https://github.com/kikito/i18n.lua)
+* [Smart Hierarchy](https://github.com/neon-age/Smart-Hierarchy)
+* [FbxSharp Project : FBX SDK C# bindings](https://github.com/Unity-Technologies/com.autodesk.fbx)
+* [高效率 QQ 机器人框架](https://github.com/mamoe/mirai)
+* [Animation Compression Library](https://github.com/nfrechette/acl)
+* [Animation Compression Library Unreal Engine 4 Plugin](https://github.com/nfrechette/acl-ue4-plugin)
+* [Lua核心工具包](https://github.com/iwiniwin/LuaKit)
+* [OneSignal-Unity-SDK](https://github.com/OneSignal/OneSignal-Unity-SDK)
+* [realtime-CSG-for-unity](https://github.com/LogicalError/realtime-CSG-for-unity)
+* [IllegalWordsDetection高效率的简单敏感词检测](https://github.com/NewbieGameCoder/IllegalWordsDetection)
+* [UTween](https://github.com/ls9512/UTween)
+* [搜代码费时又费力?这里有一个开源神器帮你快速搞定!](https://www.cnblogs.com/xueweihan/p/14545827.html)
+* [Project Auditor](https://github.com/Unity-Technologies/ProjectAuditor)
+* [用于在 Unity3D 中获取Android 和 iOS 平台上唯一机器码的插件](https://github.com/AlianBlank/BlankDeviceUniqueIdentifier)
+* [Unity.IO.Compression](https://github.com/Hitcents/Unity.IO.Compression)
+* [unity3d-rainbow-folders](https://github.com/PhannGor/unity3d-rainbow-folders)
+* [SourceCounter代码行数统计工具](https://github.com/xiaohaijoe/SourceCounter)
+* [lua-fsm](https://github.com/recih/lua-fsm)
+* [NaughtyCharacter-Third Person Controller for Unity](https://github.com/dbrizov/NaughtyCharacter)
+* [multi-platform bittorrent client](https://github.com/aliakseis/LIII)
+* [基于unity3d重写的动作系统PosePlus,回合制策略游戏实现](https://github.com/yimengfan/PosePlus_TBS)
+* [NaughtyBezierCurves](https://github.com/dbrizov/NaughtyBezierCurves)
+* [Masuit.Tools包含一些常用的操作类,大都是静态类,加密解密,反射操作,动态编译等](https://github.com/ldqk/Masuit.Tools)
+* [UnityRuntimeSpriteSheetsGenerator](https://github.com/DaVikingCode/UnityRuntimeSpriteSheetsGenerator)
+* [SpriteDicing](https://github.com/Elringus/SpriteDicing)
+* [一款提供各种主流技术方案的Unity手游框架。包含服务端、客户端等模块,采用C++、C#、Lua语言开发](https://github.com/monitor1394/XGame)
+* [Hierarchy 2](https://github.com/truongnguyentungduy/hierarchy-2)
+* [Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime](https://github.com/alelievr/Mixture)
+* [UGUI Graphics Library for Unity. 一款 UGUI 图形库](https://github.com/monitor1394/XUGL)
+* [build-your-own-x](https://github.com/danistefanovic/build-your-own-x)
+* [Type References for Unity3D](https://github.com/SolidAlloy/ClassTypeReference-for-Unity)
+* [Unity Simple File Browser](https://github.com/yasirkula/UnitySimpleFileBrowser)
+* [MonoHook](https://github.com/Misaka-Mikoto-Tech/MonoHook)
+* [战双引导](https://github.com/Kengxxiao/Punishing_GrayRaven_Tab/tree/master/lua/xguide)
+* [Unity Lightmap Prefab Baker](https://github.com/nukadelic/Unity-Lightmap-Prefab-Baker)
+* [SuperEditor 支持在Unity界面编辑CS脚本](https://github.com/UnitySuperEditor/SuperEditor)
+* [FBX SDK C# bindings](https://github.com/Unity-Technologies/com.autodesk.fbx)
+* [A bunch of code I like to have on hand while working in Unity](https://github.com/JimmyCushnie/JimmysUnityUtilities)
+* [MessagePack-CSharp](https://github.com/neuecc/MessagePack-CSharp)
+* [Tiny modular pieces utilizing the power of Scriptable Objects](https://github.com/unity-atoms/unity-atoms)
+* [ipa-server](https://github.com/iineva/ipa-server/blob/main/README_zh.md)
+* [An alternative animator for Unity tailored for traditional animation](https://github.com/aarthificial/reanimation)
+* [Unity-mongo-csharp-driver-dlls](https://github.com/Julian23517/Unity-mongo-csharp-driver-dlls)
+* [A library for patching, replacing and decorating .NET and Mono methods during runtime](https://github.com/pardeike/Harmony)
+* [二维码&条码相关库](./QRCode.md)
+* [Rule based SpriteAtlas Generator for Unity3D](https://github.com/UniGameTeam/UniGame.AtlasGenerator)
+* [Newtonsoft.Json-for-Unity.Converters](https://github.com/jilleJr/Newtonsoft.Json-for-Unity.Converters)
+* [unity-shell](https://github.com/marijnz/unity-shell)
+* [UnityBitmapDrawing](https://github.com/ProtoTurtle/UnityBitmapDrawing)
+* [DynamicMeshSplitting](https://github.com/LucasVanHooste/DynamicMeshSplitting)
+* [High performance in-memory/distributed messaging pipeline for .NET and Unity](https://github.com/Cysharp/MessagePipe)
+* [参数化图片处理工具EZTextureProcessor](https://github.com/EZhex1991/EZTextureProcessor)
+* [Tool for conveniently and flexibly adding huge amounts of prefabs to your Unity scene](https://github.com/Roland09/PrefabPainter)
+* [quick_psd2ugui](https://github.com/zs9024/quick_psd2ugui)
+* [Catmull-Rom spline implementation in Unity](https://github.com/JPBotelho/Catmull-Rom-Splines)
+* [Astar-for-Unity](https://github.com/sharpaccent/Astar-for-Unity)
+* [unity-texture-packer](https://github.com/andydbc/unity-texture-packer)
+* [分析Unity资源,如贴图、精灵图、旧版图集, 新版图集SpriteAtlas,支持AB包资源冗余](https://github.com/AMikeW/UnityResourceStaticAnalyzeTool)
+* [Lightweight toolset for creating concurrent networking systems for multiplayer games](https://github.com/nxrighthere/NetStack)
+* [Asset Usage Detector for Unity 3D](https://github.com/yasirkula/UnityAssetUsageDetector)
+* [MyBox is a set of attributes, tools and extensions for Unity](https://github.com/Deadcows/MyBox)
+* [FastGithub-github定制版的dns服务,解析访问github最快的ip](https://www.cnblogs.com/kewei/p/14888764.html)
+* [LipSync for Unity3D 根据语音生成口型动画 支持fmod](https://github.com/huailiang/LipSync)
+* [pkg-doctor包体医生](https://github.com/taptap/pkg-doctor)
+* [unity-remote-file-explorer](https://github.com/iwiniwin/unity-remote-file-explorer)
+* [docsify-A magical documentation site generator](https://docsify.js.org/#/?id=docsify)
+* [美术资源自检规则工具 AssetChecker](https://github.com/Liangzg/AssetChecker)
+* [Unity原生碰撞](https://unitylist.com/p/k1c/Unity-Native-Collision)
+* [UnityNativeCollision](https://github.com/jeffvella/UnityNativeCollision)
+* [Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples](https://github.com/luxkun/ReGoap)
+* [CPU and memory profiling tools for Unity3D](https://github.com/larryhou/MemoryProfiler)
+* [ILSpy](https://github.com/icsharpcode/ILSpy)
+* [AvaloniaILSpy](https://github.com/icsharpcode/AvaloniaILSpy)
+* [UnityBookPageCurl](https://github.com/Dandarawy/UnityBookPageCurl)
+* [Unity3D-ConvexHull](https://github.com/hont127/Unity3D-ConvexHull)
+* [Unity Skinned Mesh Renderer Decals](https://github.com/naelstrof/SkinnedMeshDecals)
+* [Unity-Excpetion-Crash](https://github.com/sundxing/Unity-Excpetion-Crash)
+* [Unity NavMesh 2D Pathfinding](https://github.com/h8man/NavMeshPlus)
+* [Edit Xcode build settings from the command line](https://github.com/mulle-nat/mulle-xcode-settings)
+* [NavMeshAvoidance](https://github.com/OlegDzhuraev/NavMeshAvoidance)
+* [deep-speech-unity](https://github.com/Babilinski/deep-speech-unity)
+* [Pooling Solution for C# and Unity3D](https://github.com/grygus/Unity-Cache-System)
+* [Unity白嫖资源大合集!!!](https://www.233tw.com/unity/33772)
+* [remotepvrtool](https://github.com/cloudwu/remotepvrtool)
+* [Pure Lua timerwheel implementation](https://github.com/Tieske/timerwheel.lua)
+* [LuaMemorySnapshotDump](https://github.com/yaukeywang/LuaMemorySnapshotDump)
+* [基于ParadoxNotion Slate的帧同步技能编辑器](https://github.com/wqaetly/SkillEditorBasedOnSlate)
+* [XUGL](https://github.com/monitor1394/XUGL)
+* [HierarchyDecorator](https://github.com/WooshiiDev/HierarchyDecorator)
+* [UnityAddressablesBuildLayoutExplorer](https://github.com/pschraut/UnityAddressablesBuildLayoutExplorer)
+* [UnityFx.Async](https://github.com/Arvtesh/UnityFx.Async)
+* [C-Sharp-Promise](https://github.com/Real-Serious-Games/C-Sharp-Promise)
+* [EPPlus](https://github.com/JanKallman/EPPlus)
+* [EPPlus 5-Excel spreadsheets for .NET](https://github.com/EPPlusSoftware/EPPlus)
+* [A .NET library for distributed synchronization](https://github.com/madelson/DistributedLock)
+* [SimpleFolderIcon](https://github.com/SeaeeesSan/SimpleFolderIcon)
+* [FindReferencesInProject2](https://github.com/networm/FindReferencesInProject2)
+* [Path-Creator](https://github.com/SebLague/Path-Creator)
+* [Injects INotifyPropertyChanged code into properties at compile time](https://github.com/Fody/PropertyChanged)
+* [Adobe XD to Akyui to Unity UI](https://github.com/kyubuns/AkyuiUnity)
+* [C# / Unity Project to work on 3D realtime audio visualizers](https://github.com/jamesmoessis/audiovisuals)
+* [Write scripts with the power of C# and .NET](https://github.com/mayuki/Chell)
+* [四叉树/八叉树场景动态加载](https://github.com/AsehesL/SceneSeparateDemo)
+* [A simple Unity library for cheating prevention](https://github.com/ookii-tsuki/SafeValues)
+* [UnityShaderStripper](https://github.com/SixWays/UnityShaderStripper)
+* [Unified Realtime/API framework for .NET platform and Unity](https://github.com/Cysharp/MagicOnion)
+* [C++ Profiler For Games](https://github.com/bombomby/optick)
+* [prefab-painter](https://github.com/alexanderameye/prefab-painter)
+* [CatAsset Unity AssetBundle资源管理框架](https://github.com/CatImmortal/CatAsset)
+* [基于unity的RPG解密游戏框架](https://github.com/cafel176/RPGFrameWork)
+* [Transform controller in Game View for Unity](https://github.com/mattatz/unity-transform-control)
+* [go 实现的压测工具,ab、locust、Jmeter压测工具介绍【单台机器100w连接压测实战】](https://github.com/link1st/go-stress-testing)
+* [UnityWindowsFileDrag&Drop](https://github.com/Bunny83/UnityWindowsFileDrag-Drop)
+* [UnityGUIChartEditor](https://github.com/alessandroTironi/UnityGUIChartEditor)
+* [REX-Diagnostics](https://github.com/thorgeirk11/REX-Diagnostics)
+* [Spine Timeline](https://github.com/5argon/SpineTimeline)
+* [ParticleEffectProfiler](https://github.com/sunbrando/ParticleEffectProfiler)
+* [Memory instrumentation tool for android app&game developers](https://github.com/Tencent/loli_profiler)
+* [UnityAssetUsageDetector](https://github.com/yasirkula/UnityAssetUsageDetector)
+* [Unity-Helpers](https://github.com/mikecann/Unity-Helpers)
+* [FindReferencesInProject2](https://github.com/networm/FindReferencesInProject2)
+* [ripgrep](https://github.com/BurntSushi/ripgrep)
+* [C# string零GC补充方案](https://github.com/871041532/zstring)
+* [Unity Screen Navigator](https://github.com/Haruma-K/UnityScreenNavigator)
+* [MA_TextureAtlasser](https://github.com/maxartz15/MA_TextureAtlasser)
+* [perf-doctor](https://github.com/taptap/perf-doctor)
+* [render-doctor](https://github.com/taptap/render-doctor)
+* [AssetBundleChecker](https://github.com/wotakuro/AssetBundleChecker)
+* [unity-intersections](https://github.com/mattatz/unity-intersections)
+* [UnityRuntimeNodeEditor](https://github.com/cemuka/UnityRuntimeNodeEditor)
+* [Unity2D Pixel Perfect Collider](https://github.com/RandomiaGaming/Unity2DPixelPerfectCollider)
+* [LeoECS](https://github.com/Leopotam/ecs)
+* [EZAddresser](https://github.com/Haruma-K/EZAddresser)
+* [C++ Profiler For Games](https://github.com/bombomby/optick)
+* [bsdiff](https://github.com/mendsley/bsdiff)
+* [LuaHelper](https://github.com/Tencent/LuaHelper)
+* [Dynamic scrollView based on UGUI](https://github.com/aillieo/UnityDynamicScrollView)
+* [A Unity Editor script for automating Rhubarb lip sync animation](https://github.com/crdrury/Unity-Rhubarb-Lip-Syncer)
+* [RoadArchitect](https://github.com/MicroGSD/RoadArchitect)
+* [SoftMaskForUGUI](https://github.com/mob-sakai/SoftMaskForUGUI)
+* [unity-compile-in-background](https://github.com/baba-s/unity-compile-in-background)
+* [A simple audio encoder, decoder, noise reduction library for Unity](https://github.com/tkmn0/Caress.Unity)
+* [Decompilation Tools and High Productivity Utilities](https://github.com/badamczewski/PowerUp)
+* [compilation-visualizer](https://github.com/needle-tools/compilation-visualizer)
+* [Animator 事件回调系统](https://github.com/Bian-Sh/Unity-MecanimEventSystem)
+* [GameNetworkingSockets](https://github.com/ValveSoftware/GameNetworkingSockets)
+* [Unity-Bridge-API](https://github.com/neon-age/Unity-Bridge-API)
+* [Kogane.PackageToAsset](https://github.com/baba-s/Kogane.PackageToAsset)
+* [unitysizeexplorer](https://github.com/aschearer/unitysizeexplorer)
+* [成熟完备灵活的游戏配置解决方案](https://github.com/focus-creative-games/luban)
+* [Web browser based Realtime Untiy3D Log viewer](https://github.com/5minlab/sagiri)
+* [Unity-Editor-Toolbox](https://github.com/arimger/Unity-Editor-Toolbox)
+* [LogViewer](https://github.com/woanware/LogViewer)
+* [DotNetJS](https://github.com/Elringus/DotNetJS)
+* [GrassBending](https://github.com/Elringus/GrassBending)
+* [PathFinder3D](https://github.com/TheCyaniteProject/PathFinder3D)
+* [unity-text-typer](https://github.com/redbluegames/unity-text-typer)
+* [UnityHook](https://github.com/HearthSim/UnityHook)
+* [FuzzySharp](https://github.com/JakeBayer/FuzzySharp)
+* [HSV color picker for Unity UI](https://github.com/judah4/HSV-Color-Picker-Unity)
+* [Reflexil](https://github.com/sailro/Reflexil)
+* [NativeWebSocket](https://github.com/endel/NativeWebSocket)
+* [unity-auto-attach-component-attributes](https://github.com/Nrjwolf/unity-auto-attach-component-attributes)
+* [cito](https://github.com/pfusik/cito)
+* [Fracture any mesh at runtime](https://github.com/ElasticSea/unity-fracture)
+* [NativeRenderingPlugin](https://github.com/Unity-Technologies/NativeRenderingPlugin)
+* [Task Animation Library for Unity](https://github.com/kyubuns/AnimeTask)
+* [Mobile-friendly debug console](https://github.com/kyubuns/AbcConsole)
+* [Array2DEditor](https://github.com/Eldoir/Array2DEditor)
+* [FishNet - Networking Evolved](https://github.com/FirstGearGames/FishNet)
+* [CurveDesigner](https://github.com/cmacmillan/CurveDesigner)
+* [proceduralAnimation2D](https://github.com/Re50N4NC3/proceduralAnimation2D)
+* [Distance Field Ambient Occlusion](https://github.com/ZephyrL/DFAO-unity)
+* [DataRenderer2D](https://github.com/geniikw/DataRenderer2D)
+* [LiteNetLibManager](https://github.com/insthync/LiteNetLibManager)
+* [Mesh Cutter](https://github.com/hugoscurti/mesh-cutter)
+* [Level design tools for Unity](https://github.com/sabresaurus/SabreCSG)
+* [Animation Sequencer](https://github.com/brunomikoski/Animation-Sequencer)
+* [UnityIngameDebugConsole](https://github.com/yasirkula/UnityIngameDebugConsole)
+* [Weaver is a code weaving framework built right into Unity Engine. Based heavily off of Fody](https://github.com/ByronMayne/Weaver)
+* [RenderDocMeshParserForUnity](https://github.com/windsmoon/RenderDocMeshParserForUnity)
+* [Asset Management Tools for Unity](https://github.com/NibbleByte/UnityAssetManagementTools)
+* [Marching-Cubes-Terrain](https://github.com/Eldemarkki/Marching-Cubes-Terrain)
+* [protobuf3-for-unity](https://github.com/bitcraftCoLtd/protobuf3-for-unity)
+* [CSharpier is an opinionated code formatter for c#](https://github.com/belav/csharpier)
+* [UnityRuntimeInspector](https://github.com/yasirkula/UnityRuntimeInspector)
+* [Raycast Visualization](https://github.com/nomnomab/RaycastVisualization)
+* [2D-Platformer-Hunter](https://github.com/ta-david-yu/2D-Platformer-Hunter)
+* [UNITY engine RPG framework](https://github.com/delmarle/RPG-Core)
+* [Animation-Sequencer](https://github.com/brunomikoski/Animation-Sequencer)
+* [hierarchy-labels](https://github.com/shniqq/hierarchy-labels)
+* [Graphy - Ultimate FPS Counter - Stats Monitor & Debugger (Unity)](https://github.com/Tayx94/graphy)
+* [City Generator](https://github.com/itsjustdel/City-Generator)
+* [Unity-Folder-Icons](https://github.com/WooshiiDev/Unity-Folder-Icons)
+* [ijkplayer](https://github.com/bilibili/ijkplayer)
+* [A .NET library for compressed bit set data structures](https://github.com/BitSetsNet/BitSetsNet)
+* [RailgunNet](https://github.com/ashoulson/RailgunNet)
+* [unity-regex-builder](https://github.com/karl-/unity-regex-builder)
+* [MissingScriptType](https://github.com/SolidAlloy/MissingScriptType)
+* [BitPacking](https://github.com/Cobo3/BitPacking)
+* [Mesh-Carving-Unity](https://github.com/eman2XR/Mesh-Carving-Unity)
+* [A 100% native C# implementation of ZeroMQ for .NET](https://github.com/zeromq/netmq)
+* [packetnet](https://github.com/dotpcap/packetnet)
+* [LiveCharts2](https://github.com/beto-rodriguez/LiveCharts2)
+* [uLipSync](https://github.com/hecomi/uLipSync)
+* [Procedural Animation in Unity](https://github.com/Sopiro/Unity-Procedural-Animation)
+* [websocket-sharp](https://github.com/sta/websocket-sharp)
+* [ColorBands](https://github.com/rstecca/ColorBands)
+* [mesh-cutter](https://github.com/hugoscurti/mesh-cutter)
+* [C# Websocket Implementation](https://github.com/statianzo/Fleck)
+* [behavior tree for lua](https://github.com/zhandouxiaojiji/behavior3lua)
+* [collider-visualizer](https://github.com/tomori-hikage/collider-visualizer)
+* [ScriptableObject-Architecture](https://github.com/DanielEverland/ScriptableObject-Architecture)
+* [UnityEngine.CullingGroup API for everyone](https://github.com/mackysoft/Vision)
+* [luacheck](https://github.com/mpeterv/luacheck)
+* [NativeWebSocket](https://github.com/endel/NativeWebSocket)
+* [Mathematical Expressions Evaluator for .NET](https://github.com/ncalc/ncalc)
+* [NativeSDF](https://github.com/Amarcolina/NativeSDF)
+* [VContainer](https://github.com/hadashiA/VContainer)
+* [roblox-lua-promise](https://github.com/evaera/roblox-lua-promise)
+* [UnlimitedScrollUI](https://github.com/Brian-Jiang/UnlimitedScrollUI)
+* [Unity-Dependencies-Hunter](https://github.com/AlexeyPerov/Unity-Dependencies-Hunter)
+* [Mesh simplification for Unity](https://github.com/Whinarn/UnityMeshSimplifier)
+* [PixelArtTool](https://github.com/unitycoder/PixelArtTool)
+* [LipSync-Pro](https://github.com/Rtyper/LipSync-Pro)
+* [unity-mesh-builder](https://github.com/mattatz/unity-mesh-builder)
+* [A C# priority queue optimized for pathfinding applications](https://github.com/BlueRaja/High-Speed-Priority-Queue-for-C-Sharp)
+* [YooAsset是一个基于Unity3D引擎的资源管理插件](https://github.com/tuyoogame/YooAsset)
+* [ProjectAuditor](https://github.com/Unity-Technologies/ProjectAuditor)
+* [OSM-City-Engine](https://github.com/BerkeCagkanToptas/OSM-City-Engine)
+* [High performance LINQ implementation with minimal heap allocations](https://github.com/NetFabric/NetFabric.Hyperlinq)
+* [playable visualizer with GraphView](https://github.com/terrynoya/YJZPlayableGraphView)
+* [Unity - Mulligan Renamer](https://github.com/redbluegames/unity-mulligan-renamer)
+* [Unity对比工具](https://github.com/L-Lawliet/UnityCompare)
+* [Unity自动生成各种机型分辨率效果工具](https://github.com/QiangZou/AdapterTool)
+* [Gif decoding utility for Unity engine](https://github.com/3DI70R/Unity-GifDecoder)
+* [unity prefab差异对比插件UniMerge](https://zhuanlan.zhihu.com/p/28086510)
+* [UnityDirtyCompiler 脏脚本编译工具](https://github.com/chenwansal/UnityDirtyCompiler)
+* [LipSyncUE4](https://github.com/pgii/LipSyncUE4)
+* [Peer to peer network solution for multiplayer games](https://github.com/zestylife/EuNet)
+* [DotNetty](https://github.com/Azure/DotNetty)
+* [sharpcompress](https://github.com/adamhathcock/sharpcompress)
+* [Asynchronous Image Loader for Unity](https://github.com/Looooong/UnityAsyncImageLoader)
+* [Recyclable-Scroll-Rect](https://github.com/MdIqubal/Recyclable-Scroll-Rect)
+* [unity-package-tools](https://github.com/jeffcampbellmakesgames/unity-package-tools)
+* [Automatic-DynamicBone](https://github.com/OneYoungMean/Automatic-DynamicBone)
+* [unity-autocomplete-search-field](https://github.com/marijnz/unity-autocomplete-search-field)
+* [UnityExplorer](https://github.com/sinai-dev/UnityExplorer)
+* [High performance understanding for stack traces](https://github.com/benaadams/Ben.Demystifier)
+* [BMeshUnity](https://github.com/eliemichel/BMeshUnity)
+* [World generator made in Unity](https://github.com/emqk/ProceduralWorld)
+* [FusionWater](https://github.com/nailuj05/FusionWater)
+* [Smart-Inspector](https://github.com/neon-age/Smart-Inspector)
+* [Ceto: Ocean system for Unity](https://github.com/Scrawk/Ceto)
+* [Unity 2021 Object Pool API](https://github.com/llamacademy/2021-object-pool)
+* [Easy and optimized way to apply Filtering, Sorting, and Pagination using text-based data](https://github.com/alirezanet/Gridify)
+* [SharedMemory](https://github.com/justinstenning/SharedMemory)
+* [BulletSharpPInvoke](https://github.com/AndresTraks/BulletSharpPInvoke)
+* [Iterator Library for C# and Unity](https://github.com/jacksondunstan/iterator)
+* [C# library for 2D/3D geometric computation, mesh algorithms, and so on](https://github.com/gradientspace/geometry3Sharp)
+* [Reloaded.Memory](https://github.com/Reloaded-Project/Reloaded.Memory)
+* [Cross-platform .NET/Mono bindings for LibVLC](https://github.com/videolan/libvlcsharp)
+* [Unity_Toys](https://github.com/rito15/Unity_Toys)
+* [UniTaskStateMachine](https://github.com/k-okawa/UniTaskStateMachine)
+* [A fully-featured deformer system for Unity](https://github.com/keenanwoodall/Deform)
+* [A unity library to parse GIF files and extract the images as textures](https://github.com/gwaredd/mgGif)
+* [GCFreeClosure](https://github.com/lujian101/GCFreeClosure)
+* [LinqFaster](https://github.com/jackmott/LinqFaster)
+* [Fast, low-allocation ports of List, Dictionary, HashSet, Stack, and Queue using ArrayPool and Span](https://github.com/jtmueller/Collections.Pooled)
+* [Pure C# 3D real time physics simulation library](https://github.com/bepu/bepuphysics2)
+* [Efficient glTF 3D import / export library for Unity](https://github.com/atteneder/glTFast)
+* [MemoryStream with ArrayPool](https://github.com/itn3000/PooledStream)
+* [Automatic LOD generation + scene optimization](https://github.com/Unity-Technologies/AutoLOD)
+* [UnityMeshSimplifier](https://gitee.com/tangcm/UnityMeshSimplifier/tree/master)
+* [MeshDecimator](https://github.com/Whinarn/MeshDecimator)
+* [unity中lod分级减面工具SimplyGon, lod预览工具](https://github.com/huailiang/lod)
+* [A simple selection history window for Unity](https://github.com/acoppes/unity-history-window)
+* [ULiteWebView是一个极度轻量化的Unity内嵌WebView插件](https://github.com/jinglikeblue/ULiteWebView)
+* [Prefabshop-Prefab painter for Unity](https://github.com/Raptorij/Prefabshop)
+* [Fixed point math C# library](https://github.com/asik/FixedMath.Net)
+* [A C# port of Box2D](https://github.com/Zonciu/Box2DSharp)
+* [MemoryExtensions](https://github.com/xljiulang/MemoryExtensions)
+* [UGUI-Editor](https://github.com/liuhaopen/UGUI-Editor)
+* [Unity3d-QuadTree-Collision-Detection](https://github.com/cr4yz/Unity3d-QuadTree-Collision-Detection)
+* [提供 C# 基础的功能扩展](https://github.com/CYJB/Cyjb)
+* [LZ4/LH4HC compression for .NET Standard 1.6/2.0 (formerly known as lz4net)](https://github.com/MiloszKrajewski/K4os.Compression.LZ4)
+* [Bonsai Behaviour Tree](https://github.com/luis-l/BonsaiBehaviourTree)
+* [UnityTimelineEvents](https://github.com/georgejecook/UnityTimelineEvents)
+* [fullserializer](https://github.com/jacobdufault/fullserializer)
+* [C# 超简单的离线人脸识别库。( 基于 SeetaFace6 )](https://github.com/ViewFaceCore/ViewFaceCore)
+* [Control a camera or any other object like SceneView camera](https://github.com/XJINE/Unity_SceneCameraController)
+* [Overdraw profiler for Unity, shows fill rate](https://github.com/ken48/UnityOverdrawMonitor)
+* [Roslyn analyzers for Unity game developers](https://github.com/microsoft/Microsoft.Unity.Analyzers)
+* [A native Unity plugin to handle runtime permissions on Android M+](https://github.com/yasirkula/UnityAndroidRuntimePermissions)
+* [Implementation of a lock-free dictionary on .Net](https://github.com/VSadov/NonBlocking)
+* [Unity-ZeroMQ-Example](https://github.com/valkjsaaa/Unity-ZeroMQ-Example)
+* [Unity3D-Python-Communication](https://github.com/off99555/Unity3D-Python-Communication)
+* [Python-Unity-Socket-Communication](https://github.com/Siliconifier/Python-Unity-Socket-Communication)
+* [UnityPy is python module that makes it possible to extract/unpack and edit Unity assets](https://github.com/K0lb3/UnityPy)
+* [A fast, powerful, safe and lightweight scripting language and engine for .NET](https://github.com/scriban/scriban)
+* [PGP library for .NET / c#](https://github.com/Cinchoo/ChoPGP)
+* [Apple Unity Plug-Ins](https://github.com/apple/unityplugins)
+* [unity-cache-server](https://github.com/Unity-Technologies/unity-cache-server)
+* [MikuMikuRig是一款集生成控制器,自动导入动画,自动布料为一体的blender插件](https://github.com/958261649/Miku_Miku_Rig)
+* [A pure C# CIL interpreter designed to load and execute managed code on IL2CPP (Unity) platforms](https://github.com/scottyboy805/dotnow-interpreter)
+* [单机吞吐2266万tps的网络通信框架](https://github.com/NewLifeX/NewLife.Net)
+* [性能监控软件](https://github.com/dingxiaowei/MonitorTool)
+* [Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples](https://github.com/luxkun/ReGoap)
+* [Expanded Math Functionality for Unity](https://github.com/FreyaHolmer/Mathfs)
+* [Steering, obstacle avoidance and path following behaviors for the Unity Game Engine](https://github.com/ricardojmendez/UnitySteer)
+* [3d Tilemap Editor for Unity](https://github.com/peartreegames/blocky-world-editor)
+* [Generate link.xml file for unity](https://github.com/KuraiAndras/LinkerGenerator)
+* [Interactive JPS Search Algorithim, using Steve Rabin's algorithim](https://github.com/trgrote/JPS-Unity)
+* [A pure C# implementation of xxhash algorithm](https://github.com/uranium62/xxHash)
+* [UnityFileDownloader](https://github.com/jpgordon00/UnityFileDownloader)
+* [TouchSocket是 C# 的一个整合性的、超轻量级的网络通信框架](https://github.com/RRQM/TouchSocket)
+* [Tools and libraries to glue C/C++ APIs to high-level languages](https://github.com/mono/CppSharp)
+* [Behavior trees for Unity3D projects](https://github.com/ashblue/fluid-behavior-tree)
+* [单机吞吐2266万tps的网络通信框架](https://github.com/NewLifeX/NewLife.Net)
+* [TouchSocket是 C# 的一个整合性的、超轻量级的网络通信框架](https://github.com/RRQM/TouchSocket)
+* [Object pooling system for Unity](https://github.com/mackysoft/XPool)
+* [Unity-AssetStreaming](https://github.com/oculus-samples/Unity-AssetStreaming)
+* [UnityHFSM](https://github.com/Inspiaaa/UnityHFSM)
+* [BakingSheet](https://github.com/cathei/BakingSheet)
+* [unity3d_quick_reflection](https://github.com/smopu/unity3d_quick_reflection)
+* [System.Span for Unity-2019](https://github.com/ousttrue/dotnet.system.memory)
+* [Fast, idiomatic C# implementation of Flatbuffers](https://github.com/jamescourtney/FlatSharp)
+* [A native Unity plugin to handle runtime permissions on Android M+](https://github.com/yasirkula/UnityAndroidRuntimePermissions)
+* [ParrelSync](https://github.com/VeriorPies/ParrelSync)
+* [Scene-View-Picker](https://github.com/RoyTheunissen/Scene-View-Picker)
+* [Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime](https://github.com/alelievr/Mixture)
+* [Terrain voxel engine with the use of Marching Cubes implemented in Unity](https://github.com/Javier-Garzo/Marching-cubes-on-Unity-3D)
+* [A fully dynamic planar navmesh for Unity supporting agents of any size](https://github.com/dotsnav/dotsnav)
+* [lightweight terrain tool for unity3d](https://github.com/emrecancubukcu/Terrain-Decorator)
+* [C# library for 2D/3D geometric computation, mesh algorithms, and so on](https://github.com/gradientspace/geometry3Sharp)
+* [Simple, message based, MMO Scale TCP networking in C#](https://github.com/vis2k/Telepathy)
+* [Portable Executable (PE) library written in .Net](https://github.com/secana/PeNet)
+* [Generate ToString method from public properties](https://github.com/Fody/ToString)
+* [VertexAnimation](https://github.com/maxartz15/VertexAnimation)
+* [简单高效的多边形地图系统](https://github.com/genechiu/NavMesh)
+* [AsmdefHelper](https://github.com/naninunenoy/AsmdefHelper)
+* [Unity editor tool for baking shaders to textures](https://github.com/Cyanilux/BakeShader)
+* [Embedded Typed Readonly In-Memory Document Database for .NET Core and Unity](https://github.com/Cysharp/MasterMemory)
+* [Fast, cross-platform and reliable multipart downloader with asynchronous progress events for .NET applications](https://github.com/bezzad/Downloader)
+* [XPool - Object Pooling System for Unity](https://github.com/mackysoft/XPool)
+* [C# Extension Methods | Over 1000 extension methods](https://github.com/zzzprojects/Z.ExtensionMethods)
+* [VisualProfiler-Unity](https://github.com/microsoft/VisualProfiler-Unity)
+* [Varena is a .NET library that provides a fast and lightweight arena allocator using virtual memory](https://github.com/xoofx/Varena)
+* [Unity设备判断高中低](https://github.com/dingxiaowei/DeviceGrading)
+* [A PBD fluid in unity running on the GPU](https://github.com/Scrawk/PBD-Fluid-in-Unity)
+* [GUID regenerator for Unity assets](https://github.com/jeffjadulco/unity-guid-regenerator)
+* [A .NET library to run C# code in parallel on the GPU through DX12, D2D1 and dynamically generated HLSL compute shader](https://github.com/Sergio0694/ComputeSharp)
+* [Creative geometry for Unity](https://github.com/IxxyXR/polyhydra-upm)
+* [Unified Realtime/API framework for .NET platform and Unity](https://github.com/Cysharp/MagicOnion)
+* [A small extension that adds a menu item to add folders as symlinks in Unity](https://github.com/karl-/unity-symlink-utility)
+* [High Performance Computing in C# (HPCsharp)](https://github.com/DragonSpit/HPCsharp)
+* [SPH-Water-Simulation-With-Unity](https://github.com/MahmoudKanbar/SPH-Water-Simulation-With-Unity)
+* [DMotion - A high level Animation Framework for Unity DOTS](https://github.com/gamedev-pro/dmotion)
+* [EasyTimeSlicing](https://github.com/aillieo/EasyTimeSlicing)
+* [Voice chat/VoIP solution for unity](https://github.com/adrenak/univoice)
+* [C# port of the stb_image.h](https://github.com/StbSharp/StbImageSharp)
+* [An advanced behaviour tree solution for the Unity game engine](https://github.com/luis-l/BonsaiBehaviourTree)
+* [AnotherThread](https://github.com/unity3d-jp/AnotherThread)
+* [UnityDebugSheet](https://github.com/Haruma-K/UnityDebugSheet)
+* [Runtime-Monitoring](https://github.com/JohnBaracuda/Runtime-Monitoring)
+* [Hierarchical Finite State Machine](https://github.com/AlexBlackfrost/Unity-Hierarchical-Finite-State-Machine)
+* [Case study on fluid dynamics, Volumetric GPU-Based fluid simulator](https://github.com/Al-Asl/Fluid-Simulator)
+* [C++11 std::mt19937_64 for C#](https://github.com/lineplay/mt19937_64_cs)
+* [AsyncEx](https://github.com/StephenCleary/AsyncEx)
+* [AsyncLock](https://github.com/neosmart/AsyncLock)
+* [Grass-Tool](https://github.com/starfaerie/Grass-Tool)
+* [fluid-behavior-tree](https://github.com/ashblue/fluid-behavior-tree)
+* [四叉树大场景解决方案](https://github.com/654306663/QuadTreeMap)
+* [SDFGI](https://github.com/Fewes/SDFGI)
+* [Http-Multipart-Data-Parser](https://github.com/Http-Multipart-Data-Parser/Http-Multipart-Data-Parser)
+* [UnityTimeRewinder](https://github.com/SitronX/UnityTimeRewinder)
+* [BoidsUnity](https://github.com/jtsorlinis/BoidsUnity)
+* [BuildReportInspector](https://github.com/Unity-Technologies/BuildReportInspector)
+* [Unity-Saver](https://github.com/IvanMurzak/Unity-Saver)
+* [prefab-library](https://github.com/joshcamas/prefab-library)
+* [Unity-Native-Sharing](https://github.com/NicholasSheehan/Unity-Native-Sharing)
+* [Mesh-Animation](https://github.com/codewriter-packages/Mesh-Animation)
+* [unity-animation](https://github.com/KleinerHacker/unity-animation)
+* [UnityUIOptimizationTool](https://github.com/JoanStinson/UnityUIOptimizationTool)
+* [Automatically setup Camera viewports from RectTransforms in Unity](https://github.com/gilzoide/unity-camera-viewport-rect)
+* [UnityBezierSolution](https://github.com/yasirkula/UnityBezierSolution)
+* [Reactive systems and other utilities for Unity DOTS](https://github.com/PanMadzior/ReactiveDots)
+* [com.unity.demoteam.mesh-to-sdf](https://github.com/Unity-Technologies/com.unity.demoteam.mesh-to-sdf)
+* [FPMath-基于 FixedMath.NET 的 Q31.32 定点数数学库](https://github.com/chenwansal/FPMath)
+* [Unity-Gyroscope-Parallax](https://github.com/IvanMurzak/Unity-Gyroscope-Parallax)
+* [UnityWebBrowser](https://github.com/Voltstro-Studios/UnityWebBrowser)
+* [ActiveRagdoll](https://github.com/ashleve/ActiveRagdoll)
+* [UnityWindowsFileDrag-Drop](https://github.com/Bunny83/UnityWindowsFileDrag-Drop)
+* [NSprites-Unity DOTS Sprite Rendering Package](https://github.com/Antoshidza/NSprites)
+* [Box2DSharp](https://github.com/Zonciu/Box2DSharp)
+* [psd-parser(Photoshop Document Parser for .Net)](https://github.com/NtreevSoft/psd-parser)
+* [Unity-AlembicToVAT](https://github.com/Gaxil/Unity-AlembicToVAT)
+* [WebSocketListener(A lightweight and scalable asynchronous WebSocket listener)](https://github.com/vtortola/WebSocketListener)
+* [AIConnectors-Unity C# API connections to StableDiffusion (Automatic1111 and Replicate.com), Dall-E, GPT-3, and possibly others in the future](https://github.com/JPhilipp/AIConnectors)
+* [OpenKCC-Open Source Kinematic Character Controller for Unity](https://github.com/nicholas-maltbie/OpenKCC)
+* [NativeTrees-Burst compatible Octree and Quadtree for Unity](https://github.com/bartofzo/NativeTrees)
+* [SuperScience-Gems of Unity Labs for our user-base](https://github.com/Unity-Technologies/SuperScience)
+* [Liquid-Simulation-Liquid simulation effect created in Unity](https://github.com/ivuecode/Liquid-Simulation)
+* [DungeonGenerator-Procdural dungeon generator for Unity3D](https://github.com/vazgriz/DungeonGenerator)
+* [Html2UnityRich-能够将Html标签转化为Unity支持的富文本标签(UGUI or TextPro)](https://github.com/Wilson403/Html2UnityRich)
+* [SimplifyPolygon](https://github.com/vanCopper/SimplifyPolygon)
+* [asset-relations-viewer](https://github.com/innogames/asset-relations-viewer)
+* [KCP C#版 线程安全,运行时无alloc,对gc无压力](https://github.com/KumoKyaku/KCP)
+* [MotionMatching](https://github.com/nashnie/MotionMatching)
+* [CapFrameX-Frametime capture and analysis tool](https://github.com/CXWorld/CapFrameX)
+* [MagicOnion-Unified Realtime/API framework for .NET platform and Unity](https://github.com/Cysharp/MagicOnion)
+* [YamlDotNet-YamlDotNet is a .NET library for YAML](https://github.com/aaubry/YamlDotNet)
+* [VYaml-The extra fast, low memory footprint YAML library for C#, focued on .NET and Unity](https://github.com/hadashiA/VYaml)
+* [Mixture-Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime](https://github.com/alelievr/Mixture)
+* [G-Shark-a free and open-source geometry library designed for computational designers and software developers in the Architecture, Engineering, and Construction (AEC) industry](https://github.com/GSharker/G-Shark)
+* [UnityDataTools-Experimental tools and libraries for reading and analyzing Unity data files](https://github.com/Unity-Technologies/UnityDataTools)
+* [Unity GPU Vector Graphics](https://github.com/voxell-tech/UnityGPUVectorGraphics)
+* [SimpleComputeShaderHashTable-A simple, threadsafe, lock-free hash table for Unity Compute Shaders](https://github.com/b0nes164/SimpleComputeShaderHashTable)
+* [LLVMSharp-LLVM bindings for .NET Standard written in C# using ClangSharp](https://github.com/dotnet/LLVMSharp)
+* [HexTiles-Unity Hex Tile Editor](https://github.com/RoryDungan/HexTiles)
+* [UniMeshCombiner-Simple Unity Mesh Combine Tool](https://github.com/sanukin39/UniMeshCombiner)
+* [Tri-Inspector](https://github.com/codewriter-packages/Tri-Inspector)
+* [UnityGLTF](https://github.com/KhronosGroup/UnityGLTF)
+* [ProceduralToolkit-Procedural generation library for Unity](https://github.com/Syomus/ProceduralToolkit)
+* [hierarchical-pathfinding](https://github.com/hugoscurti/hierarchical-pathfinding)
+* [Modular-AI Visual behaviour & AI design tool for Unity](https://github.com/Kitbashery/Modular-AI)
+* [Netcode.IO.NET-A pure managed C# implementation of the Netcode.IO spec](https://github.com/GlaireDaggers/Netcode.IO.NET)
+* [APKToolGUI](https://github.com/AndnixSH/APKToolGUI)
+* [AppIconChangerUnity-Change the app icon dynamically in Unity (iOS only)](https://github.com/kyubuns/AppIconChangerUnity)
+* [An OpenAI Rest Client for Unity (UPM)](https://github.com/RageAgainstThePixel/com.openai.unity)
+* [unity-voronoi Voronoi mesh generator](https://github.com/komietty/unity-voronoi)
+* [PathFinding](https://github.com/GameArki/PathFinding)
+* [stylised-character-controller(A stylised physics based character controller made in Unity 3D)](https://github.com/joebinns/stylised-character-controller)
+* [Skinner-Special Effects with Skinned Mesh in Unity](https://github.com/keijiro/Skinner)
+* [PBD-Fluid-in-Unity](https://github.com/Scrawk/PBD-Fluid-in-Unity)
+* [StructLinq-Implementation in C# of LINQ concept with struct](https://github.com/reegeek/StructLinq)
+* [unity-domain-reload-helper](https://github.com/joshcamas/unity-domain-reload-helper)
+* [Open-Source-Motion-Matching-System](https://github.com/dreaw131313/Open-Source-Motion-Matching-System)
+* [IL2C-IL2C - A translator for ECMA-335 CIL/MSIL to C language](https://github.com/kekyo/IL2C)
+* [高性能的多线程异步工具库](https://github.com/dotnet-campus/AsyncWorkerCollection)
+* [Addler-Memory management system for Unity's Addressable Asset System](https://github.com/Haruma-K/Addler)
+* [NativeHeap](https://github.com/Amarcolina/NativeHeap)
+* [Gobie-Simple C# source generation based on custom templates](https://github.com/GobieGenerator/Gobie)
+* [UnityBoneTools](https://github.com/ecidevilin/UnityBoneTools)
+* [LinqGen-Alloc-free and fast replacement for Linq, with code generation](https://github.com/cathei/LinqGen)
+* [Unity-GUID Implementation of a persistent serializable GUID](https://github.com/stonesheltergames/Unity-GUID)
+* [DTCompileTimeTracker-Unity editor extension which tracks compile time](https://github.com/DarrenTsung/DTCompileTimeTracker)
+* [GraphViewBehaviorTree](https://github.com/JamesLaFritz/GraphViewBehaviorTree)
+* [SimdLinq](https://github.com/Cysharp/SimdLinq)
+* [VirtualFileSystem-C#](https://github.com/Lurler/VirtualFileSystem)
+* [CopyOnWrite](https://github.com/microsoft/CopyOnWrite)
+* [Open AI GPT-3 and DALL-E dotnet SDK](https://github.com/betalgo/openai)
+* [LSystemsInUnity](https://github.com/pboechat/LSystemsInUnity)
+* [CSCore - .NET Audio Library](https://github.com/filoe/cscore)
+* [FASTER-Fast persistent recoverable log and key-value store + cache, in C# and C++](https://github.com/microsoft/FASTER)
+* [ProtoPromise](https://github.com/timcassell/ProtoPromise)
+* [ZLogger-Zero Allocation Text/Strcutured Logger for .NET Core and Unity, built on top of a Microsoft.Extensions.Logging](https://github.com/Cysharp/ZLogger)
+* [guid-based-reference](https://github.com/Unity-Technologies/guid-based-reference)
+* [MethodDecorator - Compile time decorator pattern via IL rewriting](https://github.com/Fody/MethodDecorator)
+* [Unity-Threading](https://github.com/Enderlook/Unity-Threading)
+* [ContextSteering-Unity](https://github.com/RubenFrans/ContextSteering-Unity)
+* [BNAO-A tiny, GPU-based Bent Normal and Ambient Occlusion baker for Unity](https://github.com/Fewes/BNAO)
+* [tension-tools](https://github.com/apilola/tension-tools)
+* [Unity-WinForms](https://github.com/Meragon/Unity-WinForms)
+* [Unity-Lightmap-Prefab-Baker](https://github.com/nukadelic/Unity-Lightmap-Prefab-Baker)
+* [SpherePlanet-QuadTreeimplement](https://github.com/Ymiku/SpherePlanet-QuadTreeimplement)
+* [VloxyEngine-Performance oriented voxel engine for unity](https://github.com/BLaZeKiLL/VloxyEngine)
+* [InspectorGraph](https://github.com/giantparticlegames/InspectorGraph)
+* [bepuphysics1int](https://github.com/sam-vdp/bepuphysics1int)
+* [KinoFog-Global fog effect for Unity](https://github.com/keijiro/KinoFog)
+* [Bolt.Addons.Community](https://github.com/RealityStop/Bolt.Addons.Community)
+* [GeneticSharp](https://github.com/giacomelli/GeneticSharp)
+* [QuadSphere](https://github.com/bicarbon8/QuadSphere)
+* [Deform - A fully-featured deformer system for Unity](https://github.com/keenanwoodall/Deform)
+* [unity-animation-compressor](https://github.com/fish-ken/unity-animation-compressor)
+* [AIShader - ChatGPT-powered shader generator for Unity](https://github.com/keijiro/AIShader)
+* [PopUnitySockets](https://github.com/NewChromantics/PopUnitySockets)
+* [BackgroundDownload - Plugins for mobile platforms to enable file downloads in background](https://github.com/Unity-Technologies/BackgroundDownload)
+* [Synthic](https://github.com/rhedgeco/Synthic)
+* [MonoGame - One framework for creating powerful cross-platform games](https://github.com/MonoGame/MonoGame)
+* [Metatex - Metadata-only texture importer for Unity](https://github.com/keijiro/Metatex)
+* [NetOctree - A dynamic, loose octree implementation](https://github.com/mcserep/NetOctree)
+* [interprocess - A cross-platform shared memory queue for fast communication between processes](https://github.com/cloudtoid/interprocess)
+* [UnityBoundingVolumeHeirachy(BVH)](https://github.com/rossborchers/UnityBoundingVolumeHeirachy)
+* [UnityWebSocket](https://github.com/psygames/UnityWebSocket)
+* [C-Sharp algorithms - All algorithms implemented in C#](https://github.com/TheAlgorithms/C-Sharp)
+* [Render-Crowd-Of-Animated-Characters](https://github.com/chenjd/Render-Crowd-Of-Animated-Characters)
+* [Netly - open source socket library for c# ](https://github.com/alec1o/Netly)
+* [Netick-KCC An implementation of Kinematic Character Controller with Netick Networking](https://github.com/Milk-Drinker01/Netick-KCC)
+* [NativeOctree - An Octree Native Collection for Unity DOTS](https://github.com/marijnz/NativeOctree)
+* [AsmdefHelper - Unity assembly definition utilities](https://github.com/naninunenoy/AsmdefHelper)
+* [2D-Platform-Controller](https://github.com/david-reborn/2D-Platform-Controller)
+* [UnityNativeShare](https://github.com/yasirkula/UnityNativeShare)
+* [Ebook-Unity-AIProgramming](https://github.com/MinaPecheux/Ebook-Unity-AIProgramming)
+* [Imaginator4Unity](https://github.com/NeogeneAI/Imaginator4Unity)
+* [AISkyboxGenerator](https://github.com/CatDarkGame/AISkyboxGenerator)
+* [FastScriptReload](https://github.com/handzlikchris/FastScriptReload)
+* [Unity3D.IncrementalCompiler - Unity3D Incremental C# Compiler using Roslyn](https://github.com/SaladLab/Unity3D.IncrementalCompiler)
+* [lighting-data-asset-reverse](https://github.com/guycalledfrank/lighting-data-asset-reverse)
+* [CustomNavMesh](https://github.com/jadvrodrigues/CustomNavMesh)
+* [UnityEngineAnalyzer](https://github.com/vad710/UnityEngineAnalyzer)
+* [NSprites-Unity DOTS Sprite Rendering Package](https://github.com/Antoshidza/NSprites)
+* [SocoTools-Crossous's unity tools,currently contains shader variant stripper tools](https://github.com/crossous/SocoTools)
+* [UnityShaderStripper](https://github.com/SixWays/UnityShaderStripper)
+* [UnityDbgDraw](https://github.com/pschraut/UnityDbgDraw)
+* [unity-voxel](https://github.com/mattatz/unity-voxel)
+* [PlayHooky-C# Runtime Hooking Library for .NET/Mono/Unity](https://github.com/wledfor2/PlayHooky)
+* [KNN-Fast K-Nearest Neighbour Library for Unity DOTS](https://github.com/ArthurBrussee/KNN)
+* [GameWork-Foundation](https://github.com/FronkonGames/GameWork-Foundation)
+* [FastDeepCloner](https://github.com/AlenToma/FastDeepCloner)
+* [box2d-netstandard](https://github.com/codingben/box2d-netstandard)
+* [Unity-Procedural-IK-Wall-Walking-Spider](https://github.com/PhilS94/Unity-Procedural-IK-Wall-Walking-Spider)
+* [BurstFFT-FFT implementation in C# optimized for Unity's Burst compiler](https://github.com/keijiro/BurstFFT)
+* [Unity-Animation-Sync](https://github.com/SolarianZ/Unity-Animation-Sync-Demo)
+* [Unity-Plane-Mesh-Splitter](https://github.com/artnas/Unity-Plane-Mesh-Splitter)
+* [TexturePanner](https://github.com/AdultLink/TexturePanner)
+* [lambdaparser](https://github.com/nreco/lambdaparser)
+* [EditorGUISplitView](https://github.com/miguel12345/EditorGUISplitView)
+* [com.unity.formats.fbx](https://github.com/Unity-Technologies/com.unity.formats.fbx)
+* [VirtualTexture](https://github.com/jintiao/VirtualTexture)
+* [PublishersFork](https://github.com/adamgit/PublishersFork)
+* [spine-runtimes](https://github.com/EsotericSoftware/spine-runtimes)
+* [C# utility library. C#工具包](https://github.com/yuzhengyang/Fork)
+* [UnityMemoryProfilerSupportKun](https://github.com/katsumasa/UnityMemoryProfilerSupportKun)
+* [AirSticker](https://github.com/CyberAgentGameEntertainment/AirSticker)
+* [Client Simulator for World Building](https://github.com/vrchat-community/ClientSim)
+* [simple-disk-utils](https://github.com/dkrprasetya/simple-disk-utils)
+* [Sep - Possibly the World's Fastest .NET CSV Parser](https://github.com/nietras/Sep)
+* [LowpolyConvertor](https://github.com/zd304/LowpolyConvertor)
+* [DOTS-BehaviorTree](https://github.com/SinyavtsevIlya/DOTS-BehaviorTree)
+* [Unity-Built-In-Attributes](https://github.com/teebarjunk/Unity-Built-In-Attributes)
+* [SPCRJointDynamics](https://github.com/SPARK-inc/SPCRJointDynamics)
+* [UnityTodo](https://github.com/somedeveloper00/UnityTodo)
+* [AsmResolver-A library for creating, reading and editing PE files and .NET modules](https://github.com/Washi1337/AsmResolver)
+* [TypeTreeDumper](https://github.com/DaZombieKiller/TypeTreeDumper/)
+* [AutumnBox - 图形化ADB工具箱](https://github.com/zsh2401/AutumnBox)
+* [DotNetCorePlugins - .NET Core library for dynamically loading code](https://github.com/natemcmaster/DotNetCorePlugins)
+* [Animation-Texture-Baker](https://github.com/sugi-cho/Animation-Texture-Baker)
+* [Il2CppInterop](https://github.com/BepInEx/Il2CppInterop)
+* [c2cs - Generate C# bindings from a C header](https://github.com/bottlenoselabs/c2cs)
+* [SharpCompilerSettingsForUnity-Change the C# compiler (csc) used on your Unity project, as you like](https://github.com/mob-sakai/CSharpCompilerSettingsForUnity)
+* [TextureMerge - pack/merge textures into image channels](https://github.com/Fidifis/TextureMerge)
+* [BVHTools-BVH Tools for Unity](https://github.com/emilianavt/BVHTools)
+* [SkiaForUnity - Skia For Unity with skottie animations](https://github.com/ammariqais/SkiaForUnity)
+* [AsyncWorkerCollection - 高性能的多线程异步工具库](https://github.com/dotnet-campus/AsyncWorkerCollection)
+* [reko - Reko is a binary decompiler](https://github.com/uxmal/reko)
+* [AutoLevel - Free procedural level generator for unity](https://github.com/Al-Asl/AutoLevel)
+* [OpenWorldFramework](https://github.com/tiredamage42/OpenWorldFramework)
+* [unity-project-pin-board](https://github.com/ichenpipi/unity-project-pin-board)
+* [DirectRetrieveAttribute](https://github.com/labbbirder/DirectRetrieveAttribute)
+* [UnityInjection](https://github.com/labbbirder/UnityInjection)
+* [Jitex - A library to modify MSIL and native code at runtime](https://github.com/Hitmasu/Jitex#Replace-Native-Code)
+* [PruningRadixTrie - 1000x faster Radix trie for prefix search & auto-complete](https://github.com/wolfgarbe/PruningRadixTrie)
+* [Shaman.ValueString](https://github.com/antiufo/Shaman.ValueString)
+* [unity-quadtree-octree-floodfill(Quadtree Octree flood-fill in Unity)](https://github.com/ElasticSea/unity-quadtree-octree-floodfill)
+* [TouchSocket - TouchSocket是.Net(包括 C# 、VB.Net、F#)的一个整合性的、超轻量级的网络通信框架](https://github.com/RRQM/TouchSocket)
+* [asset-pipeline](https://github.com/daihenka/asset-pipeline)
+* [Vision - UnityEngine.CullingGroup API for everyone](https://github.com/mackysoft/Vision)
+* [NaResolver - 轻量化的Unity游戏插件开发框架,给你带来极佳的体验](https://github.com/MidTerm-CN/NaResolver)
+* [VirtualFileSystem - A virtual file system implementation in modern C#](https://github.com/Atypical-Consulting/VirtualFileSystem)
+* [unity-primitive-mesh-asset-creator](https://github.com/keijiro/unity-primitive-mesh-asset-creator)
+* [FreeScheduler](https://github.com/2881099/FreeScheduler)
+* [MagicTween](https://github.com/AnnulusGames/MagicTween)
+* [unity-profiler-data-exporter](https://github.com/steve3003/unity-profiler-data-exporter)
+* [NETCore.Encrypt - NETCore encrypt and decrypt tool](https://github.com/myloveCc/NETCore.Encrypt)
+* [SmartReference](https://github.com/Brian-Jiang/SmartReference)
+* [Utf8StringInterpolation](https://github.com/Cysharp/Utf8StringInterpolation)
+* [RuntimeAssetDatabase](https://github.com/Battlehub0x/RuntimeAssetDatabase)
+* [Unity-Collider-Optimizer](https://github.com/aniketrajnish/Unity-Collider-Optimizer)
+* [PrimeTween - High-performance, allocation-free tween library for Unity](https://github.com/KyryloKuzyk/PrimeTween)
+* [MiniExcel - Fast, Low-Memory, Easy Excel .NET helper](https://github.com/mini-software/MiniExcel)
+* [YetAnotherHttpHandler](https://github.com/Cysharp/YetAnotherHttpHandler)
+* [UnityCameraSystem_CC - 基于Cinemachine的第一/三人称过肩/自由/斜45度/俯视角摄像机系统](https://github.com/LeahLee13/UnityCameraSystem_CC)
+* [MipmapStreaming](https://github.com/kuronekoyang/MipmapStreaming)
+* [UnsafeCollections](https://github.com/fholm/UnsafeCollections)
+* [Aether.Physics2D](https://github.com/tainicom/Aether.Physics2D)
+* [Vibration - Use custom vibrations on mobile with this native Plugin for Unity (Android & iOS)](https://github.com/BenoitFreslon/Vibration)
+* [ncalc - Mathematical Expressions Evaluator for .NET](https://github.com/ncalc/ncalc)
+* [DotFastLZ - a port of FastLZ, Small and portable byte-aligned LZ77 compression for C#](https://github.com/ikpil/DotFastLZ)
+* [ExcelDna - Free and easy .NET for Excel. This repository contains the core Excel-DNA library](https://github.com/Excel-DNA/ExcelDna)
+* [com.unity.editoriterationprofiler](https://github.com/Unity-Technologies/com.unity.editoriterationprofiler)
+* [DeepCopy - Simple & efficient library for deep copying .NET objects](https://github.com/ReubenBond/DeepCopy)
+* [ProjectWindowHistory - Editor extension that allows Undo/Redo on Unity ProjectWindow](https://github.com/Yusuke57/ProjectWindowHistory)
+* [wpftoolkit](https://github.com/xceedsoftware/wpftoolkit)
+* [SynicSugar-Unity High-level Networking Library for Mobile and Small-party Games with Epic Online Services](https://github.com/skeyll/SynicSugar)
+* [AOI - c# AOI algorithm for cross linked list](https://github.com/qq362946/AOI)
+* [EasyCompressor](https://github.com/mjebrahimi/EasyCompressor)
+* [PsdParser - PSD file parser library for C#](https://github.com/manju-summoner/PsdParser)
+* [bzPSD - PSD loader for .NET written entirely in managed C#](https://github.com/bizzehdee/bzPSD)
+* [npoi](https://github.com/nissl-lab/npoi)
+* [SocketIOUnity](https://github.com/itisnajim/SocketIOUnity)
+* [ImKeyframeReduction](https://github.com/phi16/ImKeyframeReduction)
+* [AsyncRAT-C-Sharp Open-Source Remote Administration Tool For Windows C# (RAT)](https://github.com/NYAN-x-CAT/AsyncRAT-C-Sharp)
+* [SDFTextureGenerator](https://github.com/cecarlsen/SDFTextureGenerator)
+* [Gitostory](https://github.com/emirkivrak/Gitostory)
+* [com.nebukam.job-assist](https://github.com/Nebukam/com.nebukam.job-assist)
+* [.Net-Bridge](https://github.com/tr8dr/.Net-Bridge)
+* [UnityMeshSimplifier](https://github.com/Unity-Technologies/UnityMeshSimplifier)
+* [ComputeSharp](https://github.com/Sergio0694/ComputeSharp)
+* [LitMotion - Lightning-fast and Zero Allocation Tween Library for Unity](https://github.com/AnnulusGames/LitMotion)
+* [whisper.unity](https://github.com/Macoron/whisper.unity)
+* [ClassifiedConsoleWindow](https://github.com/Goatman1996/ClassifiedConsoleWindow)
+* [UnityDropdown](https://github.com/SolidAlloy/UnityDropdown)
+* [ObservableCollections](https://github.com/Cysharp/ObservableCollections)
+* [UnityTimer](https://github.com/akbiggs/UnityTimer)
+* [NETworkManager - A powerful tool for managing networks and troubleshoot network problems](https://github.com/BornToBeRoot/NETworkManager)
+* [Jelly-Mesh-System](https://github.com/roundyyy/Jelly-Mesh-System)
+* [godot-3d-mannequin](https://github.com/gdquest-demos/godot-3d-mannequin)
+* [ReflectionTool-C# Reflection Wrapper Generation & Method Hooking Tools For Unity](https://github.com/kuronekoyang/ReflectionTool/)
+* [Fast-Persistent-Dictionary](https://github.com/jgric2/Fast-Persistent-Dictionary/)
+* [Kcp-CSharp](https://github.com/Molth/Kcp-CSharp)
+* [unity-package - Unity Plugin – Debug, control, and fine-tune your Unity games directly inside the game view](https://github.com/jahro-console/unity-package)
+* [H.Pipes - A simple, easy to use, strongly-typed, async wrapper around .NET named pipes](https://github.com/HavenDV/H.Pipes)
+* [Dynamic-Parkour-System](https://github.com/knela96/Dynamic-Parkour-System)
+* [AppWindowUtility](https://github.com/sator-imaging/AppWindowUtility)
+* [Unity-WinForms](https://github.com/Meragon/Unity-WinForms)
+* [csv - Fast C# CSV parser](https://github.com/nreco/csv)
+* [ParrelSync](https://github.com/VeriorPies/ParrelSync)
+* [VYaml - The extra fast, low memory footprint YAML library for C#, focued on .NET and Unity](https://github.com/hadashiA/VYaml)
+* [UniWindowController - Makes your Unity window transparent and allows you to drop files](https://github.com/kirurobo/uniwindowcontroller)
+* [KuroDynamicAtlas-High performance ASTC dynamic atlas for unity](https://github.com/kuronekoyang/KuroDynamicAtlas)
+* [UnsafeStringBuffer - High performance zero allocation string builder (but unsafe)](https://github.com/kuronekoyang/UnsafeStringBuffer)
+* [UnsafeArrayBuffer - High performance zero allocation array buffer (but unsafe)](https://github.com/kuronekoyang/UnsafeArrayBuffer)
+* [Animation-Instancing](https://github.com/Unity-Technologies/Animation-Instancing)
+* [UnityGpuInstancedAnimation](https://github.com/piti6/UnityGpuInstancedAnimation)
+* [zlua-An IL2CPP-optimized Lua scripting solution for Unity - faster and more elegant](https://github.com/focus-creative-games/zlua)
+* [unity-iso-tools(Make 2.5D isometric game in Unity easy)](https://github.com/BlackMATov/unity-iso-tools)
+* [dnlib - Reads and writes .NET assemblies and modules](https://github.com/0xd4d/dnlib)
+* [JustDiff - c# xls/xlsx/unity prefab diff view](https://github.com/luxuia/JustDiff)
+* [UniInk-CSharpInterpreter4AOT](https://github.com/Arc-huangjingtong/UniInk-CSharpInterpreter4AOT)
+* [Jawbone.Sockets - UDP and TCP socket library for game engines](https://github.com/ObviousPiranha/Jawbone.Sockets)
+* [AutoUpdater.NET](https://github.com/ravibpatel/AutoUpdater.NET)
+* [GodotIK](https://github.com/monxa/GodotIK)
+* [AutoUI](https://github.com/Sunnyliumingsheng/AutoUI)
+* [ColliderMeshTool](https://github.com/SinlessDevil/ColliderMeshTool)
+* [visualyaml - Unity 的 Yaml 差异工具](https://github.com/RamiShehadeh/visualyaml)
+* [UnityLibs-libs for unity, memorypool, UIView Code generator, EventSet for event manager, timer wheel, clock, etc](https://github.com/fancyhub/UnityLibs)
+* [MotionMatching-Motion Matching implementation for Unity](https://github.com/JLPM22/MotionMatching)
+* [UnityMaliCompilerBridge](https://github.com/arcsearoc/UnityMaliCompilerBridge)
+* [Unity-UGUIDrawCallAnalyzer](https://github.com/VenusEvans/Unity-UGUIDrawCallAnalyzer?tab=readme-ov-file)
+* [pdb2mdb](https://github.com/bodong1987/pdb2mdb)
+* [LiteEntitySystem](https://github.com/RevenantX/LiteEntitySystem)
+* [SuperSimpleTcp](https://github.com/jchristn/SuperSimpleTcp)
+* [ZMFrameWork](https://github.com/ZMteacher/ZMFrameWork)
+* [PoolManager- PoolManager is a lightweight and async-compatible object pooling system for Unity](https://github.com/BatuhanKanbur/PoolManager)
+* [UnityOctree - A dynamic, loose octree implementation for Unity written in C#](https://github.com/Nition/UnityOctree)
+* [centrifuge-csharp -C# client SDK to communicate with Centrifugo and Centrifuge-based server from multiple environments](https://github.com/centrifugal/centrifuge-csharp)
+* [UNanite - UNanite is an automatic LOD system intelligence for Unity](https://github.com/treviasxk/UNanite)
+* [com.unity.virtualmesh](https://github.com/Unity-Technologies/com.unity.virtualmesh)
+* [Unity资源缓存池,用来提前实例化防止运行时卡顿](https://github.com/zhimingliang/GameObjectPool)
+* [ADB-Explorer](https://github.com/Alex4SSB/ADB-Explorer)
+* [UnityNonConvexMeshColliders - Provides three types of non-convex MeshCollider approximations that work with rigid bodies](https://github.com/JohannHotzel/UnityNonConvexMeshColliders)
+* [UABEANext](https://github.com/nesrak1/UABEANext)
diff --git a/AI/README.md b/AI/README.md
index 555195d21..8a31ca531 100644
--- a/AI/README.md
+++ b/AI/README.md
@@ -1,5 +1,6 @@
-## 游戏中的人工智能
+## AI相关
+### 游戏AI
>* [游戏AI探索之旅——从alphago到moba游戏](https://www.cnblogs.com/qcloud1001/p/9511640.html)
>* [游戏AI的生命力源自哪里?为你揭开MOBA AI的秘密!](https://www.cnblogs.com/qcloud1001/p/9214270.html)
>* [游戏人工智能开发之6种决策方法](https://www.gameres.com/467913.html)
@@ -9,3 +10,127 @@
>* [Skywind Inside](http://www.skywind.me/blog/)
>* [Goal Oriented Action Planning for a Smarter AI](https://gamedevelopment.tutsplus.com/tutorials/goal-oriented-action-planning-for-a-smarter-ai--cms-20793)
>* [GOAP](http://alumni.media.mit.edu/~jorkin/goap.html)
+
+### MCP
+>* [Awesome-MCP-ZH(MCP 资源精选, MCP指南)](https://github.com/yzfly/Awesome-MCP-ZH)
+>* [unity-mcp](https://github.com/CoplayDev/unity-mcp)
+>* [UnityMCP](https://github.com/Arodoid/UnityMCP)
+>* [UnrealMCP](https://github.com/kvick-games/UnrealMCP)
+>* [awesome-mcp-list](https://github.com/MobinX/awesome-mcp-list)
+>* [uLoopMCP](https://github.com/hatayama/uLoopMCP/)
+>* [SharpToolsMCP](https://github.com/kooshi/SharpToolsMCP)
+>* [mcp-perforce](https://github.com/Cocoon-AI/mcp-perforce)
+>* [genai-toolbox - MCP Toolbox for Databases is an open source MCP server for databases](https://github.com/googleapis/genai-toolbox)
+>* [15 分钟内构建你的第一个 MCP 服务器](https://mp.weixin.qq.com/s/GHWDnIgJv0IoMiPLFrbFrA)
+>* [Build Your First MCP Server in 15 Minutes](https://medium.com/data-science-collective/build-your-first-mcp-server-in-15-minutes-complete-code-d63f85c0ce79)
+>* [Unreal_mcp](https://github.com/ChiR24/Unreal_mcp)
+>* [mcp-go](https://github.com/mark3labs/mcp-go)
+
+### Skill
+>* [nuwa-skill 你想蒸馏的下一个员工,何必是同事。蒸馏任何人的思维方式——心智模型、决策启发式、表达DNA](https://github.com/alchaincyf/nuwa-skill)
+>* [superpowers - Claude Code superpowers: core skills library](https://github.com/obra/superpowers)
+>* [awesome-agent-skills - Agent Skills 权威中文指南:快速入门、推荐技能、最新资讯与实战案例](https://github.com/libukai/awesome-agent-skills?tab=readme-ov-file)
+>* [awesome-claude-skills](https://github.com/ComposioHQ/awesome-claude-skills)
+>* [awesome-claude-skills (The awesome collection of Claude Skills and resources)](https://github.com/VoltAgent/awesome-claude-skills)
+>* [antigravity-awesome-skills](https://github.com/sickn33/antigravity-awesome-skills)
+>* [playwright-skill - Claude Code Skill for browser automation with Playwright](https://github.com/lackeyjb/playwright-skill)
+>* [graphify - AI coding assistant skill](https://github.com/safishamsi/graphify/tree/v3)
+>* [obsidian-skills](https://github.com/kepano/obsidian-skills)
+>* [Anthropic-Cybersecurity-Skills](https://github.com/mukul975/Anthropic-Cybersecurity-Skills)
+
+### CLI
+>* [teamcity-cli](https://github.com/JetBrains/teamcity-cli#)
+>* [copilot-cli](https://github.com/github/copilot-cli)
+
+### Memory
+>* [mem0 -Universal memory layer for AI Agents](https://github.com/mem0ai/mem0#)
+
+### RAG
+>* [🔍大模型应用开发实战一:RAG技术全栈指南](https://github.com/datawhalechina/all-in-rag)
+
+### Coding AI Assistant
+>* [cline](https://github.com/cline/cline)
+>* [MonkeyCode - 企业级 AI 编程助手](https://github.com/chaitin/MonkeyCode?tab=readme-ov-file)
+>* [XCodeReviewer - 基于大语言模型(LLM)的智能审计工具](https://github.com/lintsinghua/XCodeReviewer)
+>* [opencode - The open source coding agent](https://github.com/anomalyco/opencode)
+>* [cherry-studio](https://github.com/CherryHQ/cherry-studio)
+>* [AionUi - Free, local, open-source 24/7 Cowork and OpenClaw](https://github.com/iOfficeAI/AionUi/tree/main)
+>* [awesome-copilot](https://github.com/github/awesome-copilot)
+
+### AIGC
+>* [ComfyUI](https://github.com/Comfy-Org/ComfyUI)
+>* [ComfyUI-Desktop](https://github.com/Comfy-Org/desktop)
+>* [stable-diffusion.cpp](https://github.com/leejet/stable-diffusion.cpp)
+>* [aimangastudio - 一个利用 AI 制作漫画的工具,支持脚本创作、分镜设计和角色风格控制](https://github.com/morsoli/aimangastudio)
+>* [RedInk - 基于🍌Nano Banana Pro🍌 的一站式小红书图文生成器](https://github.com/HisMax/RedInk)
+>* [Wan2GP - A fast AI Video Generator for the GPU Poor](https://github.com/deepbeepmeep/Wan2GP)
+>* [json-render (AI → JSON → UI)](https://github.com/vercel-labs/json-render)
+>* [ui-ux-pro-max-skill](https://github.com/nextlevelbuilder/ui-ux-pro-max-skill)
+>* [Toonflow-app 是一款 AI 短剧漫剧工具,能够利用 AI 技术将小说自动转化为剧本,并结合 AI 生成的图片和视频](https://github.com/HBAI-Ltd/Toonflow-app)
+>* [JJYB_AI_VideoAutoCut- 智能视频自动剪辑与AI解说工具(离线TTS、原创解说、混剪、AI配音)](https://github.com/jianjieyiban/JJYB_AI_VideoAutoCut)
+>* [Pixelle-Video AI 全自动短视频引擎](https://github.com/AIDC-AI/Pixelle-Video)
+>* [VideoCaptioner - 🎬 卡卡字幕助手 | VideoCaptioner - 基于 LLM 的智能字幕助手](https://github.com/WEIFENG2333/VideoCaptioner)
+>* [awesome-seedance](https://github.com/ZeroLu/awesome-seedance)
+>* [NovelForge - AI辅助长篇小说创作,卡片式创作](https://github.com/RhythmicWave/NovelForge)
+>* [Seedance2-Storyboard-Generator](https://github.com/liangdabiao/Seedance2-Storyboard-Generator)
+>* [awesome-seedance](https://github.com/ZeroLu/awesome-seedance/)
+>* [awesome-gpt-image-2 Prompt as Code | GPT-Image2 工业级提示词引擎与模板库,370+ 个案例逆向工程,20+ 套工业级模板](https://github.com/freestylefly/awesome-gpt-image-2)
+
+### AI friend
+>* [xiaozhi-esp32 小智 AI 聊天机器人](https://github.com/78/xiaozhi-esp32)
+>* [AstrBot-✨ 一站式 LLM 聊天机器人平台及开发框架](https://github.com/AstrBotDevs/AstrBot)
+
+### Prompt
+>* [Quick Prompt ✨ 提示词管理与快速输入浏览器扩展](https://github.com/wenyuanw/quick-prompt)
+>* [prompt-optimizer](https://github.com/linshenkx/prompt-optimizer)
+
+### Knowledge
+>* [从 Prompt 到 Context:基于 1400+ 论文的 Context Engineering 系统综述](https://mp.weixin.qq.com/s/G5BUoM12vu2dWfxzIrAcfg)
+>* [Awesome-Context-Engineering](https://github.com/Meirtz/Awesome-Context-Engineering)
+>* [Awesome-AGI AGI资料汇总学习(主要包括LLM和AIGC)](https://github.com/ArronAI007/Awesome-AGI)
+>* [hello-agents 📚 《从零开始构建智能体》——从零开始的智能体原理与实践教程](https://github.com/datawhalechina/hello-agents)
+
+### LLM
+>* [LLM-RL-Visualized 🌟100+ 原创 LLM / RL 原理图📚,《大模型算法》作者巨献](https://github.com/changyeyu/LLM-RL-Visualized)
+>* [HY-Motion-1.0 腾讯混元](https://github.com/Tencent-Hunyuan/HY-Motion-1.0)
+>* [ACE-Step-1.5 The most powerful local music generation model that outperforms most commercial alternatives](https://github.com/ace-step/ACE-Step-1.5)
+
+### Workflow
+>* [claude-flow](https://github.com/ruvnet/claude-flow)
+>* [C2C - The official code implementation for "Cache-to-Cache: Direct Semantic Communication Between Large Language Models"](https://github.com/thu-nics/C2C)
+>* [langgraph - Build resilient language agents as graphs](https://github.com/langchain-ai/langgraph)
+>* [langchaingo - LangChain for Go, the easiest way to write LLM-based programs in Go](https://github.com/tmc/langchaingo)
+
+### Text-to-Speech
+>* [Frontier Open-Source Text-to-Speech](https://github.com/microsoft/VibeVoice)
+
+### Agent
+>* [500-AI-Agents-Projects](https://github.com/ashishpatel26/500-AI-Agents-Projects)
+>* [openclaw - Your own personal AI assistant. Any OS. Any Platform. The lobster way. 🦞](https://github.com/openclaw/openclaw)
+>* [hermes-agent The agent that grows with you](https://github.com/NousResearch/hermes-agent)
+>* [BettaFish - 微舆:人人可用的多Agent舆情分析助手,打破信息茧房,还原舆情原貌,预测未来走向,辅助决策!从0实现,不依赖任何框架](https://github.com/666ghj/BettaFish)
+>* [🎯 告别信息过载,AI 助你看懂新闻资讯热点,简单的舆情监控分析](https://github.com/sansan0/TrendRadar)
+>* [trae-agent Trae Agent is an LLM-based agent for general purpose software engineering tasks](https://github.com/bytedance/trae-agent)
+>* [A2UI - Agent-to-User Interface](https://github.com/google/A2UI?tab=readme-ov-file)
+>* [daily_stock_analysis - LLM驱动的 A 股智能分析器](https://github.com/ZhuLinsen/daily_stock_analysis)
+>* [eigent - The Open Source Cowork Desktop to Unlock Your Exceptional Productivity](https://github.com/eigent-ai/eigent)
+>* [BMAD-METHOD - Breakthrough Method for Agile Ai Driven Development](https://github.com/bmad-code-org/BMAD-METHOD)
+>* [hello-agents 📚 《从零开始构建智能体》——从零开始的智能体原理与实践教程](https://github.com/datawhalechina/hello-agents)
+>* [camel - The first and the best multi-agent framework. Finding the Scaling Law of Agents](https://github.com/camel-ai/camel)
+>* [agent-framework - A framework for building, orchestrating and deploying AI agents and multi-agent workflows with support for Python and .NET](https://github.com/microsoft/agent-framework)
+>* [Locus-The open source Unity Dev Agent](https://github.com/r1n7aro/Locus)
+
+### Document
+>* [Cursor Tutorial](https://cursor.com/cn/learn/how-ai-models-work)
+>* [使用 Agent 编码的最佳实践](https://cursor.com/cn/blog/agent-best-practices)
+>* [Building effective agents](https://www.anthropic.com/engineering/building-effective-agents)
+>* [Claude Code Doc](https://code.claude.com/docs/zh-CN/overview)
+>* [claude-code-guide (Setup, Commands, workflows, agents, skills & tips-n-tricks go from beginner to power user)](https://github.com/zebbern/claude-code-guide)
+
+### Service
+>* [claude-relay-service - CRS-自建Claude Code镜像](https://github.com/Wei-Shaw/claude-relay-service)
+
+### Misc
+>* [MinerU - Transforms complex documents like PDFs into LLM-ready markdown/JSON for your Agentic workflows](https://github.com/opendatalab/MinerU)
+>* [chinese-llm-benchmark](https://github.com/jeinlee1991/chinese-llm-benchmark)
+>* [docutranslate - 文档(小说、论文、字幕)翻译工具](https://github.com/xunbu/docutranslate)
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- prompt
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- C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll
-
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- C:/Users/Administrator/Unity3d/MyPro/ChuYinAR/Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll
-
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diff --git a/ARTraining/ChuYinAR/Assembly-UnityScript-Editor-firstpass.unityproj b/ARTraining/ChuYinAR/Assembly-UnityScript-Editor-firstpass.unityproj
deleted file mode 100644
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+++ /dev/null
@@ -1,139 +0,0 @@
-
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- Debug
- AnyCPU
- 10.0.20506
- 2.0
-
- {E5A7F435-A775-9EE3-2B40-9EAF90D3BE39}
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- Properties
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- v3.5
- 512
- Assets
-
-
- true
- full
- false
- Temp\bin\Debug\
- DEBUG;TRACE;UNITY_5_2_1;UNITY_5_2;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_REFLECTION_BUFFERS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;UNITY_ANDROID;UNITY_ANDROID_API;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYADS_RUNTIME;UNITY_UNITYADS_API;ENABLE_MONO;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;VUFORIA_ANDROID_SETTINGS;ENABLE_DUCK_TYPING
- prompt
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-
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- C:/Users/Administrator/Unity3d/MyPro/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.dll
-
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- C:/Users/Administrator/Unity3d/MyPro/ChuYinAR/Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll
-
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-
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- C:/Program Files/Unity/Editor/Data/PlaybackEngines/androidplayer/UnityEditor.Android.Extensions.dll
-
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-
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-
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diff --git a/ARTraining/ChuYinAR/Assets/ARDemo.unity b/ARTraining/ChuYinAR/Assets/ARDemo.unity
deleted file mode 100644
index 2aa814515..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin2_scaled.jpg b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin2_scaled.jpg
deleted file mode 100644
index 01f907a6a..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3.png b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3.png
deleted file mode 100644
index eb0049d6d..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3_scaled.jpg b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3_scaled.jpg
deleted file mode 100644
index 97c34aea3..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin4_scaled.jpg b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin4_scaled.jpg
deleted file mode 100644
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diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin_scaled.jpg b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin_scaled.jpg
deleted file mode 100644
index 56740a837..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_board_dff.mat b/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_board_dff.mat
deleted file mode 100644
index f35b10d91..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_dff.mat b/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_dff.mat
deleted file mode 100644
index d561d0249..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/AndroidManifest.xml b/ARTraining/ChuYinAR/Assets/Plugins/Android/AndroidManifest.xml
deleted file mode 100644
index a58529eb4..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/Android/AndroidManifest.xml
+++ /dev/null
@@ -1,54 +0,0 @@
-
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diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/Vuforia.jar b/ARTraining/ChuYinAR/Assets/Plugins/Android/Vuforia.jar
deleted file mode 100644
index bd77b0269..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/VuforiaUnityPlayer.jar b/ARTraining/ChuYinAR/Assets/Plugins/Android/VuforiaUnityPlayer.jar
deleted file mode 100644
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diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforia.so b/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforia.so
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diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaUnityPlayer.so b/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaUnityPlayer.so
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index 1c5390262..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaWrapper.so b/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaWrapper.so
deleted file mode 100644
index 64907d832..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/DebugLog.java b/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/DebugLog.java
deleted file mode 100644
index ab8cdd736..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/DebugLog.java
+++ /dev/null
@@ -1,40 +0,0 @@
-/*============================================================================
-Copyright (c) 2016 PTC Inc. All Rights Reseverd
-Copyright (c) 2010-2011 Qualcomm Connected Experiences, Inc.
-============================================================================*/
-
-package com.vuforia.VuforiaUnityPlayer;
-
-import android.util.Log;
-
-/** DebugLog is a support class for the Vuforia samples applications.
- *
- * Exposes functionality for logging.
- *
- * */
-public class DebugLog
-{
- private static final String LOGTAG = "Vuforia";
-
- /** Logging functions to generate ADB logcat messages. */
-
- public static final void LOGE(String nMessage)
- {
- Log.e(LOGTAG, nMessage);
- }
-
- public static final void LOGW(String nMessage)
- {
- Log.w(LOGTAG, nMessage);
- }
-
- public static final void LOGD(String nMessage)
- {
- Log.d(LOGTAG, nMessage);
- }
-
- public static final void LOGI(String nMessage)
- {
- Log.i(LOGTAG, nMessage);
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/OrientationUtility.java b/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/OrientationUtility.java
deleted file mode 100644
index 18ad28a49..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/OrientationUtility.java
+++ /dev/null
@@ -1,75 +0,0 @@
-/*============================================================================
-Copyright (c) 2016 PTC Inc. All Rights Reseverd
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-============================================================================*/
-
-
-package com.vuforia.VuforiaUnityPlayer;
-
-import android.app.Activity;
-import android.content.Context;
-import android.content.pm.ActivityInfo;
-import android.content.res.Configuration;
-import android.os.Build;
-import android.util.DisplayMetrics;
-import android.view.Display;
-import android.view.Surface;
-import android.view.WindowManager;
-
-/* On some devices specific orientations are not supported if "autorotation" is not enabled in the screen settings.
- * Unity will still report the unsupported orientation at runtime via Screen.orientation, which will lead to inconsitencies
- * in video background rendering. Querying the actual orientation from the Activity resolves the problem.
-**/
-public class OrientationUtility
-{
- // The values here need to match those in Tracker.h
- static final int SCREEN_ORIENTATION_UNKNOWN = 0;
- static final int SCREEN_ORIENTATION_PORTRAIT = 1;
- static final int SCREEN_ORIENTATION_PORTRAITUPSIDEDOWN = 2;
- static final int SCREEN_ORIENTATION_LANDSCAPELEFT = 3;
- static final int SCREEN_ORIENTATION_LANDSCAPERIGHT = 4;
-
- public static int getSurfaceOrientation(Activity activity)
- {
-
- // Sanity check:
- if (activity == null)
- {
- return -1; // invalid value
- }
-
- Configuration config = activity.getResources().getConfiguration();
- Display display = ((WindowManager)activity.getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay();
-
- int displayRotation;
- if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.FROYO)
- {
- displayRotation = display.getRotation(); // only available from Froyo
- }
- else
- {
- displayRotation = display.getOrientation();
- }
-
- int activityOrientation = SCREEN_ORIENTATION_UNKNOWN;
-
- switch (config.orientation)
- {
- case Configuration.ORIENTATION_PORTRAIT:
- case Configuration.ORIENTATION_SQUARE:
- activityOrientation = ( (displayRotation == Surface.ROTATION_0 || displayRotation == Surface.ROTATION_270) ? SCREEN_ORIENTATION_PORTRAIT : SCREEN_ORIENTATION_PORTRAITUPSIDEDOWN );
- break;
-
- case Configuration.ORIENTATION_LANDSCAPE:
- activityOrientation = ( (displayRotation == Surface.ROTATION_0 || displayRotation == Surface.ROTATION_90) ? SCREEN_ORIENTATION_LANDSCAPELEFT : SCREEN_ORIENTATION_LANDSCAPERIGHT);
- break;
-
- case Configuration.ORIENTATION_UNDEFINED:
- default:
- break;
- }
-
- return activityOrientation;
- }
-
-}
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/VuforiaInitializer.java b/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/VuforiaInitializer.java
deleted file mode 100644
index 074410deb..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/VuforiaInitializer.java
+++ /dev/null
@@ -1,114 +0,0 @@
-/*============================================================================
-Copyright (c) 2016 PTC Inc. All Rights Reserved
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-============================================================================*/
-
-
-package com.vuforia.VuforiaUnityPlayer;
-
-import android.app.Activity;
-import android.content.Context;
-import android.content.pm.ActivityInfo;
-import android.content.res.Configuration;
-import android.os.Build;
-import android.util.DisplayMetrics;
-import android.view.Display;
-import android.view.Surface;
-import android.view.WindowManager;
-
-import com.vuforia.Vuforia;
-
-/* This class is responsible for initializing and deinitializting Vuforia from Java.
-* The initVuforia and deinitVuforia methods are invoked from C#
-**/
-public class VuforiaInitializer
-{
- // Name of the native dynamic libraries to load:
- private static final String NATIVE_LIB_UNITYPLAYER = "VuforiaUnityPlayer";
- private static final String NATIVE_LIB_VUFORIAWRAPPER = "VuforiaWrapper";
- private static final String NATIVE_LIB_VUFORIA = "Vuforia";
-
- /** Native platform initialization prior to Vuforia initialization */
- private static native void initPlatformNative();
-
- /** Load native libraries stored in "libs/armeabi*" */
- public static void loadNativeLibraries()
- {
- loadLibrary(NATIVE_LIB_VUFORIA);
- loadLibrary(NATIVE_LIB_VUFORIAWRAPPER);
- loadLibrary(NATIVE_LIB_UNITYPLAYER);
- }
-
- // initializes platform specific aspects of Vuforia.
- public static void initPlatform()
- {
- // Carry out native platform initialization:
- initPlatformNative();
- }
-
-
- // initializes Vuforia. This is a blocking call that is invoked from c# - Unity will prevent an ANR.
- public static int initVuforia(Activity activity, String licenseKey)
- {
- DebugLog.LOGD("Initializing Vuforia...");
-
- // Always set GLES 2.0 - GLES 1.x is no longer supported.
- Vuforia.setInitParameters(activity, Vuforia.GL_20, licenseKey);
-
- // Set the software environment type hint to 'UNITY_SOFTWARE_ENVIRONMENT':
- Vuforia.setHint(0xCCCCC000, 0x001AAAAA);
-
- // SDK Wrapper type hint, Unity and wrapper version are set from QCARWrapper.cpp
-
- int progressValue = -1;
-
- do
- {
- // Vuforia.init() blocks until an initialization step is complete,
- // then it proceeds to the next step and reports progress in
- // percents (0 ... 100%)
- // If Vuforia.init() returns -1, it indicates an error.
- // Initialization is done when progress has reached 100%.
- progressValue = Vuforia.init();
-
- // We check whether the task has been canceled in the meantime
- // (by calling AsyncTask.cancel(true))
- // and bail out if it has, thus stopping this thread.
- // This is necessary as the AsyncTask will run to completion
- // regardless of the status of the component that started is.
- } while (progressValue >= 0 && progressValue < 100);
-
- if (progressValue < 0)
- {
- DebugLog.LOGE("Vuforia initialization failed");
-
- return progressValue;
- }
-
- return 0;
- }
-
-
- /** A helper for loading native libraries stored in "libs/armeabi*". */
- private static boolean loadLibrary(String nLibName)
- {
- try
- {
- System.loadLibrary(nLibName);
- //DebugLog.LOGI("Native library lib" + nLibName + ".so loaded");
- return true;
- }
- catch (UnsatisfiedLinkError ulee)
- {
- DebugLog.LOGE("The library lib" + nLibName +
- ".so could not be loaded: " + ulee.toString());
- }
- catch (SecurityException se)
- {
- DebugLog.LOGE("The library lib" + nLibName +
- ".so was not allowed to be loaded");
- }
-
- return false;
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Editor/Unzip.js b/ARTraining/ChuYinAR/Assets/Plugins/Editor/Unzip.js
deleted file mode 100644
index a22dad4c7..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/Editor/Unzip.js
+++ /dev/null
@@ -1,21 +0,0 @@
-import System.IO.File;
-import System.IO.Stream;
-import ICSharpCode.SharpZipLib.Core;
-import ICSharpCode.SharpZipLib.Zip;
-
-// this script unzips a container at a given path and returns a input stream to a given file in this container
-public static function Unzip(path : String, fileName : String)
-{
- var fileStream = OpenRead(path);
- var zipFile = new ZipFile(fileStream);
-
- for (var zipEntry : ZipEntry in zipFile)
- {
- if (zipEntry.Name == fileName)
- {
- return zipFile.GetInputStream(zipEntry);
- }
- }
-
- return;
-}
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Info.plist b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Info.plist
deleted file mode 100644
index 9ac9318ed..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Info.plist
+++ /dev/null
@@ -1,64 +0,0 @@
-
-
-
-
- BuildMachineOSBuild
- 14F27
- CFBundleDevelopmentRegion
- English
- CFBundleExecutable
- VuforiaWrapper
- CFBundleIdentifier
- com.qualcomm.qcar.testapps.VuforiaWrapper
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- VuforiaWrapper
- CFBundlePackageType
- BNDL
- CFBundleShortVersionString
- 1.0
- CFBundleSignature
- ????
- CFBundleSupportedPlatforms
-
- MacOSX
-
- CFBundleVersion
- 1
- CFPlugInDynamicRegisterFunction
-
- CFPlugInDynamicRegistration
- NO
- CFPlugInFactories
-
- 00000000-0000-0000-0000-000000000000
- MyFactoryFunction
-
- CFPlugInTypes
-
- 00000000-0000-0000-0000-000000000000
-
- 00000000-0000-0000-0000-000000000000
-
-
- CFPlugInUnloadFunction
-
- DTCompiler
- com.apple.compilers.llvm.clang.1_0
- DTPlatformBuild
- 7C68
- DTPlatformVersion
- GM
- DTSDKBuild
- 15C43
- DTSDKName
- macosx10.11
- DTXcode
- 0720
- DTXcodeBuild
- 7C68
- NSHumanReadableCopyright
- Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. All Rights Reserved. Proprietary - Qualcomm Connected Experiences, Inc.
-
-
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper
deleted file mode 100644
index 1fac2d113..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper.signature b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper.signature
deleted file mode 100644
index 9c64309c0..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper.signature
+++ /dev/null
@@ -1 +0,0 @@
-sx!dg0-9Ļ"!6Uj챿l/Ձx)1HaΎlW͕j̠8i@kDCC\k9phN8ȿP]v]e_^op4NzZƯew
\ No newline at end of file
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Resources/en.lproj/InfoPlist.strings b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Resources/en.lproj/InfoPlist.strings
deleted file mode 100644
index 5e45963c3..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Resources/en.lproj/InfoPlist.strings and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/Vuforia.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/Vuforia.dll
deleted file mode 100644
index 620ccf4b6..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/Vuforia.dll and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/VuforiaWrapper.dll
deleted file mode 100644
index 9f3878f48..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/VuforiaWrapper.dll and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/Vuforia.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/Vuforia.dll
deleted file mode 100644
index ddd690ef6..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/Vuforia.dll and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/VuforiaWrapper.dll
deleted file mode 100644
index 9cdafe69f..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/VuforiaWrapper.dll and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaNativeRendererController.mm b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaNativeRendererController.mm
deleted file mode 100644
index a584d2f73..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaNativeRendererController.mm
+++ /dev/null
@@ -1,42 +0,0 @@
-/*============================================================================
-Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-============================================================================*/
-
-#import "UnityAppController.h"
-#import "VuforiaRenderDelegate.h"
-
-
-// Unity native rendering callback plugin mechanism is only supported
-// from version 4.5 onwards
-#if UNITY_VERSION>434
-
-// Exported methods for native rendering callback
-extern "C" void VuforiaSetGraphicsDevice(void* device, int deviceType, int eventType);
-extern "C" void VuforiaRenderEvent(int marker);
-
-#endif
-
-// Controller to support native rendering callback
-@interface VuforiaNativeRendererController : UnityAppController
-{
-}
-- (void)shouldAttachRenderDelegate;
-@end
-
-@implementation VuforiaNativeRendererController
-
-- (void)shouldAttachRenderDelegate
-{
- self.renderDelegate = [[VuforiaRenderDelegate alloc] init];
-
-// Unity native rendering callback plugin mechanism is only supported
-// from version 4.5 onwards
-#if UNITY_VERSION>434
- UnityRegisterRenderingPlugin(&VuforiaSetGraphicsDevice, &VuforiaRenderEvent);
-#endif
-}
-@end
-
-
-IMPL_APP_CONTROLLER_SUBCLASS(VuforiaNativeRendererController)
\ No newline at end of file
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.h b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.h
deleted file mode 100644
index 088bc3d69..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.h
+++ /dev/null
@@ -1,11 +0,0 @@
-/*============================================================================
-Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-============================================================================*/
-
-
-#import "PluginBase/RenderPluginDelegate.h"
-
-// Controller to support native rendering callback
-@interface VuforiaRenderDelegate : NSObject
-@end
\ No newline at end of file
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.mm b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.mm
deleted file mode 100644
index a5a686793..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.mm
+++ /dev/null
@@ -1,22 +0,0 @@
-/*============================================================================
-Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-============================================================================*/
-
-
-#import "VuforiaRenderDelegate.h"
-
-// Exported methods for setting surface recreated flag
-extern "C" void setSurfaceRecreated();
-
-@implementation VuforiaRenderDelegate
-
-- (void)mainDisplayInited:(struct UnityRenderingSurface*)surface
-{
-}
-
-- (void)onAfterMainDisplaySurfaceRecreate
-{
- setSurfaceRecreated();
-}
-@end
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaUnityPlayer.h b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaUnityPlayer.h
deleted file mode 100644
index 2201365c7..000000000
--- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaUnityPlayer.h
+++ /dev/null
@@ -1,20 +0,0 @@
-/*============================================================================
-Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-============================================================================*/
-
-
-#ifdef __cplusplus
-extern "C"
-{
-#endif
-
- int getRotationFlag(int screenOrientation);
- void setPlatFormNative();
- int initQCARiOS(int graphicsAPI, int ScreenOrientation, const char* licenseKey);
- void setSurfaceOrientationiOS(int orientation);
-
-#ifdef __cplusplus
-}
-#endif
\ No newline at end of file
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/libVuforia.a b/ARTraining/ChuYinAR/Assets/Plugins/iOS/libVuforia.a
deleted file mode 100644
index f2e9a6ca3..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/iOS/libVuforia.a and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.dll
deleted file mode 100644
index ecb21d6c5..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.dll and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.exp b/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.exp
deleted file mode 100644
index fc3bf5796..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.exp and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.lib b/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.lib
deleted file mode 100644
index 88275e62b..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.lib and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.dll
deleted file mode 100644
index cafa08a62..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.dll and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.exp b/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.exp
deleted file mode 100644
index 9166eda64..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.exp and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.lib b/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.lib
deleted file mode 100644
index 46178d69d..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.lib and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.dat b/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.dat
deleted file mode 100644
index 3a9f2b823..000000000
Binary files a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.dat and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.xml b/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.xml
deleted file mode 100644
index 0569ae4ee..000000000
--- a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.xml
+++ /dev/null
@@ -1,9 +0,0 @@
-
-
-
-
-
-
-
-
-
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/Materials/framemarker_sample.mat b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/Materials/framemarker_sample.mat
deleted file mode 100644
index 390af5294..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/Materials/framemarker_sample.mat
+++ /dev/null
@@ -1,44 +0,0 @@
-%YAML 1.1
-%TAG !u! tag:unity3d.com,2011:
---- !u!21 &2100000
-Material:
- serializedVersion: 3
- m_ObjectHideFlags: 0
- m_PrefabParentObject: {fileID: 0}
- m_PrefabInternal: {fileID: 0}
- m_Name: framemarker_sample
- m_Shader: {fileID: 7, guid: 0000000000000000e000000000000000, type: 0}
- m_SavedProperties:
- serializedVersion: 2
- m_TexEnvs:
- data:
- first:
- name: _MainTex
- second:
- m_Texture: {fileID: 2800000, guid: 576784faa64e74d1582fd26998e51a03, type: 1}
- m_Scale: {x: 1, y: 1}
- m_Offset: {x: 0, y: 0}
- data:
- first:
- name: _BumpMap
- second:
- m_Texture: {fileID: 0}
- m_Scale: {x: 1, y: 1}
- m_Offset: {x: 0, y: 0}
- m_Floats:
- data:
- first:
- name: _Shininess
- second: .078125
- m_Colors:
- data:
- first:
- name: _Color
- second: {r: 1, g: 1, b: 1, a: 1}
- data:
- first:
- name: _SpecColor
- second: {r: .5, g: .5, b: .5, a: 1}
---- !u!1002 &2100001
-EditorExtensionImpl:
- serializedVersion: 6
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frame-markers-transparent.zip b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frame-markers-transparent.zip
deleted file mode 100644
index f7aca7374..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frame-markers-transparent.zip and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frameMarker_Sample.png b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frameMarker_Sample.png
deleted file mode 100644
index 8ec5fe54c..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frameMarker_Sample.png and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ComponentFactoryStarter/ComponentFactoryStarter.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ComponentFactoryStarter/ComponentFactoryStarter.cs
deleted file mode 100644
index 110b26dff..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ComponentFactoryStarter/ComponentFactoryStarter.cs
+++ /dev/null
@@ -1,26 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System.IO;
-using UnityEditor;
-
-namespace Vuforia.EditorClasses
-{
- ///
- /// Small utility class to create an instance of the VuforiaBehaviourComponentFactory in the editor before anything is initialized.
- ///
- [InitializeOnLoad]
- public class ComponentFactoryStarter
- {
- ///
- /// register an instance of the VuforiaBehaviourComponentFactory class at the singleton immediately
- ///
- static ComponentFactoryStarter()
- {
- BehaviourComponentFactory.Instance = new VuforiaBehaviourComponentFactory();
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ExtensionImport.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ExtensionImport.cs
deleted file mode 100644
index 1b5c6c788..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ExtensionImport.cs
+++ /dev/null
@@ -1,138 +0,0 @@
-/*==============================================================================
-Copyright (c) 2015-2016 PTC Inc. All Rights Reserved.
-
-Copyright (c) 2015 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-
-Vuforia is a trademark of PTC Inc., registered in the United States and other
-countries.
-==============================================================================*/
-
-using UnityEngine;
-using UnityEditor;
-
-namespace Vuforia.EditorClasses
-{
- [InitializeOnLoad]
- public static class ExtensionImport
- {
- private static readonly string VUFORIA_ANDROID_SETTINGS = "VUFORIA_ANDROID_SETTINGS";
- private static readonly string VUFORIA_IOS_SETTINGS = "VUFORIA_IOS_SETTINGS";
- private static readonly string VUFORIA_WSA_SETTINGS = "VUFORIA_WSA_SETTINGS";
-
- static ExtensionImport()
- {
- EditorApplication.update += UpdatePluginSettings;
- EditorApplication.update += UpdatePlayerSettings;
- }
-
- static void UpdatePluginSettings()
- {
- // Unregister callback (executed only once)
- EditorApplication.update -= UpdatePluginSettings;
-
- PluginImporter[] importers = PluginImporter.GetAllImporters();
- foreach (var imp in importers)
- {
- string pluginPath = imp.assetPath;
- bool isVuforiaWrapperPlugin =
- pluginPath.EndsWith("QCARWrapper.dll") || pluginPath.EndsWith("VuforiaWrapper.dll") ||
- pluginPath.EndsWith("QCARWrapper.bundle") || pluginPath.EndsWith("VuforiaWrapper.bundle");
- if (isVuforiaWrapperPlugin && imp.GetCompatibleWithAnyPlatform())
- {
- Debug.Log("Setting platform to 'Editor' for plugin: " + pluginPath);
- imp.SetCompatibleWithAnyPlatform(false);
- imp.SetCompatibleWithEditor(true);
- }
- }
- }
-
- static void UpdatePlayerSettings()
- {
- // Unregister callback (executed only once)
- EditorApplication.update -= UpdatePlayerSettings;
-
- BuildTargetGroup androidBuildTarget = BuildTargetGroup.Android;
- BuildTargetGroup iOSBuildTarget = BuildTargetGroup.iOS;
- BuildTargetGroup wsaBuildTarget = BuildTargetGroup.WSA;
-
- string androidSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(androidBuildTarget);
- androidSymbols = androidSymbols ?? "";
- if (!androidSymbols.Contains(VUFORIA_ANDROID_SETTINGS))
- {
- if (PlayerSettings.Android.targetDevice != AndroidTargetDevice.ARMv7)
- {
- Debug.Log("Setting Android target device to ARMv7");
- PlayerSettings.Android.targetDevice = AndroidTargetDevice.ARMv7;
- }
-
- if (PlayerSettings.Android.androidTVCompatibility)
- {
- // Disable Android TV compatibility, as this is not compatible with
- // portrait, portrait-upside-down and landscape-right orientations.
- Debug.Log("Disabling Android TV compatibility.");
- PlayerSettings.Android.androidTVCompatibility = false;
- }
-
-#if !UNITY_5_0 // UNITY_5_1 and newer
- Debug.Log("Setting Android Graphics API to OpenGL ES 2.0.");
- PlayerSettings.SetGraphicsAPIs(
- BuildTarget.Android,
- new UnityEngine.Rendering.GraphicsDeviceType[]{UnityEngine.Rendering.GraphicsDeviceType.OpenGLES2});
-#endif
- // Here we set the scripting define symbols for Android
- // so we can remember that the settings were set once.
- PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android,
- androidSymbols + ";" + VUFORIA_ANDROID_SETTINGS);
- }
-
- string iOSSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(iOSBuildTarget);
- iOSSymbols = iOSSymbols ?? "";
- if (!iOSSymbols.Contains(VUFORIA_IOS_SETTINGS))
- {
-#if INCLUDE_IL2CPP
- int scriptingBackend = 0;
- if (PlayerSettings.GetPropertyOptionalInt("ScriptingBackend", ref scriptingBackend, iOSBuildTarget))
- {
- if (scriptingBackend != (int)ScriptingImplementation.IL2CPP)
- {
- Debug.Log("Setting iOS scripting backend to IL2CPP to enable 64bit support.");
- PlayerSettings.SetPropertyInt("ScriptingBackend", (int)ScriptingImplementation.IL2CPP, iOSBuildTarget);
- }
- }
- else
- {
- Debug.LogWarning("ScriptinBackend property not available for iOS; perhaps the iOS Build Support component was not installed");
- }
-#endif //INCLUDE_IL2CPP
-
- // Here we set the scripting define symbols for IOS
- // so we can remember that the settings were set once.
- PlayerSettings.SetScriptingDefineSymbolsForGroup(iOSBuildTarget,
- iOSSymbols + ";" + VUFORIA_IOS_SETTINGS);
- }
-
- string wsaSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(wsaBuildTarget);
- wsaSymbols = wsaSymbols ?? "";
- if (!wsaSymbols.Contains(VUFORIA_WSA_SETTINGS))
- {
- // The Windows SDK we want to use is "Universal 10"
- EditorUserBuildSettings.wsaSDK = WSASDK.UWP;
-
- // We want to use the Webcam (obviously); to acheive this, UWP forces us to also require access
- // to the microphone (which is not so obvious)
- PlayerSettings.WSA.SetCapability(PlayerSettings.WSACapability.WebCam, true);
- PlayerSettings.WSA.SetCapability(PlayerSettings.WSACapability.Microphone, true);
-
- // Vuforia SDK for UWP now also requires InternetClient Access
- PlayerSettings.WSA.SetCapability(PlayerSettings.WSACapability.InternetClient, true);
-
- // Here we set the scripting define symbols for WSA
- // so we can remember that the settings were set once.
- PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.WSA,
- wsaSymbols + ";" + VUFORIA_WSA_SETTINGS);
- }
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/PostProcessBuildPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/PostProcessBuildPlayer.cs
deleted file mode 100644
index dc3955158..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/PostProcessBuildPlayer.cs
+++ /dev/null
@@ -1,372 +0,0 @@
-/*==============================================================================
-Copyright (c) 2015-2016 PTC Inc. All Rights Reserved. Confidential and Proprietary -
-Protected under copyright and other laws.
-Vuforia is a trademark of PTC Inc., registered in the United States and other
-countries.
-==============================================================================*/
-
-
-using System;
-using System.Collections.Generic;
-using System.IO;
-using System.Linq;
-using UnityEditor;
-using UnityEditor.Callbacks;
-using UnityEngine;
-
-namespace Vuforia.EditorClasses
-{
- ///
- /// Purpose of this post build script is to post process the project.pbxproj file
- /// generated by Unity to add any additional Libraries, Frameworks or build paths
- /// needed to build a QCAR app then add calls to the QCAR library into the Unity
- /// generated C code
- ///
- class PostProcessBuildPlayer
- {
- #region NESTED
-
- private class Framework
- {
- public Framework(string name, string id, string fileRefId)
- {
- Name = name;
- Id = id;
- FileRefId = fileRefId;
- }
-
- public readonly string Name;
- public readonly string Id;
- public readonly string FileRefId;
- }
-
- private class ResFile : Framework
- {
- public ResFile(string name, string id, string fileRefId, string lastKnownType)
- : base(name, id, fileRefId)
- {
- LastKnownType = lastKnownType;
- }
-
- public readonly string LastKnownType;
- }
-
- #endregion // NESTED
-
-
-
- #region PRIVATE_MEMBER_VARIABLES
-
- // These ids have been generated by creating a project using Xcode then
- // extracting the values from the generated project.pbxproj. The format of this
- // file is not documented by Apple so the correct algorithm for generating these
- // ids is unknown
-
- private const string AVFOUNDATION_ID = "CCE8C2AB135C7CDD000D8035";
- private const string AVFOUNDATION_FILEREFID = "CCE8C2AA135C7CDD000D8035";
-
- private const string COREVIDEO_ID = "CC375CE01316C2C5004F0FDD";
- private const string COREVIDEO_FILEREFID = "CC375CDF1316C2C5004F0FDD";
-
- private const string COREMEDIA_ID = "CC375CE51316C2D3004F0FDD";
- private const string COREMEDIA_FILEREFID = "CC375CE41316C2D3004F0FDD";
-
- private const string SECURITY_ID = "CCE8C2BA135C7EA3000D8035";
- private const string SECURITY_FILEREFID = "CCE8C2B9135C7EA3000D8035";
-
- private const string QCARDIR_ID = "CC9FCA1D1445D76E004F4DC3";
- private const string QCARDIR_FILEREFID = "CC9FCA171445D76E004F4DC3";
-
- private const string VUFORIADIR_ID = "8C4ECDDD1C5F637A0070D641";
- private const string VUFORIADIR_FILEREFID = "8C4ECDDC1C5F637A0070D641";
-
-
- // List of all the frameworks to be added to the project
- private static readonly Framework[] _frameworks = new[]
- {
- new Framework("AVFoundation.framework", AVFOUNDATION_ID, AVFOUNDATION_FILEREFID),
- new Framework("CoreMedia.framework", COREMEDIA_ID, COREMEDIA_FILEREFID),
- new Framework("CoreVideo.framework", COREVIDEO_ID, COREVIDEO_FILEREFID),
- new Framework("Security.framework", SECURITY_ID, SECURITY_FILEREFID),
- };
-
- private static readonly ResFile[] _resFiles = new[]
- {
- new ResFile("QCAR", QCARDIR_ID, QCARDIR_FILEREFID, "folder"),
- new ResFile("Vuforia", VUFORIADIR_ID, VUFORIADIR_FILEREFID, "folder"),
- };
-
- #endregion // PRIVATE_MEMBER_VARIABLES
-
-
-
- #region PRIVATE_METHODS
-
- private static void AddBuildFile(StreamWriter pbxProj, Framework framework)
- {
- var subsection = "Resources";
- if (framework.Name.EndsWith("framework"))
- subsection = "Frameworks";
- Debug.Log("Adding build file " + framework.Name);
-
-
- pbxProj.WriteLine("\t\t" + framework.Id + " /* " + framework.Name + " in " + subsection +
- " */ = {isa = PBXBuildFile; fileRef = " + framework.FileRefId + " /* " + framework.Name +
- " */; };");
-
- }
-
- private static void AddResFileReference(StreamWriter pbxProj, ResFile resfile)
- {
- Debug.Log("Adding data file reference " + resfile.Name);
-
- var id = resfile.FileRefId;
- var lastKnownFileType = resfile.LastKnownType;
- var name = resfile.Name;
-
- pbxProj.WriteLine("\t\t" + id + " /* " + name +
- " */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = " +
- lastKnownFileType + "; name = " + name + "; path = Data/Raw/" + name +
- "; sourceTree = SOURCE_ROOT; };");
- }
-
- private static void AddFrameworkFileReference(StreamWriter pbxProj, Framework framework)
- {
- var id = framework.FileRefId;
- var name = framework.Name;
-
- Debug.Log("Adding framework file reference " + name);
- pbxProj.WriteLine("\t\t" + id + " /* " + name +
- " */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = " + name +
- "; path = System/Library/Frameworks/" + name + "; sourceTree = SDKROOT; };");
- }
-
- private static void AddFrameworksBuildPhase(StreamWriter pbxProj, Framework framework)
- {
- var id = framework.Id;
- var name = framework.Name;
- Debug.Log("Adding build phase " + name);
- pbxProj.WriteLine("\t\t\t\t" + id + " /* " + name + " in Frameworks */,");
- }
-
- private static void AddResourcesBuildPhase(StreamWriter pbxProj, ResFile resfile)
- {
- var id = resfile.Id;
- var name = resfile.Name;
- Debug.Log("Adding build phase " + name);
- pbxProj.WriteLine("\t\t\t\t" + id + " /* " + name + " in Resources */,");
- }
-
- private static void AddGroup(StreamWriter pbxProj, Framework framework)
- {
- var id = framework.FileRefId;
- var name = framework.Name;
- Debug.Log("Add group " + name);
- pbxProj.WriteLine("\t\t\t\t" + id + " /* " + name + " */,");
- }
-
- private static string[] ReadExistingFiles(string[] lines)
- {
- var beginPbxbuildfileSection = false;
- var existingFiles = new List();
-
- int i = 0;
- var line = lines[i];
- while (line.Length < 6 || line.Substring(3, 3) != "End")
- {
- if(!beginPbxbuildfileSection)
- beginPbxbuildfileSection = line.Length > 3 && line.Substring(3).StartsWith("Begin PBXBuildFile");
- else
- existingFiles.Add(line.Split(new char[0], StringSplitOptions.RemoveEmptyEntries)[2]);
- i = i + 1;
- line = lines[i];
- }
-
- return existingFiles.ToArray();
- }
-
-
- ///
- /// Processes the given xcode project to add or change the supplied parameters
- ///
- /// filename of the Xcode project to change
- /// list of Apple standard frameworks to add to the project
- /// list resource files added to the project
- private static void ProcessPbxProj(string xCodeProjFileName, Framework[] frameworks, ResFile[] resFiles)
- {
- // Open up the file generated by Unity and read into memory as a list of lines for processing
- var pbxprojFilename = Path.Combine(xCodeProjFileName, "project.pbxproj");
- var lines = File.ReadAllLines(pbxprojFilename);
-
-
- // Work out which of the resfiles exist and remove them if they don't, this
- // There may not be a qcar resource folder if no targets are used
- var newResFiles = new List();
- foreach (var rf in resFiles)
- if (Directory.Exists(Path.Combine(xCodeProjFileName, "../Data/Raw/" + rf.Name)))
- {
- newResFiles.Add(rf);
- }
- resFiles = newResFiles.ToArray();
-
- // Next open up an empty project.pbxproj for writing and iterate over the old
- // file copying the original file and inserting anything extra we need
- var pbxproj = File.CreateText(pbxprojFilename);
-
- // As we iterate through the list we'll record which section of the
- // project.pbxproj we are currently in
- var section = "";
-
- // We use these booleans to decide whether we have already added the list of
- // build files to the link line. This is needed because there could be multiple
- // build targets and they are not named in the project.pbxproj
- var frameworksBuildAdded = false;
- var resBuildAdded = false;
-
- // Build a list of the files already added to the project. Then use it to
- // avoid adding anything to the project twice
- var existingFiles = ReadExistingFiles(lines);
- var filteredFrameworks = new List();
- foreach (var framework in frameworks)
- if (!existingFiles.Contains(framework.Name))
- filteredFrameworks.Add(framework);
- frameworks = filteredFrameworks.ToArray();
-
- var filteredResFiles = new List();
- foreach (var resFile in resFiles)
- if (!existingFiles.Contains(resFile.Name))
- filteredResFiles.Add(resFile);
- resFiles = filteredResFiles.ToArray();
-
-
-
- // Now iterate through the project adding any new lines where needed
- for (int i = 0; i < lines.Length; i++)
- {
- var line = lines[i];
-
-
- // Disable BITCODE
- if (line.TrimStart().StartsWith("ENABLE_BITCODE"))
- {
- line = line.Replace("YES", "NO");
- }
-
- pbxproj.WriteLine(line);
-
- // Each section starts with a comment such as
- // /* Begin PBXBuildFile section */"
- if (line.Length > 3 && line.Substring(3).StartsWith("Begin"))
- {
- section = line.Split(' ')[2];
- if (section == "PBXBuildFile")
- {
- foreach (var framework in frameworks)
- AddBuildFile(pbxproj, framework);
- foreach (var resfile in resFiles)
- AddBuildFile(pbxproj, resfile);
- }
- if (
- section == "PBXFileReference")
- {
- foreach (var framework in frameworks)
- AddFrameworkFileReference(pbxproj, framework);
- foreach (var resfile in resFiles)
- AddResFileReference(pbxproj, resfile);
- }
- }
- if (line.Length > 3 && line.Substring(3).StartsWith("End"))
- {
- section = "";
- }
-
- if (section == "PBXFrameworksBuildPhase")
- {
- if (line.Trim().StartsWith("files"))
- if (!frameworksBuildAdded)
- foreach (var framework in frameworks)
- {
- AddFrameworksBuildPhase(pbxproj, framework);
- frameworksBuildAdded = true;
- }
- }
-
- // The PBXResourcesBuildPhase section is what appears in XCode as "Link
- // Binary With Libraries". As with the frameworks we make the assumption the
- // first target is always "Unity-iPhone" as the name of the target itself is
- // not listed in project.pbxproj
- if (section == "PBXResourcesBuildPhase")
- {
- if (line.Trim().StartsWith("files"))
- if (!resBuildAdded)
- foreach (var resfile in resFiles)
- {
- AddResourcesBuildPhase(pbxproj, resfile);
- resBuildAdded = true;
- }
- }
-
- // The PBXGroup is the section that appears in XCode as "Copy Bundle Resources".
- if (section == "PBXGroup")
- {
- if (line.Trim().StartsWith("children") &&
- (lines[i - 2].Trim().Split(' ')[2] == "CustomTemplate"))
- {
- foreach (var resfile in resFiles)
- AddGroup(pbxproj, resfile);
- foreach (var framework in frameworks)
- AddGroup(pbxproj, framework);
- }
- }
-
- // The PBXShellScriptBuildPhase appears in Xcode 4 as "Run Script", we need to delete the QCAR
- // directory from the app to avoid a duplicate copy
- if (section == "PBXShellScriptBuildPhase")
- {
- if (line.Trim().StartsWith("shellScript"))
- {
- pbxproj.Flush();
- pbxproj.BaseStream.Seek(-3, SeekOrigin.Current);
-
- pbxproj.WriteLine("\\nrm -rf \\\"$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Data/Raw/QCAR\\\"\";");
- }
- }
-
- // change for Unity 4.2 because header search path needs to be in HEADER_SEARCH_PATHS group
- if (section == "XCBuildConfiguration")
- {
- if (line.Trim().StartsWith("HEADER_SEARCH_PATHS = ("))
- pbxproj.WriteLine("\t\t\t\t\t\"$(SRCROOT)/Libraries\",");
- }
-
- //add C++11 support by explicitly linking to libc++
- if (line.Trim().StartsWith("OTHER_LDFLAGS = ("))
- {
- pbxproj.WriteLine("\t\t\t\t\t\"-lc++\",");
- }
-
- }
- pbxproj.Close();
- }
-
- #endregion // PRIVATE_METHODS
-
-
-
- [PostProcessBuildAttribute(1)]
- public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject)
- {
-#if UNITY_5_0
- if (target == BuildTarget.iPhone)
-#else // UNITY_5_1 or above
- if (target == BuildTarget.iOS)
-#endif
- {
- var xCodeProjFullPath = Path.Combine(pathToBuiltProject, "Unity-iPhone.xcodeproj");
-
- Debug.Log("xCode Project " + xCodeProjFullPath);
- ProcessPbxProj(xCodeProjFullPath, _frameworks, _resFiles);
- }
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Unzipper/SharpZipLibUnzipper.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Unzipper/SharpZipLibUnzipper.cs
deleted file mode 100644
index df3692918..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Unzipper/SharpZipLibUnzipper.cs
+++ /dev/null
@@ -1,35 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System.IO;
-using UnityEditor;
-
-namespace Vuforia.EditorClasses
-{
- ///
- /// class wrapping a JS functionality to unzip a file, registers itself at the Unzipper Singleton to provide the functionality.
- ///
- [InitializeOnLoad]
- public class SharpZipLibUnzipper : IUnzipper
- {
- ///
- /// register an instance of this class at the singleton immediately
- ///
- static SharpZipLibUnzipper()
- {
- Unzipper.Instance = new SharpZipLibUnzipper();
- }
-
- public Stream UnzipFile(string path, string fileNameinZip)
- {
- #if !EXCLUDE_JAVASCRIPT
- return Unzip.Unzip(path, fileNameinZip);
- #else
- return null;
- #endif
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.XML b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.XML
deleted file mode 100644
index 3d520be44..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.XML
+++ /dev/null
@@ -1,1238 +0,0 @@
-
-
-
- Vuforia.UnityExtensions.Editor
-
-
-
-
- Reads authoringinfo.xml which contains additional for datasets needed
- in the Unity editor.
-
-
-
-
- Read ImageTarget-info from the current XML element and add it to ImageTarget-list
-
-
-
-
- Read Vumark-info from the current XML element and add it to VuMark-list
-
-
-
-
- Read CylinderTarget-info from the current XML element and add it to CylinderTarget-list
-
-
-
-
- Read ObjectTarget-info from the current XML element and add it to ObjectTarget-list
-
-
-
-
- Editor for the DeviceTrackerBehaviour
-
-
-
-
- Setup serialized properties when the inspector is loaded
-
-
-
-
- Draws the custom inspector for the monobehaviour
-
-
-
-
- Editor of the DigitalEyewearBehaviour
-
-
-
-
- Setup serialized properties when the inspector is loaded
-
-
-
-
- OnInspectorGUI exposes public Tracker settings in Inspector
- WorldCenterMode: Defines how the relative transformation that is returned
- by the Vuforia Tracker is applied. Either the camera is
- moved in the scene with respect to a "world center" or
- all the targets are moved with respect to the camera.
-
-
-
-
- Adds Vuforia components required for video background rendering on the primary camera by copying them from the camera child objects of the VuforiaBehaviour
-
-
-
-
- Adds Vuforia components required for video background rendering on the secondary camera by copying them from the camera child objects of the VuforiaBehaviour
-
-
-
-
- This method Swithces the camera mode between
- stereo and mono.
-
-
-
-
- Access primary camera of serialized property
-
-
-
-
- Access secondary camera of serialized property
-
-
-
-
- Access central anchor of serialized property
-
-
-
-
- Access parent anchor of serialized property
-
-
-
-
- Returns a list of scene paths in the current Unity project
-
-
-
-
- returns the extension of a file, given a full path to that file.
-
-
-
-
- This class provides utility properties to a serialized object
- targeting a CylinderTargetAbstractBehaviour
-
-
-
-
- This class wraps a SerializedObject of a TrackableBehaviour and provides utility-methods.
-
- This class should be used when a trackable behaviour is modified in the editor
- and the changes should be made persistent. By using the SerializedProperties for editing
- Unity will automatically handle editor functionality, e.g. Undo/Redo
- It is possible that the serialized object is editing multiple objects simultaneously.
-
-
-
- The serialized object targets a TrackableBehaviour.
-
-
-
-
- The constructor gets all SerializedProperties of the trackable behaviour.
-
-
-
-
-
- Any code which modifies the SerializedObject should be enclosed
- with a using-statement of this method. Calling Edit() updates the
- SerializedObject.
-
- EditHandle applies all modified data when it is disposed
- Example:
- using(SerializedTrackable.Edit())
- {
- ... editor code
- }
-
-
-
- Get all game objects of behaviours that are targeted by the serialized object
-
-
-
-
- Get the internal SerializedObject-instance
-
-
-
-
- The constructor gets all SerializedProperties of the trackable behaviour.
-
-
-
-
-
- The name of the data set the Trackable belongs to.
- Please be aware that the data set name is not a unique identifier at runtime!
-
-
-
-
- Defines whether extended tracking should be enabled for this target
-
-
-
-
- Defines whether this target should initilize smart terrain (and which) when detected.
- Set null to not initialize any smart terrain.
-
-
-
-
- the minimum bounds of the occluder box for ST initialization
-
-
-
-
- the maximum bounds of the occluder box for ST initialization
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Get all behaviours that are edited by the serialized object
-
-
-
-
- This class provides utility properties to a serialized object
- targeting an ImageTargetAbstractBehaviour
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Get all behaviours that are edited by the serialized object
-
-
-
-
- This class provides utility properties to a serialized object
- targeting a MarkerAbstractBehaviour
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Get all behaviours that are edited by the serialized object
-
-
-
-
- This class provides utility properties to a serialized object
- targeting a MultiTargetAbstractBehaviour
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Get all behaviours that are edited by the serialized object
-
-
-
-
- Extension methods for SerializedObject.
-
-
-
-
- Utility function for editing a SerializedObject. Any code which modifies the SerializedObject should
- be enclosed with a using-statement of this method. Calling Edit() updates the SerializedObject.
-
- EditHandle applies all modified data when it is disposed
- Example:
- using(SerializedObject.Edit())
- {
- ... editor code
- }
-
-
-
- Check whether all values of the serialized property are approximately equal.
- If so, change the property to have a unique value for all targets.
-
- The property needs to have a floatValue
- true if the serialized property now contains one value.
-
-
-
- Get all values of serialized array
-
- Property has to point to a string array
- copy of the serialized array. note that changing this array does not affect the serializedproperty
-
-
-
- Remove first occurence of string-value in the serialized array
-
- Property has to point to a string array
- this value is removed from the array
-
-
-
- Add a string-value to a serialized array or list
-
- Property has to point to a string array
- this value is added to the array
-
-
-
- get array size and move serializedproperty to first item of array
-
- Property has to point to an array. After the method it points to the first entry in the array
- array size
-
-
-
- Utility class for editing a SerializedObject.
-
-
-
-
- Constructor updates the serialized object.
-
-
-
-
- Applies all modified data of the serialized object
-
-
-
-
- This class provides utility properties to a serialized object
- targeting an ObjectTargetAbstractBehaviour
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Get all behaviours that are edited by the serialized object
-
-
-
-
- Aspect ratio length/width
-
-
-
-
- Aspect ratio length/height
-
-
-
-
- Whether the visualization of the bounding box/alignment guide is enabled in the editor
-
-
-
-
- Set or get the preview image in the inspector
-
-
-
-
- This class provides utility properties to a serialized object
- targeting a PropAbstractBehaviour
-
-
-
-
- This class provides utility properties to a serialized object
- targeting a SmartTerrainTrackableBehaviour
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Allows to set which mesh filter should be automatically updated with new mesh revisions
- If set to null, nothing will be updated
-
-
-
-
- Allows to set which mesh collider should be automatically updated with new mesh revisions
- If set to null, nothing will be updated
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Allows to set which box collider should be automatically updated with new bounding box revisions
- If set to null, nothing will be updated
-
-
-
-
- This class provides utility properties to a serialized object
- targeting a VuMarkAbstractBehaviour
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Get all behaviours that are edited by the serialized object
-
-
-
-
- This class provides utility properties to a serialized object
- targeting a WordAbstractBehaviour
-
-
-
-
- The constructor gets all serialized properties of the target
-
-
-
-
- Get all behaviours that are edited by the serialized object
-
-
-
-
- Editor for the SmartTerrainTrackerBehaviour
-
-
-
-
- Setup serialized properties when the inspector is loaded
-
-
-
-
- Draws the inspector for the smart terrain prefab
-
-
-
-
- Editor of the BackgroundPlaneBehaviour
-
-
-
-
- OnInspectorGUI exposes public settings in Inspector
-
-
-
-
- This class reads the *.xml file of an editor target configuration file for retrieving object editor parameters
-
-
-
-
- Read Object Target editor parameters for all specified targets.
-
- Path to editor configuration file with extension .xml
- Objects targets for which the corresponding parameters should be retreived from the file.
-
-
-
- Editor class for ObjectTargetBehaviours
-
-
-
-
- Recalculates the aspect ratio of the Object Target from a size vector.
-
- Local aspect ratio of this object target will be updated
- Uniform scale of the target
-
-
-
- Define a new scale for the object target.
- If PreserveChildSize is true, all child objects will be scaled inversely in order to keep their original size.
-
- Local scale of this object target will be updated
- Uniform scale of the target
-
-
-
- Recalculates the bbox of the Object Target from a min, max bbox
-
- Local bbox of this object target will be updated
- bbox minimum
- bbox maximum
-
-
-
- Redefine the preview image of the Object Target from a targetID reference
-
- Preview imaeg of this object target will be updated
- target ID use to reference the preview i mage
-
-
-
- Configure the Object Target in this custom editor.
-
- name of the object for the configuration
-
-
-
- Initializes the Object Target when it is drag-dropped into the scene.
-
-
-
-
- Lets the user choose a Object Target from a drop down list. Object Target
- must be defined in the "config.xml" file.
-
-
-
-
- Update scene view for our ObjectTarget editor
-
-
-
-
- Editor for Surfaces
-
-
-
-
- Configure the Smart Terrain Surface in this custom editor.
-
-
-
-
- Initializes the Smart Terrain Surface when it is drag-dropped into the scene.
-
-
-
-
- Draws the inspector for the surface
-
-
-
-
- Editor Extension that allows the configuration of initialization targets for smart terrain
-
-
-
-
- Draws the section of the inspector that is used to configure a target as a smart terrain initialization target
-
-
-
-
- draw translation or rotation handle for init target if set
-
-
-
-
- Editor for the CloudRecoBehaviour
-
-
-
-
- Draws a custom UI for the cloud reco behaviour inspector
-
-
-
-
- Renders a label to visualize the CloudRecoBehaviour
-
-
-
-
- This class is used to store and access data that is read from a config.xml
- file.
-
-
-
-
- et attributes of the VuMark Target with the given name.
- If the VuMark Target does not yet exist it is created automatically.
-
-
-
-
- Returns the number of VuMarks currently present in the config data.
-
-
-
-
- he ConfigData Manager handles operations on the ConfigData (e.g. sync with
- config.xml file, sync with scene).
-
-
-
-
- Get config-data for text recognition
-
-
-
-
- This class is used to parse the config.xml file into a ConfigData file and
- vice versa. The config.xml file is used to configure Trackables and
- Virtual Buttons.
- Implements a non-thread safe singleton pattern.
-
-
-
-
- This class creates a mesh for a cylinder, cone, or conical frustum.
- The resulting mesh contains vertex positions, normals, and texture coordinates.
- The resulting mesh contains inward and outward faces and can therefore be viewed double-sided.
- The resulting mesh has one, two, or three submeshes: side geometry, top geometry (optional), bottom geometry (optional)
-
-
-
-
- Create a mesh for a cylinder, cone, or conical frustum.
-
- Distance between point on top circle and corresponding point on bottom circle. Height for cylinders, slant height for cones.
- Top diameter. For an upward cone it is zero. For a cylinder it is equal to the bottom diameter.
- Bottom diameter. For a downward cone it is zero. For a cylinder it is equal to the top diameter.
- Tesselation of the mesh is defined by setting the number of vertices per circle.
- Define if optional top geometry should be generated.
- Define if optional bottom geometry should be generated.
- material used for the inside of the cylinder mesh
-
-
-
-
- Create a circle for top or bottom geometry. Positions, normals, and texture coordinates are added.
-
- Vertices of circle, must be parallel to xz-plane
- define whether the circle is for the top or for the bottom geometry
- return face indices
-
-
-
- Create positions for a circle at a specific height (y-coordinate).
- Note that the real height (y-coordinate) is used, not the sidelength
-
-
-
-
- Create texture coordinates for top or bottom geometry
-
-
-
-
- Convert a 3D-position to a texture coordinate for the side geometry.
-
- angle in xz-plane
- Slant height (sidelength) of 3D position
- Texture coordinate within range [0,1]
-
-
-
- Editor for the CylinderTargetBehaviour
-
-
-
-
- Define the ratio between sidelength, top diameter, and bottom diameter.
- Geometry and materials are updated according to the new parameters.
-
-
-
-
- Define a new scale for the cylinder target, which corresponds to the sidelength.
- If PreserveChildSize is true, all child objects will be scaled inversely in order to keep their original size.
-
- Local scale of edited cylinder targets will be updated
- Uniform scale of the target, corresponds to the sidelength
-
-
-
- Updates CylinderTarget. Deletes all parts and recreates them.
- Creates a mesh with vertices, normals, and texture coordinates.
- Top and bottom geometry are represented as separate submeshes,
- i.e. resulting mesh contains 1, 2, or 3 submeshes.
-
- Game Object which contains the CylinderTargetBehaviour
-
-
-
- Create and return materials for cylinder targets. The newly created materials
- are based on the default material.
-
-
-
-
- Configure the Cylinder Target in this custom editor.
-
- This method configures the cylinder target behaviour when it is first opened in the editor
- It assigns the default dataset and creates game objects for visualizing the cylinder.
- The result is equal to the CylinderTarget-prefab, even when the script is manually added to a
- gameobject.
-
-
-
- Initializes the Cylinder Target when it is drag-dropped into the scene.
-
-
-
-
- Lets the user choose a Cylinder Target from a drop down list. Cylinder Target
- must be defined in the "config.xml" file.
-
-
-
-
- Editor for the DataSetLoadBehaviour
-
-
-
-
- Called when the ARCamera is instantiated in the scene
-
-
-
-
- Draws the DataSetLoadBehaviour inspector
-
-
-
-
- Draws check boxes for all data sets to choose to load them.
- returns true if the list has been modified by the developer in the UI.
-
-
-
-
- Custom Unity Menu to Apply Dataset properties from the XML file to scene objects
-
-
-
-
- Custom Unity menu option to Apply Dataset properties from the XML file to scene objects
-
-
-
-
- Editor for ImageTargetBehaviours
-
-
-
-
- Updates the scale values in the transform component of all edited image targets from a given size.
- If PreserveChildSize is true, all child objects will be scaled inversely in order to keep their original size.
-
- Local scale of edited image targets will be updated
- Either x- or y-component is set as uniform scale, based on aspect ratio of target
-
-
-
- Create and return material for image target.
-
-
-
-
- Configure the Image Target in this custom editor.
-
-
-
-
- Initializes the Image Target when it is drag-dropped into the scene.
-
-
-
-
- Lets the user choose a Image Target from a drop down list. Image Target
- must be defined in the "config.xml" file.
-
-
-
-
- Interface providing means to unzip a package and return back a file stream of a specific file within this package
-
-
-
-
- Unzips a file in a package at a given path and returns a stream to that file.
-
-
-
-
-
-
-
- Editor for the KeepAliveAbstractBehaviour
-
-
-
-
- Draws check boxes to keep various objects alive on scene change
-
-
-
-
- Editor for MarkerBehaviours
-
-
-
-
- Configure the Marker in this custom editor.
-
-
-
-
- Initializes the Marker when it is drag-dropped into the scene.
-
-
-
-
- Lets the user choose a Marker by specifying an ID.
-
-
-
-
- Editor for MultiTargetBehaviours
-
-
-
-
- Configure the Multi Target in this custom editor.
-
-
-
-
- Initializes the Multi Target when it is drag-dropped into the scene.
-
-
-
-
- Checks if the transformation of the Multi Target has been changed by
- Unity transform-handles in scene view.
- This is also called when user changes attributes in Inspector.
-
-
-
-
- Lets the user choose a Multi Target from a drop down list. Multi Target
- must be defined in the "config.xml" file.
-
-
-
-
- Editor for the VideoBackgroundManager
-
-
-
-
- Setup serialized properties when the inspector is loaded
-
-
-
-
- Draws the custom inspector for the monobehaviour
-
-
-
-
- Displays various help menu options in the Unity menu
-
-
-
-
- Method opens up a browser Window with the specified URL.
- This method is called when "Vuforia Documentation" is chosen from the
- Unity "Help" menu.
-
-
-
-
- Method opens up a browser Window with the specified URL.
- This method is called when "Release Notes" is chosen from the
- Unity "Help" menu.
-
-
-
-
- Draw popups for dataset and trackable name and update serialized object accordingly
-
- It is necessary to update the serialized object before and
- to apply the changes after calling this method
- dataset-name and trackable might be reset to the first element in the lists
- Function to extract all trackable names for the current trackable type from a dataset
- Label for popup to select trackable name
- true if the dataset or trackable has been change
-
-
-
- Draw button for target manager page
-
-
-
-
- draw typical options for dataset trackables: preserve child size, extended tracking and smart terrain
-
- the method should be called with serializedObject.Edit()
-
-
-
- If extended tracking is enabled for any target in the scene
-
-
-
-
- If any target in the scene is initializing smart terrain
- and/or the smart terrain tracker is configured to start on the ARCamera
-
-
-
-
-
- This function enables an asynchronous call to open the Vuforia sample apps page.
-
-
-
-
- Editor for the ReconstructionAbstractBehaviour
-
-
-
-
- Configure the Smart Terrain in this custom editor.
-
-
-
-
- Initializes the Smart Terrain when it is drag-dropped into the scene.
-
-
-
-
- This method checks for the scale of the SmartTerrainObject and resets it if it's not 1,1,1
-
-
-
-
- Draws the inspector for the smart terrain prefab
-
-
-
-
- Editor for Props
-
-
-
-
- Configure the Smart Terrain Prop in this custom editor.
-
-
-
-
- Initializes the Smart Terrain Prop when it is drag-dropped into the scene.
-
-
-
-
- Draws the inspector for the prop
-
-
-
-
- Define data for dictionary (word list) with given name
-
-
-
-
- Define data for a filter list or custom word list with given name
-
-
-
-
- Get dictionary with given name
-
-
-
-
- Get word list with given name
-
-
-
-
- Get the number of available dictionaries
-
-
-
-
- Get the number of available filter lists / custom word lists
-
-
-
-
- A dictionary contains a binary vwl-file
-
-
-
-
- A word list contains a text file, can be used as custom word list or filter list
-
-
-
-
- Editor for the TextRecoBehaviour
-
-
-
-
- Configure the TextReco in this custom editor.
-
-
-
-
- Executed new TextRecoBehaviour is instantiated in the scene
-
-
-
-
- Draws a custom UI for the text reco behaviour inspector
-
-
-
-
- Renders a label to visualize the TextRecoBehaviour
-
-
-
-
- Test if file is a valid word list file: checks for plaint text file and for maximum line (word) length
-
-
-
-
- Editor of the VuforiaBehaviour
-
-
-
-
- Setup serialized properties when the inspector is loaded
-
-
-
-
- OnInspectorGUI exposes public Tracker settings in Inspector
- WorldCenterMode: Defines how the relative transformation that is returned
- by the Vuforia Tracker is applied. Either the camera is
- moved in the scene with respect to a "world center" or
- all the targets are moved with respect to the camera.
-
-
-
-
- This class reads the *.dat-file of a target data set for retreiving cylinder parameters.
-
-
-
-
- Read cylinder parameters for all specified targets.
-
- Path to dataset-file with extension .dat
- Cylinder targets for which the corresponding parameters should be retreived from the file.
-
-
-
- This class implements to IPlayModeEditorUtility to provide various editor functionality (popups, reading xml files)
- at play mode runtime without introducing a depenency on UnityEdtitor from runtime classes.
-
-
-
-
- register an instance of this class at the singleton immediately when application is executed
-
-
-
-
- Displays a popup dialog in the Unity editor
-
-
-
-
- Loads web cam profiles from an XML file at a given path and returns all of them
- including the default profile
-
-
-
-
- Forces a restart of Play Mode in the Editor.
- It is called when Unity re-compiles the scripts shortly after starting play mode.
-
-
-
-
- Displays a large error message in the window that the mouse is currently over
-
-
-
-
- This restarts Play Mode and unregisters from the editor callback.
-
-
-
-
- Singleton implementation for a helper calls that provides unzipping functionality
- If no external IUnzipper implementation is registered, an internal null implementation is used
-
-
-
-
- Singleton accessor for Unzipper
-
-
-
-
- Editor for the UserDefinedTargetBuildingBehaviour
-
-
-
-
- Draws a custom UI for the UserDefinedTargetBehaviour inspector
-
-
-
-
- Renders a label to visualize the UserDefinedTargetBehaviour
-
-
-
-
- Editor for the VirtualButtonBehaviour
-
-
-
-
- Update Virtual Buttons from configuration data.
-
-
-
-
- Add Virtual Buttons that are specified in the configuration data.
-
-
-
-
- Configure the Virtual Button in this custom editor.
-
-
-
-
- Initializes the Virtual Button when it is drag-dropped into the scene.
-
-
-
-
- Lets the user set sensitivity and name of a Virtual Button.
-
-
-
-
- Locks the y-scale of a Virtual Button at 1.
-
-
-
-
- Editor for ImageTargetBehaviours
-
-
-
-
- Configure the Image Target in this custom editor.
-
-
-
-
- Initializes the VuMark Target when vmb is drag-dropped into the scene.
-
-
-
-
- Lets the user choose a VuMark-Template from a drop down list.
-
-
-
-
- Editor for the WebCamBehaviour
-
-
-
-
- Configure the Camera in this custom editor.
-
-
-
-
- Executed when the ARCamera is instantiated in the scene
-
-
-
-
- Draws the inspector for web cam selection and configuration
-
-
-
-
- Editor for WordBehaviours
-
-
-
-
- Test if more than one word-target are set to template mode or if more than one word-target have the same specific word assigned.
- If duplicate word-targets are found, a warning will be displayed to the developer.
-
- true if duplicate word-targets have been found
-
-
-
- Configure the Word in this custom editor.
-
-
-
-
- Initializes the Word when it is drag-dropped into the scene
-
-
-
-
- Draws the inspector for Word prefab
-
-
-
-
- Creates a text-mesh and a rectangular mesh. The size of the rectangle depends on the size of the text.
-
-
-
-
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.dll b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.dll
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deleted file mode 100644
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deleted file mode 100644
index 0acbc9924..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Prefabs/VuMark.prefab b/ARTraining/ChuYinAR/Assets/Vuforia/Prefabs/VuMark.prefab
deleted file mode 100644
index 44887529b..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Prefabs/Word.prefab b/ARTraining/ChuYinAR/Assets/Vuforia/Prefabs/Word.prefab
deleted file mode 100644
index 8fd302f52..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Prefabs/Word.prefab
+++ /dev/null
@@ -1,97 +0,0 @@
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diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Resources/Materials/DistortionStereoMaterial.mat b/ARTraining/ChuYinAR/Assets/Vuforia/Resources/Materials/DistortionStereoMaterial.mat
deleted file mode 100644
index 26d5843bf..000000000
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diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/BackgroundPlaneBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/BackgroundPlaneBehaviour.cs
deleted file mode 100644
index cefbdcc96..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/BackgroundPlaneBehaviour.cs
+++ /dev/null
@@ -1,23 +0,0 @@
-/*==============================================================================
-Copyright (c) 2014 Qualcomm Connected Experiences, Inc. All Rights Reserved.
-
-Confidential and Proprietary - Protected under copyright and other laws.
-
-Vuforia is a trademark of PTC Inc., registered in the United States and other
-countries.
-==============================================================================*/
-
-using System;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// The BackgroundPlaneBehaviour class creates a mesh at the far end
- /// of camera frustum over which video background is rendered.
- ///
- public class BackgroundPlaneBehaviour : BackgroundPlaneAbstractBehaviour
- {
-
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CloudRecoBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CloudRecoBehaviour.cs
deleted file mode 100644
index cb30db681..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CloudRecoBehaviour.cs
+++ /dev/null
@@ -1,21 +0,0 @@
-/*==============================================================================
-Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This is the main behaviour class that encapsulates cloud recognition behaviour.
- /// It just has to be added to a Vuforia-enabled Unity scene and will initialize the target finder and wait for new results.
- /// State changes and new results will be sent to registered ICloudRecoEventHandlers
- ///
- public class CloudRecoBehaviour : CloudRecoAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CylinderTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CylinderTargetBehaviour.cs
deleted file mode 100644
index b3a3d3885..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CylinderTargetBehaviour.cs
+++ /dev/null
@@ -1,19 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for a CylinderTarget in the editor
- /// as well as a tracked CylinderTarget result at runtime
- ///
- public class CylinderTargetBehaviour : CylinderTargetAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DatabaseLoadBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DatabaseLoadBehaviour.cs
deleted file mode 100644
index 82460d2b7..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DatabaseLoadBehaviour.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This behaviour allows to automatically load and activate one or more DataSet on startup
- ///
- public class DatabaseLoadBehaviour : DatabaseLoadAbstractBehaviour
- {
- public override void AddOSSpecificExternalDatasetSearchDirs()
- {
- #if UNITY_ANDROID
- if (Application.platform == RuntimePlatform.Android)
- {
- // Get the external storage directory
- AndroidJavaClass jclassEnvironment = new AndroidJavaClass("android.os.Environment");
- AndroidJavaObject jobjFile = jclassEnvironment.CallStatic("getExternalStorageDirectory");
- string externalStorageDirectory = jobjFile.Call("getAbsolutePath");
-
- // Get the package name
- AndroidJavaObject jobjActivity = new AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic("currentActivity");
- string packageName = jobjActivity.Call("getPackageName");
-
- // Add some best practice search directories
- //
- // Assumes just Vufroria datasets extracted to the files directory
- AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/");
-
- // Assume entire StreamingAssets dir is extracted here and our datasets are in the "Vuforia" directory
- AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/Vuforia/");
-
- // Assume entire StreamingAssets dir is extracted here and our datasets are in the "QCAR" directory
- AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/QCAR/");
- }
-#endif //UNITY_ANDROID
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs
deleted file mode 100644
index cb827b919..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs
+++ /dev/null
@@ -1,163 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// A custom handler that registers for Vuforia initialization errors
- ///
- public class DefaultInitializationErrorHandler : MonoBehaviour
- {
- #region PRIVATE_MEMBER_VARIABLES
-
- private string mErrorText = "";
- private bool mErrorOccurred = false;
-
- private const string WINDOW_TITLE = "Vuforia Initialization Error";
-
- #endregion // PRIVATE_MEMBER_VARIABLES
-
- #region UNTIY_MONOBEHAVIOUR_METHODS
-
- void Awake()
- {
- // Check for an initialization error on start.
- VuforiaAbstractBehaviour vuforiaBehaviour = (VuforiaAbstractBehaviour)FindObjectOfType(typeof(VuforiaAbstractBehaviour));
- if (vuforiaBehaviour)
- {
- vuforiaBehaviour.RegisterVuforiaInitErrorCallback(OnVuforiaInitializationError);
- }
- }
-
- void OnGUI()
- {
- // On error, create a full screen window.
- if (mErrorOccurred)
- GUI.Window(0, new Rect(0, 0, Screen.width, Screen.height),
- DrawWindowContent, WINDOW_TITLE);
- }
-
- ///
- /// When this game object is destroyed, it unregisters itself as event handler
- ///
- void OnDestroy()
- {
- VuforiaAbstractBehaviour vuforiaBehaviour = (VuforiaAbstractBehaviour)FindObjectOfType(typeof(VuforiaAbstractBehaviour));
- if (vuforiaBehaviour)
- {
- vuforiaBehaviour.UnregisterVuforiaInitErrorCallback(OnVuforiaInitializationError);
- }
- }
-
- #endregion // UNTIY_MONOBEHAVIOUR_METHODS
-
- #region PRIVATE_METHODS
-
- private void DrawWindowContent(int id)
- {
- // Create text area with a 10 pixel distance from other controls and
- // window border.
- GUI.Label(new Rect(10, 25, Screen.width - 20, Screen.height - 95),
- mErrorText);
-
- // Create centered button with 50/50 size and 10 pixel distance from
- // other controls and window border.
- if (GUI.Button(new Rect(Screen.width / 2 - 75, Screen.height - 60, 150, 50), "Close"))
- {
- #if UNITY_EDITOR
- UnityEditor.EditorApplication.isPlaying = false;
- #else
- Application.Quit();
- #endif
- }
- }
-
- private void SetErrorCode(VuforiaUnity.InitError errorCode)
- {
- Debug.LogError("Vuforia initialization failed: " + mErrorText);
- switch (errorCode)
- {
- case VuforiaUnity.InitError.INIT_EXTERNAL_DEVICE_NOT_DETECTED:
- mErrorText =
- "Failed to initialize Vuforia because this " +
- "device is not docked with required external hardware.";
- break;
- case VuforiaUnity.InitError.INIT_LICENSE_ERROR_MISSING_KEY:
- mErrorText =
- "Vuforia App key is missing. Please get a valid key, " +
- "by logging into your account at developer.vuforia.com " +
- "and creating a new project";
- break;
- case VuforiaUnity.InitError.INIT_LICENSE_ERROR_INVALID_KEY:
- mErrorText =
- "Invalid Key used. " +
- "Please make sure you are using a valid Vuforia App Key";
- break;
- case VuforiaUnity.InitError.INIT_LICENSE_ERROR_NO_NETWORK_TRANSIENT:
- mErrorText =
- "Unable to contact server. Please try again later.";
- break;
- case VuforiaUnity.InitError.INIT_LICENSE_ERROR_NO_NETWORK_PERMANENT:
- mErrorText =
- "No network available. Please make sure you are connected to the internet.";
- break;
- case VuforiaUnity.InitError.INIT_LICENSE_ERROR_CANCELED_KEY:
- mErrorText =
- "This App license key has been cancelled " +
- "and may no longer be used. Please get a new license key.";
- break;
- case VuforiaUnity.InitError.INIT_LICENSE_ERROR_PRODUCT_TYPE_MISMATCH:
- mErrorText =
- "Vuforia App key is not valid for this product. Please get a valid key, "+
- "by logging into your account at developer.vuforia.com and choosing the "+
- "right product type during project creation";
- break;
- #if (UNITY_IPHONE || UNITY_IOS)
- case VuforiaUnity.InitError.INIT_NO_CAMERA_ACCESS:
- mErrorText =
- "Camera Access was denied to this App. \n" +
- "When running on iOS8 devices, \n" +
- "users must explicitly allow the App to access the camera.\n" +
- "To restore camera access on your device, go to: \n" +
- "Settings > Privacy > Camera > [This App Name] and switch it ON.";
- break;
- #endif
- case VuforiaUnity.InitError.INIT_DEVICE_NOT_SUPPORTED:
- mErrorText =
- "Failed to initialize Vuforia because this device is not " +
- "supported.";
- break;
- case VuforiaUnity.InitError.INIT_ERROR:
- mErrorText = "Failed to initialize Vuforia.";
- break;
- }
- }
-
- private void SetErrorOccurred(bool errorOccurred)
- {
- mErrorOccurred = errorOccurred;
- }
-
- #endregion // PRIVATE_METHODS
-
-
-
- #region Vuforia_lifecycle_events
-
- public void OnVuforiaInitializationError(VuforiaUnity.InitError initError)
- {
- if (initError != VuforiaUnity.InitError.INIT_SUCCESS)
- {
- SetErrorCode(initError);
- SetErrorOccurred(true);
- }
- }
-
- #endregion // Vuforia_lifecycle_events
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultSmartTerrainEventHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultSmartTerrainEventHandler.cs
deleted file mode 100644
index 851b7d702..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultSmartTerrainEventHandler.cs
+++ /dev/null
@@ -1,85 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// A default event handler that handles reconstruction events for a ReconstructionFromTarget
- /// It uses a single Prop template that is used for every newly created prop,
- /// and a surface template that is used for the primary surface
- ///
- public class DefaultSmartTerrainEventHandler : MonoBehaviour
- {
- #region PRIVATE_MEMBERS
-
- private ReconstructionBehaviour mReconstructionBehaviour;
-
- #endregion // PRIVATE_MEMBERS
-
-
- #region PUBLIC_MEMBERS
-
- public PropBehaviour PropTemplate;
- public SurfaceBehaviour SurfaceTemplate;
-
- #endregion // PUBLIC_MEMBERS
-
-
-
- #region UNTIY_MONOBEHAVIOUR_METHODS
-
- void Start()
- {
- mReconstructionBehaviour = GetComponent();
- if (mReconstructionBehaviour)
- {
- mReconstructionBehaviour.RegisterPropCreatedCallback(OnPropCreated);
- mReconstructionBehaviour.RegisterSurfaceCreatedCallback(OnSurfaceCreated);
- }
- }
-
- void OnDestroy()
- {
- if (mReconstructionBehaviour)
- {
- mReconstructionBehaviour.UnregisterPropCreatedCallback(OnPropCreated);
- mReconstructionBehaviour.UnregisterSurfaceCreatedCallback(OnSurfaceCreated);
- }
- }
-
- #endregion // UNTIY_MONOBEHAVIOUR_METHODS
-
-
-
- #region RECONSTRUCTION_CALLBACKS
-
- ///
- /// Called when a prop has been created
- ///
- public void OnPropCreated(Prop prop)
- {
- if (mReconstructionBehaviour)
- mReconstructionBehaviour.AssociateProp(PropTemplate, prop);
- }
-
- ///
- /// Called when a surface has been created
- ///
- public void OnSurfaceCreated(Surface surface)
- {
- if (mReconstructionBehaviour)
- mReconstructionBehaviour.AssociateSurface(SurfaceTemplate, surface);
- }
-
- #endregion // RECONSTRUCTION_CALLBACKS
- }
-}
-
-
-
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs
deleted file mode 100644
index 576804dc2..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs
+++ /dev/null
@@ -1,112 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// A custom handler that implements the ITrackableEventHandler interface.
- ///
- public class DefaultTrackableEventHandler : MonoBehaviour,
- ITrackableEventHandler
- {
- #region PRIVATE_MEMBER_VARIABLES
-
- private TrackableBehaviour mTrackableBehaviour;
-
- #endregion // PRIVATE_MEMBER_VARIABLES
-
-
-
- #region UNTIY_MONOBEHAVIOUR_METHODS
-
- void Start()
- {
- mTrackableBehaviour = GetComponent();
- if (mTrackableBehaviour)
- {
- mTrackableBehaviour.RegisterTrackableEventHandler(this);
- }
- }
-
- #endregion // UNTIY_MONOBEHAVIOUR_METHODS
-
-
-
- #region PUBLIC_METHODS
-
- ///
- /// Implementation of the ITrackableEventHandler function called when the
- /// tracking state changes.
- ///
- public void OnTrackableStateChanged(
- TrackableBehaviour.Status previousStatus,
- TrackableBehaviour.Status newStatus)
- {
- if (newStatus == TrackableBehaviour.Status.DETECTED ||
- newStatus == TrackableBehaviour.Status.TRACKED ||
- newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
- {
- OnTrackingFound();
- }
- else
- {
- OnTrackingLost();
- }
- }
-
- #endregion // PUBLIC_METHODS
-
-
-
- #region PRIVATE_METHODS
-
-
- private void OnTrackingFound()
- {
- Renderer[] rendererComponents = GetComponentsInChildren(true);
- Collider[] colliderComponents = GetComponentsInChildren(true);
-
- // Enable rendering:
- foreach (Renderer component in rendererComponents)
- {
- component.enabled = true;
- }
-
- // Enable colliders:
- foreach (Collider component in colliderComponents)
- {
- component.enabled = true;
- }
-
- Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
- }
-
-
- private void OnTrackingLost()
- {
- Renderer[] rendererComponents = GetComponentsInChildren(true);
- Collider[] colliderComponents = GetComponentsInChildren(true);
-
- // Disable rendering:
- foreach (Renderer component in rendererComponents)
- {
- component.enabled = false;
- }
-
- // Disable colliders:
- foreach (Collider component in colliderComponents)
- {
- component.enabled = false;
- }
-
- Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
- }
-
- #endregion // PRIVATE_METHODS
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DeviceTrackerBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DeviceTrackerBehaviour.cs
deleted file mode 100644
index 62aac8e93..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DeviceTrackerBehaviour.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-/*==============================================================================
-Copyright (c) 2015 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-namespace Vuforia
-{
- ///
- /// The DeviceTracker handles the rotational tracking for VR support
- /// It comes as a component of the ARCamera prefab and should only be used as part of it.
- /// It is important that at any given time, only one instance of this script exists in the scene.
- ///
- public class DeviceTrackerBehaviour : DeviceTrackerAbstractBehaviour
- {
- }
-
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DigitalEyewearBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DigitalEyewearBehaviour.cs
deleted file mode 100644
index 98f184443..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DigitalEyewearBehaviour.cs
+++ /dev/null
@@ -1,37 +0,0 @@
-/*==============================================================================
-Copyright (c) 2015 PTC Inc. All Rights Reserved.
-
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// The DigitalEyewearBehaviour class handles the configuration of
- /// eyewear devices. It is responsible for enabling stereo rendering.
- ///
- public class DigitalEyewearBehaviour : DigitalEyewearAbstractBehaviour
- {
-
- private static DigitalEyewearBehaviour mDigitalEyewearBehaviour = null;
-
- ///
- /// A simple static singleton getter to the DigitalEyewearBehaviour (if present in the scene)
- /// Will return null if no DigitalEyewearBehaviour has been instanciated in the scene.
- ///
- public static DigitalEyewearBehaviour Instance
- {
- get
- {
- if (mDigitalEyewearBehaviour == null)
- mDigitalEyewearBehaviour = FindObjectOfType();
-
- return mDigitalEyewearBehaviour;
- }
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/GLErrorHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/GLErrorHandler.cs
deleted file mode 100644
index dc51d49a4..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/GLErrorHandler.cs
+++ /dev/null
@@ -1,80 +0,0 @@
-/*==============================================================================
-Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-using System.Collections;
-
-namespace Vuforia
-{
- ///
- /// This Script can be used to set a full screen error message if an error happens on startup.
- /// (such as no OpenGL ES 2.0 support that is required for some samples).
- ///
- public class GLErrorHandler : MonoBehaviour
- {
- #region PRIVATE_MEMBER_VARIABLES
-
- private static string mErrorText = "";
- private static bool mErrorOccurred = false;
-
- private const string WINDOW_TITLE = "Sample Error";
-
- #endregion // PRIVATE_MEMBER_VARIABLES
-
-
-
- #region PUBLIC_METHODS
-
- ///
- /// Sets an error text that is rendered every frame
- ///
- public static void SetError(string errorText)
- {
- mErrorText = errorText;
- mErrorOccurred = true;
- }
-
- #endregion // PUBLIC_METHODS
-
-
-
- #region UNTIY_MONOBEHAVIOUR_METHODS
-
- // In this method we draw an error window in case something happened.
- void OnGUI()
- {
- // On error, create a full screen window.
- if (mErrorOccurred)
- {
- GUI.Window(0, new Rect(0, 0, Screen.width, Screen.height),
- DrawWindowContent, WINDOW_TITLE);
- }
- }
-
- #endregion // UNTIY_MONOBEHAVIOUR_METHODS
-
-
-
- #region PRIVATE_METHODS
-
- // This method draws an error-dialog on the screen.
- private void DrawWindowContent(int id)
- {
- // Create text area with a 10 pixel distance from other controls and
- // window border.
- GUI.Label(new Rect(10, 25, Screen.width - 20, Screen.height - 95),
- mErrorText);
-
- // Create centered button with 50/50 size and 10 pixel distance from
- // other controls and window border.
- if (GUI.Button(new Rect(Screen.width / 2 - 75, Screen.height - 60,
- 150, 50), "Close"))
- Application.Quit();
- }
-
- #endregion // PRIVATE_METHODS
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/HideExcessAreaBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/HideExcessAreaBehaviour.cs
deleted file mode 100644
index de81099cd..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/HideExcessAreaBehaviour.cs
+++ /dev/null
@@ -1,19 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-using System.Collections;
-
-namespace Vuforia
-{
- ///
- /// This Behaviour creates four planes (mattes) at the near clipping plane of camera frustum
- /// to hide the augmentation going off the limit of video background due to scaling
- ///
- public class HideExcessAreaBehaviour : HideExcessAreaAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ImageTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ImageTargetBehaviour.cs
deleted file mode 100644
index ffa8ba45e..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ImageTargetBehaviour.cs
+++ /dev/null
@@ -1,19 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for an ImageTarget in the editor
- /// as well as a tracked image target result at runtime
- ///
- public class ImageTargetBehaviour : ImageTargetAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/AndroidUnityPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/AndroidUnityPlayer.cs
deleted file mode 100644
index 54126d7d7..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/AndroidUnityPlayer.cs
+++ /dev/null
@@ -1,230 +0,0 @@
-/*==============================================================================
-Copyright (c) 2016 PTC Inc.
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class encapsulates functionality to detect various surface events
- /// (size, orientation changed) and delegate this to native.
- /// These are used by Unity Extension code and should usually not be called by app code.
- ///
- class AndroidUnityPlayer : IUnityPlayer
- {
- // The Activity orientation is sometimes not correct when triggered immediately after the orientation change is
- // reported in Unity.
- // querying for the next 20 frames seems to yield the correct orientation eventually across all devices.
- private const int NUM_FRAMES_TO_QUERY_ORIENTATION = 25;
- private const int JAVA_ORIENTATION_CHECK_FRM_INTERVAL = 60;
- private ScreenOrientation mScreenOrientation = ScreenOrientation.Unknown;
- private ScreenOrientation mJavaScreenOrientation = ScreenOrientation.Unknown;
- private int mFramesSinceLastOrientationReset;
- private int mFramesSinceLastJavaOrientationCheck;
-
- // AndroidJava resources need to be #if'd in order to allow AoT compilation on iOS
- #if UNITY_ANDROID
- private AndroidJavaObject mCurrentActivity;
- private AndroidJavaClass mJavaOrientationUtility;
- private AndroidJavaClass mVuforiaInitializer;
- #endif
-
- #region PUBLIC_METHODS
-
- ///
- /// Loads native plugin libraries on platforms where this is explicitly required.
- ///
- public void LoadNativeLibraries()
- {
- LoadNativeLibrariesFromJava();
- }
-
- ///
- /// Initialized platform specific settings
- ///
- public void InitializePlatform()
- {
- InitAndroidPlatform();
- }
-
- ///
- /// Initializes Vuforia; called from Start
- ///
- public VuforiaUnity.InitError Start(string licenseKey)
- {
- int errorCode = InitVuforia(licenseKey);
- if (errorCode >= 0)
- InitializeSurface();
- return (VuforiaUnity.InitError)errorCode;
- }
-
- ///
- /// Called from Update, checks for various life cycle events that need to be forwarded
- /// to Vuforia, e.g. orientation changes
- ///
- public void Update()
- {
- if (SurfaceUtilities.HasSurfaceBeenRecreated())
- {
- InitializeSurface();
- }
- else
- {
- // if Unity reports that the orientation has changed, reset the member variable
- // - this will trigger a check in Java for a few frames...
- if (Screen.orientation != mScreenOrientation)
- ResetUnityScreenOrientation();
-
- CheckOrientation();
- }
-
- mFramesSinceLastOrientationReset++;
- }
-
- ///
- /// Pauses Vuforia
- ///
- public void OnPause()
- {
- VuforiaUnity.OnPause();
- }
-
- ///
- /// Resumes Vuforia
- ///
- public void OnResume()
- {
- VuforiaUnity.OnResume();
- }
-
- ///
- /// Deinitializes Vuforia
- ///
- public void OnDestroy()
- {
- VuforiaUnity.Deinit();
- }
-
- // Java resources need to be explicitly disposed.
- public void Dispose()
- {
- #if UNITY_ANDROID
- mCurrentActivity.Dispose();
- mCurrentActivity = null;
-
- mJavaOrientationUtility.Dispose();
- mJavaOrientationUtility = null;
- #endif
- }
-
- #endregion // PUBLIC_METHODS
-
-
-
- #region PRIVATE_METHODS
-
- private void LoadNativeLibrariesFromJava()
- {
- #if UNITY_ANDROID
- if (mCurrentActivity == null || mVuforiaInitializer == null)
- {
- AndroidJavaClass javaUnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- mCurrentActivity = javaUnityPlayer.GetStatic("currentActivity");
- if (mCurrentActivity != null)
- {
- mVuforiaInitializer = new AndroidJavaClass("com.vuforia.VuforiaUnityPlayer.VuforiaInitializer");
- mVuforiaInitializer.CallStatic("loadNativeLibraries");
- }
- }
-#endif
- }
-
- private void InitAndroidPlatform()
- {
- #if UNITY_ANDROID
- LoadNativeLibrariesFromJava();
- if (mVuforiaInitializer != null)
- mVuforiaInitializer.CallStatic("initPlatform");
-#endif
- }
-
- private int InitVuforia(string licenseKey)
- {
- int errorcode = -1;
- #if UNITY_ANDROID
- LoadNativeLibrariesFromJava();
- if (mVuforiaInitializer != null)
- errorcode = mVuforiaInitializer.CallStatic("initVuforia", mCurrentActivity, licenseKey);
-#endif
- return errorcode;
- }
-
- private void InitializeSurface()
- {
- SurfaceUtilities.OnSurfaceCreated();
-
- #if UNITY_ANDROID
- AndroidJavaClass javaUnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- mCurrentActivity = javaUnityPlayer.GetStatic("currentActivity");
- if (mCurrentActivity != null)
- {
- mJavaOrientationUtility = new AndroidJavaClass("com.vuforia.VuforiaUnityPlayer.OrientationUtility");
- }
- #endif
-
- ResetUnityScreenOrientation();
- CheckOrientation();
- }
-
- private void ResetUnityScreenOrientation()
- {
- mScreenOrientation = Screen.orientation;
- mFramesSinceLastOrientationReset = 0;
- }
-
- private void CheckOrientation()
- {
- // check for the activity orientation for a few frames after it has changed in Unity
- bool getOrientationFromJava = mFramesSinceLastOrientationReset < NUM_FRAMES_TO_QUERY_ORIENTATION;
- if (!getOrientationFromJava)
- getOrientationFromJava = mFramesSinceLastJavaOrientationCheck > JAVA_ORIENTATION_CHECK_FRM_INTERVAL;
-
- if (getOrientationFromJava)
- {
- // mScreenOrientation remains at the value reported by Unity even when the activity reports a different one
- // otherwise the check for orientation changes will return true every frame.
- int correctScreenOrientation = (int) mScreenOrientation;
-
-#if UNITY_ANDROID
- if (mCurrentActivity != null)
- {
- // The orientation reported by Unity is not reliable on some devices (e.g. landscape right on the Nexus 10)
- // We query the correct orientation from the activity to make sure.
- int activityOrientation = mJavaOrientationUtility.CallStatic("getSurfaceOrientation", mCurrentActivity);
- if (activityOrientation != 0)
- correctScreenOrientation = activityOrientation;
- }
- #endif
- ScreenOrientation javaScreenOrientation = (ScreenOrientation) correctScreenOrientation;
- if (javaScreenOrientation != mJavaScreenOrientation)
- {
- mJavaScreenOrientation = javaScreenOrientation;
- SurfaceUtilities.SetSurfaceOrientation(mJavaScreenOrientation);
- }
-
- mFramesSinceLastJavaOrientationCheck = 0;
- }
- else
- {
- mFramesSinceLastJavaOrientationCheck++;
- }
- }
-
- #endregion // PRIVATE_METHODS
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/ComponentFactoryStarterBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/ComponentFactoryStarterBehaviour.cs
deleted file mode 100644
index 75bc1c548..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/ComponentFactoryStarterBehaviour.cs
+++ /dev/null
@@ -1,55 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Reflection;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// Small utility behaviour to create an instance of the VuforiaBehaviourComponentFactory at runtime before anything is initialized.
- ///
- public partial class ComponentFactoryStarterBehaviour : MonoBehaviour
- {
- ///
- /// call all member methods that have the FactoryStart attribute
- ///
- void Awake()
- {
- List methods = this.GetType().GetMethods(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly).ToList();
- methods.AddRange(this.GetType().GetMethods(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly));
-
- foreach (MethodInfo methodInfo in methods)
- {
- foreach (Attribute attribute in methodInfo.GetCustomAttributes(true))
- {
- if (attribute is FactorySetter)
- {
- #if NETFX_CORE
- Action factorySetMethod = methodInfo.CreateDelegate(typeof(Action), this) as Action;
- #else
- Action factorySetMethod = Delegate.CreateDelegate(typeof(Action), this, methodInfo) as Action;
- #endif // NETFX_CORE
- if (factorySetMethod != null)
- {
- factorySetMethod();
- }
- }
- }
- }
- }
-
- [FactorySetter]
- void SetBehaviourComponentFactory()
- {
- Debug.Log("Setting BehaviourComponentFactory");
- BehaviourComponentFactory.Instance = new VuforiaBehaviourComponentFactory();
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/IOSUnityPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/IOSUnityPlayer.cs
deleted file mode 100644
index 91d8d1b2c..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/IOSUnityPlayer.cs
+++ /dev/null
@@ -1,121 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Runtime.InteropServices;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class encapsulates functionality to detect various surface events
- /// (size, orientation changed) and delegate this to native.
- /// These are used by Unity Extension code and should usually not be called by app code.
- ///
- class IOSUnityPlayer : IUnityPlayer
- {
- private ScreenOrientation mScreenOrientation = ScreenOrientation.Unknown;
-
- ///
- /// Loads native plugin libraries on platforms where this is explicitly required.
- ///
- public void LoadNativeLibraries()
- {
- }
-
- ///
- /// Initialized platform specific settings
- ///
- public void InitializePlatform()
- {
- setPlatFormNative();
- }
-
- ///
- /// Initializes Vuforia; called from Start
- ///
- public VuforiaUnity.InitError Start(string licenseKey)
- {
- VuforiaRenderer.RendererAPI rendererAPI = VuforiaRenderer.Instance.GetRendererAPI();
- int errorCode = initQCARiOS((int)rendererAPI, (int)Screen.orientation, licenseKey);
- if (errorCode >= 0)
- InitializeSurface();
- return (VuforiaUnity.InitError)errorCode;
- }
-
- ///
- /// Called from Update, checks for various life cycle events that need to be forwarded
- /// to Vuforia, e.g. orientation changes
- ///
- public void Update()
- {
- if (SurfaceUtilities.HasSurfaceBeenRecreated())
- {
- InitializeSurface();
- }
- else
- {
- // if Unity reports that the orientation has changed, set it correctly in native
- if (Screen.orientation != mScreenOrientation)
- SetUnityScreenOrientation();
- }
-
- }
-
- public void Dispose()
- {
- }
-
- ///
- /// Pauses Vuforia
- ///
- public void OnPause()
- {
- VuforiaUnity.OnPause();
- }
-
- ///
- /// Resumes Vuforia
- ///
- public void OnResume()
- {
- VuforiaUnity.OnResume();
- }
-
- ///
- /// Deinitializes Vuforia
- ///
- public void OnDestroy()
- {
- VuforiaUnity.Deinit();
- }
-
-
- private void InitializeSurface()
- {
- SurfaceUtilities.OnSurfaceCreated();
-
- SetUnityScreenOrientation();
- }
-
- private void SetUnityScreenOrientation()
- {
- mScreenOrientation = Screen.orientation;
- SurfaceUtilities.SetSurfaceOrientation(mScreenOrientation);
- // set the native orientation (only required on iOS and WSA)
- setSurfaceOrientationiOS((int) mScreenOrientation);
- }
-
- [DllImport("__Internal")]
- private static extern void setPlatFormNative();
-
- [DllImport("__Internal")]
- private static extern int initQCARiOS(int rendererAPI, int screenOrientation, string licenseKey);
-
- [DllImport("__Internal")]
- private static extern void setSurfaceOrientationiOS(int screenOrientation);
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll
deleted file mode 100644
index 70061807a..000000000
Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll and /dev/null differ
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/VuforiaBehaviourComponentFactory.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/VuforiaBehaviourComponentFactory.cs
deleted file mode 100644
index 9d67fe153..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/VuforiaBehaviourComponentFactory.cs
+++ /dev/null
@@ -1,79 +0,0 @@
-/*==============================================================================
-Copyright (c) 2016 PTC Inc. All Rights Reserved.
-
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// Factory class that adds child class Behaviours
- ///
- public class VuforiaBehaviourComponentFactory : IBehaviourComponentFactory
- {
- #region PUBLIC_METHODS
-
- public MaskOutAbstractBehaviour AddMaskOutBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public VirtualButtonAbstractBehaviour AddVirtualButtonBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public TurnOffAbstractBehaviour AddTurnOffBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public ImageTargetAbstractBehaviour AddImageTargetBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public MarkerAbstractBehaviour AddMarkerBehaviour(GameObject gameObject)
- {
-#pragma warning disable 618
- return gameObject.AddComponent();
-#pragma warning restore 618
- }
-
- public MultiTargetAbstractBehaviour AddMultiTargetBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public CylinderTargetAbstractBehaviour AddCylinderTargetBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public WordAbstractBehaviour AddWordBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public TextRecoAbstractBehaviour AddTextRecoBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public ObjectTargetAbstractBehaviour AddObjectTargetBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- public VuMarkAbstractBehaviour AddVuMarkBehaviour(GameObject gameObject)
- {
- return gameObject.AddComponent();
- }
-
- #endregion // PUBLIC_METHODS
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/WSAUnityPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/WSAUnityPlayer.cs
deleted file mode 100644
index 4983d05ea..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/WSAUnityPlayer.cs
+++ /dev/null
@@ -1,166 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Runtime.InteropServices;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class encapsulates functionality to detect various surface events
- /// (size, orientation changed) and delegate this to native.
- /// These are used by Unity Extension code and should usually not be called by app code.
- ///
- class WSAUnityPlayer : IUnityPlayer
- {
- private ScreenOrientation mScreenOrientation = ScreenOrientation.Unknown;
-
- ///
- /// Loads native plugin libraries on platforms where this is explicitly required.
- ///
- public void LoadNativeLibraries()
- {
- }
-
- ///
- /// Initialized platform specific settings
- ///
- public void InitializePlatform()
- {
- setPlatFormNative();
- }
-
- ///
- /// Initializes Vuforia; called from Start
- ///
- public VuforiaUnity.InitError Start(string licenseKey)
- {
- int errorCode = initVuforiaWSA(licenseKey);
- if (errorCode >= 0)
- InitializeSurface();
- return (VuforiaUnity.InitError)errorCode;
- }
-
- ///
- /// Called from Update, checks for various life cycle events that need to be forwarded
- /// to Vuforia, e.g. orientation changes
- ///
- public void Update()
- {
- if (SurfaceUtilities.HasSurfaceBeenRecreated())
- {
- InitializeSurface();
- }
- else
- {
- // if Unity reports that the orientation has changed, set it correctly in native
- ScreenOrientation currentOrientation = GetActualScreenOrientation();
-
- if (currentOrientation != mScreenOrientation)
- SetUnityScreenOrientation();
- }
-
- }
-
- public void Dispose()
- {
- }
-
- ///
- /// Pauses Vuforia
- ///
- public void OnPause()
- {
- VuforiaUnity.OnPause();
- }
-
- ///
- /// Resumes Vuforia
- ///
- public void OnResume()
- {
- VuforiaUnity.OnResume();
- }
-
- ///
- /// Deinitializes Vuforia
- ///
- public void OnDestroy()
- {
- VuforiaUnity.Deinit();
- }
-
-
- private void InitializeSurface()
- {
- SurfaceUtilities.OnSurfaceCreated();
-
- SetUnityScreenOrientation();
- }
-
- private void SetUnityScreenOrientation()
- {
- mScreenOrientation = GetActualScreenOrientation();
-
- SurfaceUtilities.SetSurfaceOrientation(mScreenOrientation);
-
- // set the native orientation (only required on iOS and WSA)
- setSurfaceOrientationWSA((int) mScreenOrientation);
- }
-
- ///
- /// There is a known Unity issue for Windows 10 UWP apps where the initial orientation is wrongly
- /// reported as AutoRotation instead of the actual orientation.
- /// This method tries to infer the screen orientation from the device orientation if this is the case.
- ///
- ///
- private ScreenOrientation GetActualScreenOrientation()
- {
- ScreenOrientation orientation = Screen.orientation;
-
- if (orientation == ScreenOrientation.AutoRotation)
- {
- DeviceOrientation devOrientation = Input.deviceOrientation;
-
- switch (devOrientation)
- {
- case DeviceOrientation.LandscapeLeft:
- orientation = ScreenOrientation.LandscapeLeft;
- break;
-
- case DeviceOrientation.LandscapeRight:
- orientation = ScreenOrientation.LandscapeRight;
- break;
-
- case DeviceOrientation.Portrait:
- orientation = ScreenOrientation.Portrait;
- break;
-
- case DeviceOrientation.PortraitUpsideDown:
- orientation = ScreenOrientation.PortraitUpsideDown;
- break;
-
- default:
- // fallback: Landscape Left
- orientation = ScreenOrientation.LandscapeLeft;
- break;
- }
- }
-
- return orientation;
- }
-
- [DllImport("VuforiaWrapper")]
- private static extern void setPlatFormNative();
-
- [DllImport("VuforiaWrapper")]
- private static extern int initVuforiaWSA(string licenseKey);
-
- [DllImport("VuforiaWrapper")]
- private static extern void setSurfaceOrientationWSA(int screenOrientation);
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/KeepAliveBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/KeepAliveBehaviour.cs
deleted file mode 100644
index 17b822d02..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/KeepAliveBehaviour.cs
+++ /dev/null
@@ -1,21 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System.Collections.Generic;
-using System.Linq;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// The KeepAliveBehaviour allows Vuforia objects to be reused across multiple
- /// scenes. This makes it possible to share datasets and targets between scenes.
- ///
- [RequireComponent(typeof (VuforiaBehaviour))]
- public class KeepAliveBehaviour : KeepAliveAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MarkerBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MarkerBehaviour.cs
deleted file mode 100644
index b57005200..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MarkerBehaviour.cs
+++ /dev/null
@@ -1,23 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for a Marker in the editor
- /// as well as a tracked marker result at runtime
- /// This class is deprecated. The same functionality
- /// is provided by using a rectangular VuMark.
- ///
- [Obsolete("This class is deprecated. The same functionality is provided by using a rectangular VuMark.")]
- public class MarkerBehaviour : MarkerAbstractBehaviour
- {
-
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MaskOutBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MaskOutBehaviour.cs
deleted file mode 100644
index fabf9db79..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MaskOutBehaviour.cs
+++ /dev/null
@@ -1,41 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// Helper behaviour used to hide augmented objects behind the video background.
- ///
- public class MaskOutBehaviour : MaskOutAbstractBehaviour
- {
- #region UNITY_MONOBEHAVIOUR_METHODS
-
- void Start ()
- {
- if (VuforiaRuntimeUtilities.IsVuforiaEnabled())
- {
- Renderer rendererComp = GetComponent();
- int numMaterials = rendererComp.materials.Length;
- if (numMaterials == 1)
- {
- rendererComp.sharedMaterial = maskMaterial;
- }
- else
- {
- Material[] maskMaterials = new Material[numMaterials];
- for (int i = 0; i < numMaterials; i++)
- maskMaterials[i] = maskMaterial;
-
- rendererComp.sharedMaterials = maskMaterials;
- }
- }
- }
-
- #endregion // UNITY_MONOBEHAVIOUR_METHODS
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MultiTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MultiTargetBehaviour.cs
deleted file mode 100644
index 608535326..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MultiTargetBehaviour.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for a MultiTarget in the editor
- /// as well as a tracked MultiTarget result at runtime
- ///
- public class MultiTargetBehaviour : MultiTargetAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ObjectTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ObjectTargetBehaviour.cs
deleted file mode 100644
index fac92f32d..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ObjectTargetBehaviour.cs
+++ /dev/null
@@ -1,19 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for an ObjectTarget in the editor
- /// as well as a tracked object target result at runtime
- ///
- public class ObjectTargetBehaviour : ObjectTargetAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/PropBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/PropBehaviour.cs
deleted file mode 100644
index 7fec163b8..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/PropBehaviour.cs
+++ /dev/null
@@ -1,17 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for a Prop in the editor
- /// as well as a reconstructed and tracked prop result at runtime
- ///
- public class PropBehaviour : PropAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionBehaviour.cs
deleted file mode 100644
index b606e0289..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionBehaviour.cs
+++ /dev/null
@@ -1,15 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-namespace Vuforia
-{
- ///
- /// This is the main behaviour class that encapsulates smart terrain reconstruction behaviour.
- ///
- public class ReconstructionBehaviour : ReconstructionAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionFromTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionFromTargetBehaviour.cs
deleted file mode 100644
index e6afb21c9..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionFromTargetBehaviour.cs
+++ /dev/null
@@ -1,15 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-namespace Vuforia
-{
- ///
- /// This Monobehaviour supplements the ReconstructionAbstractBehaviour with target initialization specific functionality
- ///
- public class ReconstructionFromTargetBehaviour : ReconstructionFromTargetAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SmartTerrainTrackerBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SmartTerrainTrackerBehaviour.cs
deleted file mode 100644
index 0d3229133..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SmartTerrainTrackerBehaviour.cs
+++ /dev/null
@@ -1,17 +0,0 @@
-/*==============================================================================
-Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-namespace Vuforia
-{
- ///
- /// This is the main behaviour class that manages the smart terrain tracker
- /// It comes as a component of the ARCamera prefab but can be use on any other game object as well
- /// It is important that at any given time, only one instance of this script exists in the scene.
- ///
- public class SmartTerrainTrackerBehaviour : SmartTerrainTrackerAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SurfaceBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SurfaceBehaviour.cs
deleted file mode 100644
index 65efc7e96..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SurfaceBehaviour.cs
+++ /dev/null
@@ -1,17 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for a Surface in the editor
- /// as well as a reconstructed and tracked surface result at runtime
- ///
- public class SurfaceBehaviour : SurfaceAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TextRecoBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TextRecoBehaviour.cs
deleted file mode 100644
index 66df607aa..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TextRecoBehaviour.cs
+++ /dev/null
@@ -1,22 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System.Collections.Generic;
-using System.Linq;
-using UnityEngine;
-
-
-namespace Vuforia
-{
- ///
- /// This is the main behaviour class that encapsulates text recognition behaviour.
- /// It just has to be added to a Vuforia-enabled Unity scene and will initialize the text tracker with the configured word list.
- /// Events for newly recognized or lost words will be called on registered ITextRecoEventHandlers
- ///
- public class TextRecoBehaviour : TextRecoAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffBehaviour.cs
deleted file mode 100644
index 377bd3791..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffBehaviour.cs
+++ /dev/null
@@ -1,35 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// A utility behaviour to disable rendering of a game object at run time.
- ///
- public class TurnOffBehaviour : TurnOffAbstractBehaviour
- {
-
- #region UNITY_MONOBEHAVIOUR_METHODS
-
- void Awake()
- {
- if (VuforiaRuntimeUtilities.IsVuforiaEnabled())
- {
- // We remove the mesh components at run-time only, but keep them for
- // visualization when running in the editor:
- MeshRenderer targetMeshRenderer = this.GetComponent();
- Destroy(targetMeshRenderer);
- MeshFilter targetMesh = this.GetComponent();
- Destroy(targetMesh);
- }
- }
-
- #endregion // UNITY_MONOBEHAVIOUR_METHODS
-
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffWordBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffWordBehaviour.cs
deleted file mode 100644
index 3365f9e74..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffWordBehaviour.cs
+++ /dev/null
@@ -1,38 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// A utility behaviour to disable rendering of a word behaviour at run time.
- ///
- public class TurnOffWordBehaviour : MonoBehaviour
- {
-
- #region UNITY_MONOBEHAVIOUR_METHODS
-
- void Awake()
- {
- if (VuforiaRuntimeUtilities.IsVuforiaEnabled())
- {
- // We remove the renderer at run-time only, but keep it for
- // visualization when running in the editor
- // We keep the MeshFilter for retreiving the size of the Word-prefab
- MeshRenderer targetMeshRenderer = this.GetComponent();
- Destroy(targetMeshRenderer);
- //The child object for visualizing text is removed at runtime
- var text = transform.FindChild("Text");
- if(text != null)
- Destroy(text.gameObject);
- }
- }
-
- #endregion // UNITY_MONOBEHAVIOUR_METHODS
-
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/UserDefinedTargetBuildingBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/UserDefinedTargetBuildingBehaviour.cs
deleted file mode 100644
index 104f9f0a6..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/UserDefinedTargetBuildingBehaviour.cs
+++ /dev/null
@@ -1,22 +0,0 @@
-/*==============================================================================
-Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This Component can be used to create new ImageTargets at runtime. It can be configured to start scanning automatically
- /// or via a call from an external script.
- /// Registered event handlers will be informed of changes in the frame quality as well as new TrackableSources
- ///
- public class UserDefinedTargetBuildingBehaviour : UserDefinedTargetBuildingAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Utilities/VRIntegrationHelper.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Utilities/VRIntegrationHelper.cs
deleted file mode 100644
index 46a448b87..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Utilities/VRIntegrationHelper.cs
+++ /dev/null
@@ -1,141 +0,0 @@
-/*===============================================================================
-Copyright (c) 2015-2016 PTC Inc. All Rights Reserved. Confidential and Proprietary -
-Protected under copyright and other laws.
-Vuforia is a trademark of PTC Inc., registered in the United States and other
-countries.
-===============================================================================*/
-
-
-using System;
-using UnityEngine;
-
-using Vuforia;
-
-public class VRIntegrationHelper : MonoBehaviour
-{
- private static Matrix4x4 mLeftCameraMatrixOriginal;
- private static Matrix4x4 mRightCameraMatrixOriginal;
-
- private static Camera mLeftCamera;
- private static Camera mRightCamera;
-
- private static HideExcessAreaAbstractBehaviour mLeftExcessAreaBehaviour;
- private static HideExcessAreaAbstractBehaviour mRightExcessAreaBehaviour;
-
- private static Rect mLeftCameraPixelRect;
- private static Rect mRightCameraPixelRect;
-
- private static bool mLeftCameraDataAcquired = false;
- private static bool mRightCameraDataAcquired = false;
-
- public bool IsLeft;
- public Transform TrackableParent;
-
- void Awake()
- {
- GetComponent().fieldOfView = 90f;
- }
-
- void Start()
- {
- VuforiaBehaviour.Instance.RegisterVuforiaStartedCallback(OnVuforiaStarted);
- }
-
- void OnVuforiaStarted()
- {
- mLeftCamera = DigitalEyewearBehaviour.Instance.PrimaryCamera;
- mRightCamera = DigitalEyewearBehaviour.Instance.SecondaryCamera;
-
- mLeftExcessAreaBehaviour = mLeftCamera.GetComponent();
- mRightExcessAreaBehaviour = mRightCamera.GetComponent();
- }
-
- void LateUpdate()
- {
- // to this only once per frame, not for both cameras
- if (IsLeft)
- {
- if (mLeftCameraDataAcquired && mRightCameraDataAcquired)
- {
- // make sure the central anchor point is set to the latest head tracking pose:
- DigitalEyewearBehaviour.Instance.CentralAnchorPoint.localRotation = mLeftCamera.transform.localRotation;
- DigitalEyewearBehaviour.Instance.CentralAnchorPoint.localPosition = mLeftCamera.transform.localPosition;
-
- // temporarily set the primary and secondary cameras to their offset position and set the pixelrect they will have for rendering
- Vector3 localPosLeftCam = mLeftCamera.transform.localPosition;
- Rect leftCamPixelRect = mLeftCamera.pixelRect;
- Vector3 leftCamOffset = mLeftCamera.transform.right.normalized * mLeftCamera.stereoSeparation * -0.5f;
- mLeftCamera.transform.position = mLeftCamera.transform.position + leftCamOffset;
- mLeftCamera.pixelRect = mLeftCameraPixelRect;
-
- Vector3 localPosRightCam = mRightCamera.transform.localPosition;
- Rect rightCamPixelRect = mRightCamera.pixelRect;
- Vector3 rightCamOffset = mRightCamera.transform.right.normalized * mRightCamera.stereoSeparation * 0.5f;
- mRightCamera.transform.position = mRightCamera.transform.position + rightCamOffset;
- mRightCamera.pixelRect = mRightCameraPixelRect;
-
- BackgroundPlaneBehaviour bgPlane = mLeftCamera.GetComponentInChildren();
- bgPlane.BackgroundOffset = mLeftCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.position;
-
- mLeftExcessAreaBehaviour.PlaneOffset = mLeftCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.position;
- mRightExcessAreaBehaviour.PlaneOffset = mRightCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.position;
-
- if (TrackableParent != null)
- TrackableParent.localPosition = Vector3.zero;
-
- // update Vuforia explicitly
- VuforiaBehaviour.Instance.UpdateState(false, true);
-
- if (TrackableParent != null)
- TrackableParent.position += bgPlane.BackgroundOffset;
-
- // set the projection matrices for skewing
- VuforiaBehaviour.Instance.ApplyCorrectedProjectionMatrix(mLeftCameraMatrixOriginal, true);
- VuforiaBehaviour.Instance.ApplyCorrectedProjectionMatrix(mRightCameraMatrixOriginal, false);
-
-#if !(UNITY_5_2 || UNITY_5_1 || UNITY_5_0) // UNITY_5_3 and above
-
- // read back the projection matrices set by Vuforia and set them to the stereo cameras
- // not sure if the matrices would automatically propagate between the left and right, so setting it explicitly twice
- mLeftCamera.SetStereoProjectionMatrices(mLeftCamera.projectionMatrix, mRightCamera.projectionMatrix);
- mRightCamera.SetStereoProjectionMatrices(mLeftCamera.projectionMatrix, mRightCamera.projectionMatrix);
-
-#endif
- // reset the left camera
- mLeftCamera.transform.localPosition = localPosLeftCam;
- mLeftCamera.pixelRect = leftCamPixelRect;
-
- // reset the position of the right camera
- mRightCamera.transform.localPosition = localPosRightCam;
- mRightCamera.pixelRect = rightCamPixelRect;
- }
- }
- }
-
- // OnPreRender is called once per camera each frame
- void OnPreRender()
- {
- // on pre render is where projection matrix and pixel rect are set up correctly (for each camera individually)
- // so we use this to acquire this data.
- if (IsLeft && !mLeftCameraDataAcquired)
- {
- // at start matrix can be undefined
- if (!VuforiaRuntimeUtilities.MatrixIsNaN(mLeftCamera.projectionMatrix))
- {
- mLeftCameraMatrixOriginal = mLeftCamera.projectionMatrix;
- mLeftCameraPixelRect = mLeftCamera.pixelRect;
- mLeftCameraDataAcquired = true;
- }
- }
- else if (!mRightCameraDataAcquired)
- {
- // at start matrix can be undefined
- if (!VuforiaRuntimeUtilities.MatrixIsNaN(mRightCamera.projectionMatrix))
- {
- mRightCameraMatrixOriginal = mRightCamera.projectionMatrix;
- mRightCameraPixelRect = mRightCamera.pixelRect;
- mRightCameraDataAcquired = true;
- }
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundBehaviour.cs
deleted file mode 100644
index 6cc77ad15..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundBehaviour.cs
+++ /dev/null
@@ -1,22 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using System.Text.RegularExpressions;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// The VideoBackgroundBehaviour class handles native video background rendering.
- ///
- [RequireComponent(typeof(Camera))]
- public class VideoBackgroundBehaviour : VideoBackgroundAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundManager.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundManager.cs
deleted file mode 100644
index de9c53dbc..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundManager.cs
+++ /dev/null
@@ -1,41 +0,0 @@
-/*==============================================================================
-Copyright (c) 2015 PTC Inc. All Rights Reserved.
-
-Copyright (c) 2014-2015 Qualcomm Connected Experiences, Inc. All Rights Reserved.
-
-Confidential and Proprietary - Protected under copyright and other laws.
-
-Vuforia is a trademark of PTC Inc., registered in the United States and other
-countries.
-==============================================================================*/
-
-using UnityEngine;
-using System.Collections;
-
-namespace Vuforia
-{
- ///
- /// The VideoBackgroundManager class creates a texture which is used to
- /// render video background using BTA.
- ///
- public class VideoBackgroundManager : VideoBackgroundManagerAbstractBehaviour
- {
-
- private static VideoBackgroundManager mInstance = null;
-
- ///
- /// A simple static singleton getter to the VideoBackgroundManager (if present in the scene)
- /// Will return null if no VideoBackgroundManager has been instanciated in the scene.
- ///
- public static VideoBackgroundManager Instance
- {
- get
- {
- if (mInstance == null)
- mInstance = FindObjectOfType();
-
- return mInstance;
- }
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VirtualButtonBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VirtualButtonBehaviour.cs
deleted file mode 100644
index 1640660b2..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VirtualButtonBehaviour.cs
+++ /dev/null
@@ -1,22 +0,0 @@
-/*==============================================================================
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This behaviour associates a Virtual Button with a game object. Use the
- /// functionality in ImageTargetBehaviour to create and destroy Virtual Buttons
- /// at run-time.
- ///
- public class VirtualButtonBehaviour : VirtualButtonAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuMarkBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuMarkBehaviour.cs
deleted file mode 100644
index c7ae80e70..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuMarkBehaviour.cs
+++ /dev/null
@@ -1,20 +0,0 @@
-/*===============================================================================
-Copyright (c) 2016 PTC Inc. All Rights Reserved.
-
-Confidential and Proprietary - Protected under copyright and other laws.
-Vuforia is a trademark of PTC Inc., registered in the United States and other
-countries.
-===============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for a VuMark template in the editor
- /// as well as a tracked VuMark result at runtime
- ///
- public class VuMarkBehaviour : VuMarkAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuforiaBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuforiaBehaviour.cs
deleted file mode 100644
index e3b30c237..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuforiaBehaviour.cs
+++ /dev/null
@@ -1,59 +0,0 @@
-/*==============================================================================
-Copyright (c) 2016 PTC Inc. All Rights Reserved.
-
-Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// The VuforiaBehaviour class handles tracking and triggers native video
- /// background rendering. The class updates all Trackables in the scene.
- ///
- public class VuforiaBehaviour : VuforiaAbstractBehaviour
- {
- protected override void Awake()
- {
- IUnityPlayer unityPlayer = new NullUnityPlayer();
-
- // instantiate the correct UnityPlayer for the current platform
- if (Application.platform == RuntimePlatform.Android)
- unityPlayer = new AndroidUnityPlayer();
- else if (Application.platform == RuntimePlatform.IPhonePlayer)
- unityPlayer = new IOSUnityPlayer();
- else if (VuforiaRuntimeUtilities.IsPlayMode())
- unityPlayer = new PlayModeUnityPlayer();
- else if (VuforiaRuntimeUtilities.IsWSARuntime())
- {
- unityPlayer = new WSAUnityPlayer();
- }
-
- SetUnityPlayerImplementation(unityPlayer);
-
- gameObject.AddComponent();
-
- base.Awake();
- }
-
- private static VuforiaBehaviour mVuforiaBehaviour= null;
-
- ///
- /// A simple static singleton getter to the VuforiaBehaviour (if present in the scene)
- /// Will return null if no VuforiaBehaviour has been instanciated in the scene.
- ///
- public static VuforiaBehaviour Instance
- {
- get
- {
- if (mVuforiaBehaviour == null)
- mVuforiaBehaviour = FindObjectOfType();
-
- return mVuforiaBehaviour;
- }
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WebCamBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WebCamBehaviour.cs
deleted file mode 100644
index 3c56dbb72..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WebCamBehaviour.cs
+++ /dev/null
@@ -1,20 +0,0 @@
-/*==============================================================================
-Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using System;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This MonoBehaviour manages the usage of a webcam for Play Mode in Windows or Mac.
- ///
- public class WebCamBehaviour : WebCamAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeBehaviour.cs
deleted file mode 100644
index 638562e6e..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeBehaviour.cs
+++ /dev/null
@@ -1,142 +0,0 @@
-/*===============================================================================
-Copyright (c) 2016 PTC Inc. All Rights Reserved.
-
-Copyright (c) 2013-2015 Qualcomm Connected Experiences, Inc. All Rights Reserved.
-
-Confidential and Proprietary - Protected under copyright and other laws.
-Vuforia is a trademark of PTC Inc., registered in the United States and other
-countries.
-===============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This script renders the mesh from the MeshFilter as wireframe.
- /// This is mainly supposed to be used for visualization/debugging purpoes. It uses GL.LINES to draw the wireframe,
- /// which is not very fast for larger meshes.
- /// In order to draw large wireframe meshes in an app, it is recommended to use 3rd party libraries such as Vectrosity.
- ///
- public class WireframeBehaviour : MonoBehaviour
- {
- #region PUBLIC_MEMBERS
-
- public Material lineMaterial;
- public bool ShowLines = true;
- public Color LineColor = Color.green;
-
- #endregion // PUBLIC_MEMBERS
-
-
- #region PRIVATE_MEMBERS
-
- private Material mLineMaterial;
-
- #endregion // PRIVATE_MEMBERS
-
-
- #region UNITY_MONOBEHAVIOUR_METHODS
-
- void Start()
- {
- if (lineMaterial != null)
- {
- // We clone the material so to have a unique instance
- // for each WireframeBehaviour instance
- mLineMaterial = new Material(lineMaterial);
- }
- else
- {
- Debug.LogWarning ("Missing line material for wireframe rendering!");
- }
- }
-
- void OnRenderObject ()
- {
- // avoid lines being rendered in Background-camera
- GameObject go = VuforiaManager.Instance.ARCameraTransform.gameObject;
- Camera[] cameras = go.GetComponentsInChildren();
- bool valid = false;
- foreach (Camera cam in cameras)
- {
- if(Camera.current == cam)
- valid = true;
- }
- if(!valid)
- return;
-
- if (!ShowLines) return;
-
- var mf = GetComponent();
- if (!mf) return;
-
-
- if (mLineMaterial == null)
- {
- Debug.LogWarning ("Missing line material for wireframe rendering!");
- return;
- }
-
- var mesh = mf.sharedMesh;
- var vertices = mesh.vertices;
- var triangles = mesh.triangles;
-
- GL.PushMatrix();
- GL.MultMatrix(transform.localToWorldMatrix);
-
- mLineMaterial.SetPass(0);
- mLineMaterial.SetColor ("_Color", LineColor);
-
- GL.Begin(GL.LINES);
- for (int i=0; i();
- if (!mf) return;
-
- Gizmos.matrix = Matrix4x4.TRS(gameObject.transform.position, gameObject.transform.rotation, gameObject.transform.lossyScale);
- Gizmos.color = LineColor;
-
- var mesh = mf.sharedMesh;
- if (mesh != null)
- {
- var vertices = mesh.vertices;
- var triangles = mesh.triangles;
- for (int i = 0; i < triangles.Length; i += 3)
- {
- var P0 = (vertices[triangles[i + 0]]);
- var P1 = (vertices[triangles[i + 1]]);
- var P2 = (vertices[triangles[i + 2]]);
-
- Gizmos.DrawLine(P0, P1);
- Gizmos.DrawLine(P1, P2);
- Gizmos.DrawLine(P2, P0);
- }
- }
- }
- }
-
- #endregion // UNITY_MONOBEHAVIOUR_METHODS
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeTrackableEventHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeTrackableEventHandler.cs
deleted file mode 100644
index 176d8db66..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeTrackableEventHandler.cs
+++ /dev/null
@@ -1,125 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// A custom handler that also hides the wireframe-renderer in the smart terrain
- ///
- public class WireframeTrackableEventHandler : MonoBehaviour,
- ITrackableEventHandler
- {
- #region PRIVATE_MEMBER_VARIABLES
-
- private TrackableBehaviour mTrackableBehaviour;
-
- #endregion // PRIVATE_MEMBER_VARIABLES
-
-
-
- #region UNTIY_MONOBEHAVIOUR_METHODS
-
- void Start()
- {
- mTrackableBehaviour = GetComponent();
- if (mTrackableBehaviour)
- {
- mTrackableBehaviour.RegisterTrackableEventHandler(this);
- }
- }
-
- #endregion // UNTIY_MONOBEHAVIOUR_METHODS
-
-
-
- #region PUBLIC_METHODS
-
- ///
- /// Implementation of the ITrackableEventHandler function called when the
- /// tracking state changes.
- ///
- public void OnTrackableStateChanged(
- TrackableBehaviour.Status previousStatus,
- TrackableBehaviour.Status newStatus)
- {
- if (newStatus == TrackableBehaviour.Status.DETECTED ||
- newStatus == TrackableBehaviour.Status.TRACKED)
- {
- OnTrackingFound();
- }
- else
- {
- OnTrackingLost();
- }
- }
-
- #endregion // PUBLIC_METHODS
-
-
-
- #region PRIVATE_METHODS
-
-
- private void OnTrackingFound()
- {
- Renderer[] rendererComponents = GetComponentsInChildren(true);
- Collider[] colliderComponents = GetComponentsInChildren(true);
- WireframeBehaviour[] wireframeComponents = GetComponentsInChildren(true);
-
- // Enable rendering:
- foreach (Renderer component in rendererComponents)
- {
- component.enabled = true;
- }
-
- // Enable colliders:
- foreach (Collider component in colliderComponents)
- {
- component.enabled = true;
- }
-
- // Enable wireframe rendering:
- foreach (WireframeBehaviour component in wireframeComponents)
- {
- component.enabled = true;
- }
-
- Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
- }
-
-
- private void OnTrackingLost()
- {
- Renderer[] rendererComponents = GetComponentsInChildren(true);
- Collider[] colliderComponents = GetComponentsInChildren(true);
- WireframeBehaviour[] wireframeComponents = GetComponentsInChildren(true);
-
- // Disable rendering:
- foreach (Renderer component in rendererComponents)
- {
- component.enabled = false;
- }
-
- // Disable colliders:
- foreach (Collider component in colliderComponents)
- {
- component.enabled = false;
- }
-
- // Disable wireframe rendering:
- foreach (WireframeBehaviour component in wireframeComponents)
- {
- component.enabled = false;
- }
- Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
- }
-
- #endregion // PRIVATE_METHODS
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WordBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WordBehaviour.cs
deleted file mode 100644
index 474d9e7a5..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WordBehaviour.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-/*==============================================================================
-Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-All Rights Reserved.
-Confidential and Proprietary - Protected under copyright and other laws.
-==============================================================================*/
-
-using UnityEngine;
-
-namespace Vuforia
-{
- ///
- /// This class serves both as an augmentation definition for a Word in the editor
- /// as well as a tracked Word result at runtime
- ///
- public class WordBehaviour : WordAbstractBehaviour
- {
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/BrightTexture.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/BrightTexture.shader
deleted file mode 100644
index 443ca527c..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/BrightTexture.shader
+++ /dev/null
@@ -1,52 +0,0 @@
-Shader "Custom/BrightTexture" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
-
- Pass{
-
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
-
- float4 _MainTex_ST;
-
- v2f vert (appdata_base v)
- {
- v2f o;
- o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
- o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- return o;
- }
-
-
- half4 frag(v2f i) : COLOR
- {
- half4 c = tex2D (_MainTex, i.uv);
-
- float scale = 0.2f;
- c.rgb = c.rgb * scale + 1.0f - scale;
-
- return c;
- }
-
- ENDCG
- }
- }
-
-
-
-
- FallBack "Diffuse"
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ClippingMask.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ClippingMask.shader
deleted file mode 100644
index e33d36e0b..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ClippingMask.shader
+++ /dev/null
@@ -1,34 +0,0 @@
-Shader "ClippingMask" {
-
- SubShader {
- // Render the mask after regular geometry and transparent things but
- // but before any other overlays
-
- Tags {"Queue" = "Overlay-10" }
-
- // Turn off lighting, because it's expensive and the thing is supposed to be
- // invisible anyway.
-
- Lighting Off
-
- // Draw into the depth buffer in the usual way. This is probably the default,
- // but it doesn't hurt to be explicit.
-
- ZTest Always
- ZWrite On
-
- // Draw black background into the RGBA channel
- Color (0,0,0,0)
- ColorMask RGBA
-
- // compare stencil buffer
- Stencil {
- Ref 0
- Comp Equal
- }
-
- // Do nothing specific in the pass:
-
- Pass {}
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ColoredLines.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ColoredLines.shader
deleted file mode 100644
index 3d2a0c105..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ColoredLines.shader
+++ /dev/null
@@ -1,14 +0,0 @@
-Shader "Custom/ColoredLines" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- }
-
- SubShader {
- Pass {
- Lighting Off
- Cull Off
- Blend SrcAlpha OneMinusSrcAlpha
- Color [_Color]
- }
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/DepthMask.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/DepthMask.shader
deleted file mode 100644
index e156baefb..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/DepthMask.shader
+++ /dev/null
@@ -1,30 +0,0 @@
-Shader "DepthMask" {
-
- SubShader {
- // Render the mask after regular geometry, but before masked geometry and
- // transparent things.
-
- Tags {"Queue" = "Geometry-10" }
-
- // Turn off lighting, because it's expensive and the thing is supposed to be
- // invisible anyway.
-
- Lighting Off
-
- // Draw into the depth buffer in the usual way. This is probably the default,
- // but it doesn't hurt to be explicit.
-
- ZTest LEqual
- ZWrite On
-
- // Don't draw anything into the RGBA channels. This is an undocumented
- // argument to ColorMask which lets us avoid writing to anything except
- // the depth buffer.
-
- ColorMask 0
-
- // Do nothing specific in the pass:
-
- Pass {}
- }
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/RenderVideoBackground.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/RenderVideoBackground.shader
deleted file mode 100644
index 265b7f341..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/RenderVideoBackground.shader
+++ /dev/null
@@ -1,18 +0,0 @@
-//Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
-//All Rights Reserved.
-//Confidential and Proprietary - Protected under copyright and other laws.
-Shader "Custom/RenderVideoBackground" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Tags {"Queue"="overlay+1" "RenderType"="overlay" }
- Pass {
- // Render the teapot
- SetTexture [_MainTex] {
- combine texture
- }
- }
- }
- FallBack "Diffuse"
-}
diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/Text3D.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/Text3D.shader
deleted file mode 100644
index 90bb2eac7..000000000
--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/Text3D.shader
+++ /dev/null
@@ -1,23 +0,0 @@
-//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
-//All Rights Reserved.
-//Confidential and Proprietary - Protected under copyright and other laws.
-Shader "Custom/Text3D" {
- Properties {
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deleted file mode 100644
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--- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VertexLitWithZ.shader
+++ /dev/null
@@ -1,33 +0,0 @@
-//==============================================================================
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-//All Rights Reserved.
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-
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diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VideoBackground.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VideoBackground.shader
deleted file mode 100644
index 768ef18b2..000000000
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+++ /dev/null
@@ -1,27 +0,0 @@
-//Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
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deleted file mode 100644
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deleted file mode 100644
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diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Textures/VideoBackground.png b/ARTraining/ChuYinAR/Assets/Vuforia/Textures/VideoBackground.png
deleted file mode 100644
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diff --git a/ARTraining/ChuYinAR/Assets/link.xml b/ARTraining/ChuYinAR/Assets/link.xml
deleted file mode 100644
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+++ /dev/null
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-
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deleted file mode 100644
index 2874f5ae5..000000000
--- a/ARTraining/ChuYinAR/Assets/readme_SDK.txt
+++ /dev/null
@@ -1,12 +0,0 @@
-Vuforia Augmented Reality SDK Release Package
-==============================================
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-To learn more about Vuforia, go to https://developer.vuforia.com/library/getting-started
-To view the SDK license agreement, go to https://developer.vuforia.com/legal/vuforia-developer-agreement
-To view the release notes, go to https://developer.vuforia.com/library/release-notes
-
-/*============================================================================
- Copyright (c) 2010-2015 PTC Inc.
- All Rights Reserved.
- Confidential and Proprietary - PTC Inc.
- ============================================================================*/
diff --git a/ARTraining/ChuYinAR/ChuYinAR.sln b/ARTraining/ChuYinAR/ChuYinAR.sln
deleted file mode 100644
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deleted file mode 100644
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+++ /dev/null
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index 850a4f936..000000000
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deleted file mode 100644
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deleted file mode 100644
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deleted file mode 100644
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deleted file mode 100644
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deleted file mode 100644
index 8a062e608..000000000
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+++ /dev/null
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deleted file mode 100644
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deleted file mode 100644
index decdb1365..000000000
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diff --git a/ARTraining/ChuYinAR/ProjectSettings/UnityAdsSettings.asset b/ARTraining/ChuYinAR/ProjectSettings/UnityAdsSettings.asset
deleted file mode 100644
index 2d1d81b76..000000000
Binary files a/ARTraining/ChuYinAR/ProjectSettings/UnityAdsSettings.asset and /dev/null differ
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deleted file mode 100644
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Binary files a/ARTraining/ChuYinAR/ProjectSettings/UnityAnalyticsManager.asset and /dev/null differ
diff --git a/ARTraining/ChuYinAR/QCAR/somedata16 b/ARTraining/ChuYinAR/QCAR/somedata16
deleted file mode 100644
index 4fc2cf374..000000000
--- a/ARTraining/ChuYinAR/QCAR/somedata16
+++ /dev/null
@@ -1 +0,0 @@
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\ No newline at end of file
diff --git a/ARTraining/ChuYinAR/READEME.md b/ARTraining/ChuYinAR/READEME.md
deleted file mode 100644
index f18061409..000000000
--- a/ARTraining/ChuYinAR/READEME.md
+++ /dev/null
@@ -1,2 +0,0 @@
-##初音未来AR小DEMO
-
diff --git a/ARTraining/README.md b/ARTraining/README.md
deleted file mode 100644
index 5907f4cb4..000000000
--- a/ARTraining/README.md
+++ /dev/null
@@ -1,5 +0,0 @@
-## AR小DEMO
->* [初音未来AR小DEMO](https://github.com/XINCGer/Unity3DTraining/tree/master/ARTraining/ChuYinAR)
-
-
-
diff --git a/AboutJob/README.md b/AboutJob/README.md
index 3079aa3a2..ee32d2d96 100644
--- a/AboutJob/README.md
+++ b/AboutJob/README.md
@@ -3,11 +3,22 @@
### 马三北漂记
>* [马三北漂记之马三的2018年总结](https://www.cnblogs.com/msxh/p/10085855.html)
>* [【马三北漂记】之终章](https://www.cnblogs.com/msxh/p/11511043.html)
->* [马三的面试题整理](../Doc/马三的面试题整理.md)
->* [精选面试tips整理](https://github.com/XINCGer/Unity3DTraining/blob/master/Doc/interview_tip)
>* [【马三沪漂浮生记】之见闻壹](https://www.cnblogs.com/msxh/p/11878018.html)
+>* [【年终总结】马三京沪漂流记之2019年总结](https://www.cnblogs.com/msxh/p/12199226.html)
### 面试、笔试、简历
+>* [在线简历生成器](https://github.com/visiky/resume)
+>* [马三的面试题整理](../Doc/马三的面试题整理.md)
+>* [网络手游开发知识、技术与信息库,游戏研发技术从业者的导航地图](https://github.com/gonglei007/GameDevMind)
+>* [海澜访谈录——对于负责招聘的HR,如果看待候选人的一些疑问解答?](https://aihailan.com/1189-2/)
+>* [Unity面试题总结](https://github.com/Lafree317/Unity-InterviewQuestion)
+>* [反向面试](https://github.com/yifeikong/reverse-interview-zh)
+>* [那些头部游戏公司的面试经验!](https://mp.weixin.qq.com/s/yf3Mz78SnhpBGLyGxRrefw)
+>* [2021年最新总结 500个常用数据结构,算法,算法导论,面试常用,大厂高级工程师整理总结](https://github.com/0voice/algorithm-structure)
+>* [精选面试tips整理](https://github.com/XINCGer/Unity3DTraining/blob/master/Doc/interview_tip)
+>* [水曜日鸡面试指南1——游戏开发社招求职面试指南①——前期准备](https://blog.csdn.net/j756915370/article/details/109688883)
+>* [水曜日鸡面试指南2——游戏开发社招求职面试指南②——公司选择](https://blog.csdn.net/j756915370/article/details/109703611)
+>* [水曜日鸡面试指南3——游戏开发社招求职面试指南③——面试总结](https://blog.csdn.net/j756915370/article/details/109901970)
>* [简历编写注意事项.md](../Doc/简历编写注意事项.md)
>* [技术面试与HR谈薪资技巧](https://mp.weixin.qq.com/s/MBgM6ds2TVIsK3hVxJ1Rqw)
>* [冷熊简历](http://cv.ftqq.com/#)
@@ -32,6 +43,10 @@
>* [金三银四,给面试者的十大建议](https://www.cnblogs.com/jay-huaxiao/p/12312846.html)
>* [面试中更多会考核相关技能的项目经验——再论程序员该如何准备面试](https://www.cnblogs.com/JavaArchitect/p/12466948.html)
>* [博主营地 | Unity3D 实用技巧 - 理论知识库(一)](https://mp.weixin.qq.com/s/lfBaUxhXjsZ64CxRrl-27A)
+>* [三流大学和一流大学学生的简历有什么区别?](https://www.cnblogs.com/aobing/p/13716292.html)
+>* [中国学历真相:非985、211真的没前途了吗?](https://mp.weixin.qq.com/s/YFvKuquGdD1-GQ4DJkH--Q)
+>* [《剑指Offer》,《程序员代码面试指南》,Leetcode等算法题目集合](https://github.com/iwiniwin/Algorithm)
+>* [算法(第四版)习题题解 C# 版](https://github.com/ikesnowy/Algorithms-4th-Edition-in-Csharp)
### 职场生存指南
>* [程序员找工作面试会遇到哪些坑(校招篇)](https://www.cnblogs.com/smyhvae/p/9587950.html)
@@ -49,6 +64,9 @@
>* [中国最惨创业者:3年前我被投资人赶出公司,3年后让我赔3800万!](https://news.cnblogs.com/n/663839/)
>* [期权到底是彩蛋,还是陷阱?](https://mp.weixin.qq.com/s/Hx_pw7m3kaAL-mZnftLuIA)
>* [比996更可怕的是职场PUA](https://news.cnblogs.com/n/668050/)
+>* [那些把公司当家的程序员,后来怎么样了?](https://www.cnblogs.com/pointers/p/14088264.html)
+>* [年底晋升,全网最详细的通关指南来了!](https://www.cnblogs.com/luojunwu/p/14166109.html)
+>* [国企生存感悟(必读篇)](https://www.cnblogs.com/dalianmaodada/p/14228098.html)
### 赚钱、买房、买车
>* [以写作为例说下IT人如何培养挣钱DNA](https://www.cnblogs.com/JavaArchitect/p/10223393.html)
@@ -57,6 +75,7 @@
>* [我年薪60W,浑身没有超过100块的衣服:存钱,才是最顶级的自律](https://mp.weixin.qq.com/s/7_X_t3kQUZf1An9NDrj_5Q)
>* [为什么我从来不教人赚钱](https://news.cnblogs.com/n/657820/)
>* [只看到了别人28岁从字节跳动退休,背后的期权知识你知道吗?](https://www.cnblogs.com/siyuanwai/p/13187040.html)
+>* [90后打工人:为了买小两居,爸妈打零工帮我凑首付](https://mp.weixin.qq.com/s/JOe8OzDK99w56fJAtELLPg)
### 关于IT培训那些事
>* [IT培训行业揭秘(一)](https://www.cnblogs.com/renyanlei/p/6089315.html)
@@ -93,6 +112,10 @@
>* [风物长宜放眼量,人间正道是沧桑 - 一位北美 IT 技术人破局](https://www.cnblogs.com/cxuanBlog/p/12356142.html)
>* [从草根到百万年薪程序员的二十年风雨之路](https://www.cnblogs.com/wucongzhou/p/12559202.html)
>* [中国社会各阶级的分析](https://www.marxists.org/chinese/maozedong/marxist.org-chinese-mao-19251201.htm)
+>* [浅谈程序员的“内卷化”](https://www.cnblogs.com/qinchaofeng/p/13963304.html)
+>* [从软件公司的异同点讲起,聊聊未来的程序员该如何选公司和谋规划](https://www.cnblogs.com/JavaArchitect/p/14160277.html)
+>* [年终总结,谈技术人如何做好沟通这件事儿](https://www.cnblogs.com/ztfjs/p/talking.html)
+>* [再谈谈这个沉重的话题--程序员的出路](https://www.cnblogs.com/wyhszx/p/14812908.html)
### 养生与健身
>* [程序猿养生方法(每个程序员都应该看一看)](https://www.cnblogs.com/peiyu1988/p/9591378.html)
@@ -111,6 +134,11 @@
>* [微软是一家养老公司?微软副总裁回应:员工能待20年我们很自豪](https://news.cnblogs.com/n/625254/)
>* [回顾过去一年996的折磨](https://www.cnblogs.com/edison0621/p/11481572.html)
>* [人生需要摸鱼时刻](https://mp.weixin.qq.com/s/HblKeKBYe3T4p1SaWVEqHA)
+>* [我不是社畜,我是打工人](https://mp.weixin.qq.com/s/jrZmI8nqzbh_esVbvZOGNg)
+>* [为什么当代生活会变成「一切皆可内卷」?](https://mp.weixin.qq.com/s/AbjgiYWZGnW_H_mI5vNOBA)
+>* [漫画 | 人到中年,一地鸡毛](https://www.cnblogs.com/susouth/p/14184358.html)
+>* [国内互联网公司为什么加班这么狠?](https://mp.weixin.qq.com/s/eOVeGe8Ie14ntYQloXi0Gg)
+>* [“互联网留守儿童”:大厂员工的下一代](https://news.cnblogs.com/n/687546/)
### 互联网编年史2018
>* [魔都互联网人的2018:留下与离开,都不是意外](https://mp.weixin.qq.com/s/7wxN8osRmc86Mv7gJa48Vg)
@@ -150,6 +178,16 @@
>* [丰巢和快递有恃无恐](https://news.cnblogs.com/n/661638/)
>* [2020,我们公司就这样倒闭了](https://mp.weixin.qq.com/s/jNUr-XvJbzsC0oG6MgYgSA)
>* [谁扼住了华为:美日半导体霸权的三张牌](https://news.cnblogs.com/n/669073/)
+>* [一场“逃离蛋壳”的自救行动:租客、房东、供应商集体行动](https://news.cnblogs.com/n/677926/)
+>* [“我被公司裁员,造假的老板居然还没坐牢?”](https://news.cnblogs.com/n/680931/)
+>* [兽楼处:二十岁的眼泪](https://news.cnblogs.com/n/683113/)
+
+### 互联网编年史2021
+>* [拼多多回应23岁女员工凌晨猝死:急救6小时依然无效](https://news.cnblogs.com/n/684514/)
+>* [我在拼多多的三年](https://www.leadroyal.cn/?p=1228)
+>* [疫情下的后厂村:网易做核酸,我在写代码](https://mp.weixin.qq.com/s/mBSgb7KbEQY6-C7fg45NCg)
+>* [我的年终奖,泡汤了](https://mp.weixin.qq.com/s/WikZy-VTMlJxjl2YpkYlqQ)
+>* [我知道有中年危机,但没想到这么不堪](https://mp.weixin.qq.com/s/jdNav1uN7Xa_oO74778FOw)
### 吹牛灌水
>* [北上广深程序员,月薪三万不如狗](https://www.cnblogs.com/bianchengniuren/p/9971046.html)
@@ -171,6 +209,12 @@
>* [为什么「狼性文化」里,狼越来越少,狗却越来越多? | 周末漫谈](https://mp.weixin.qq.com/s/rSEtgb6sPOV_Mk-faCMMLw)
>* [北漂怎么漂回家](https://mp.weixin.qq.com/s/Rg1GlDiDYd1odlngt5HYEw)
>* [!大部分程序员只会写3年代码](https://www.cnblogs.com/qing-gee/p/12522094.html)
+>* [七年北漂落幕](https://www.cnblogs.com/chopper-poet/p/13462989.html)
+>* [沉默的二本学生,才是基数最大的打工人](https://mp.weixin.qq.com/s/SGImiAR8bOrEYIExqvL-Mg)
+>* [北上广没有靳东,四五线没有李诞](https://news.cnblogs.com/n/683463/)
+>* [为了把游戏接口做进Windows 这位大佬干翻了微软的管理层](https://news.cnblogs.com/n/684227/)
+>* [从ADSL拨号到100M光纤 — 捋一捋这些年陪伴我的那些网络设备](https://post.smzdm.com/p/527835/)
+>* [关于光纤宽带技术,看这一篇就够啦!](https://zhuanlan.zhihu.com/p/40011697)
--------------------------------------------------- 分割线 ---------------------------------------------------
## 法律法规相关
diff --git a/AboutSkill/README.md b/AboutSkill/README.md
new file mode 100644
index 000000000..2bce97d31
--- /dev/null
+++ b/AboutSkill/README.md
@@ -0,0 +1,31 @@
+### 技能系统相关知识收集
+
+#### 技术文章
+>* [游戏开发中的GamePlay技术专栏](https://www.zhihu.com/column/c_1253986063259426816)
+>* [MMORPG技能系统:AOI、技能、Buff、子弹、特效、运动、动画...](https://mp.weixin.qq.com/s/XsIdVsOukU5HFku4dMuYZQ)
+>* [基于行为树的MOBA技能系统:总目录](https://www.lfzxb.top/nkgmoba-totaltabs/)
+>* [Unity怎么去实现ACT战斗?](https://mp.weixin.qq.com/s/MHPMqEl7cebUrSzz9HCLig)
+>* [实现行为树黑板模块0GC赋值功能](https://zhuanlan.zhihu.com/p/205410980)
+>* [Unity——技能系统(一)](https://www.cnblogs.com/littleperilla/p/15536595.html)
+>* [Unity——技能系统(二)](https://www.cnblogs.com/littleperilla/p/15539394.html)
+>* [Unity——技能系统(三)](https://www.cnblogs.com/littleperilla/p/15540767.html)
+>* [如何做横版动作游戏的战斗系统!](https://mp.weixin.qq.com/s/anhJsgm59kd3Y907n61ESQ)
+>* [技能编辑器的设计实现](https://zhuanlan.zhihu.com/p/158430393)
+>* [用Unity制作一个极具扩展性的顶视角射击游戏战斗系统](https://zhuanlan.zhihu.com/p/416805924)
+
+#### 实现库
+>* [XMLib 动作游戏开发套件](https://github.com/XINCGer/Unity3DTraining/blob/master/AboutSkill/XMLib.md)
+>* [一个基于Entity-Component模式的灵活、通用的战斗(技能)框架](https://github.com/m969/EGamePlay)
+>* [Dota2 alike Skill System Implementation for KnightPhone](https://github.com/KrazyL/SkillSystem-3)
+>* [A repository for creating Dota 2 Lua abilities](https://github.com/Elfansoer/dota-2-lua-abilities)
+>* [c# AOI algorithm for cross linked list](https://github.com/qq362946/AOI)
+>* [全新的技能系统](https://github.com/dreamanlan/CSharpGameFramework/blob/master/Doc/SkillDsl.txt)
+>* [a roguelike framework for C# with ECS and Unity integration](https://github.com/azsdaja/Osnowa)
+>* [XCSkillEditor_Unity](https://github.com/smartgrass/XCSkillEditor_Unity)
+>* [MDDSkillEngine](https://gitee.com/flamesky/MDDSkillEngine)
+>* [gameplay-ability-system-for-unity](https://github.com/No78Vino/gameplay-ability-system-for-unity)
+>* [ActionEditor - unity技能编辑器,Buff编辑器,场景编辑器](https://github.com/NoBugCn/ActionEditor)
+
+#### 成品
+>* [用Unity做的一个类Moba游戏Demo](https://github.com/swordjoinmagic/MoBaDemo)
+>* [NKGMobaBasedOnET](https://gitee.com/NKG_admin/NKGMobaBasedOnET)
diff --git a/AboutSkill/XMLib.md b/AboutSkill/XMLib.md
new file mode 100644
index 000000000..2af2d16ae
--- /dev/null
+++ b/AboutSkill/XMLib.md
@@ -0,0 +1,10 @@
+### XMLib 动作游戏开发套件
+
+* [XMLib 动作游戏开发套件](https://github.com/PxGame/XMLib.AM)
+* [XMLib 第三方库](https://github.com/PxGame/XMLib.ThirdParty)
+* [XMLib 公共库](https://github.com/PxGame/XMLib.Common)
+* [XMLib.AM.Example](https://github.com/PxGame/XMLib.AM.Example)
+* [XMLib 核心库](https://github.com/PxGame/XMLib.Core)
+* [作者B站首页](https://space.bilibili.com/129426)
+* [[开源]Unity技能编辑器演示(视频教程)](https://www.bilibili.com/video/BV1VZ4y1P7fE)
+* [[开源]地图编辑器演示(视频教程)](https://www.bilibili.com/video/BV1vy4y1a7Ve)
\ No newline at end of file
diff --git a/BezierTest/README.md b/BezierTest/README.md
index cc9c0c673..82ac8f7ff 100644
--- a/BezierTest/README.md
+++ b/BezierTest/README.md
@@ -1,6 +1,7 @@
## 贝塞尔曲线研究
* [博客教程](http://www.cnblogs.com/msxh/p/6270468.html)
+* [Bezier Curves](https://denisrizov.com/2016/06/02/bezier-curves-unity-package-included/)
* 效果预览:


diff --git a/CI/README.md b/CI/README.md
index b075371a6..c75f3b78b 100644
--- a/CI/README.md
+++ b/CI/README.md
@@ -3,6 +3,7 @@
### 持续集成与打包构建
* [Jenkins 介绍](https://www.w3cschool.cn/jenkins/jenkins-5h3228n2.html)
* [Jenkins官方文档](https://jenkins.io/doc/)
+* [Jenkins分布式与并行](https://www.cnblogs.com/rxysg/p/15681774.html)
* [Unity3D研究院之Jenkins的使用](http://www.xuanyusong.com/archives/3349)
* [Unity3D使用Jenkins进行自动打包](https://www.aliyun.com/jiaocheng/794551.html)
* [Unity3D研究院之脚本批量打包渠道包研究](http://www.xuanyusong.com/archives/2418?utm_source=tuicool&utm_medium=referral)
@@ -14,6 +15,150 @@
* [Unity一键打包ipa](https://www.jianshu.com/p/69a45ea56edf)
* [Jenkins安装插件很慢的解决方法](https://www.cnblogs.com/shiyixirui/p/12888322.html)
* [【打包构建】Mac下使用expect实现执行sudo命令时自动输入密码](https://www.cnblogs.com/msxh/p/13567400.html)
+* [细数Mac安装Homebrew踩过的坑......](https://zhuanlan.zhihu.com/p/93092044)
+* [Jenkins安装插件很慢的解决方案](https://www.cnblogs.com/shiyixirui/p/12888322.html)
+* [Unity-MultiProcess-BuildPipeline多进程资源构建方案](https://github.com/jiangzhhhh/Unity-MultiProcess-BuildPipeline)
+* [The new Asset Import Pipeline: Solid foundation for speeding up asset imports](https://blogs.unity3d.com/cn/2019/10/31/the-new-asset-import-pipeline-solid-foundation-for-speeding-up-asset-imports/)
+* [Unity Command line arguments](https://docs.unity3d.com/Manual/CommandLineArguments.html)
+* [解决Android SDK Manager无法更新下载](https://www.cnblogs.com/hackpig/p/8502851.html)
+* [android sdk 无法更新,错误原因是dl.google.com的问题](https://blog.csdn.net/rdp1305442102/article/details/105535324)
+* [Unity和AndroidStudio导出OBB和APK](https://mp.weixin.qq.com/s/0OPx53exekwqSVjkCQouag)
+* [Android平台app打包时遇到的问题:从Could not resolve com.android.tools.build:gradle:3.0.0.说起](https://blog.csdn.net/weixin_42097173/article/details/80745044)
+* [GitHub Actions 文档](https://docs.github.com/cn/actions/guides/about-packaging-with-github-actions)
+* [macOS Catalina 使用Unity导出 android IL2cpp 包出现无法打开clang/clang++,因为无法验证开发者问题](https://blog.csdn.net/qq_33464225/article/details/109327555)
+* [无法打开“clang”,因为无法确认开发者的身份](https://blog.csdn.net/hyb1234hi/article/details/106469613)
+* [GitHub Actions 入门教程](http://www.ruanyifeng.com/blog/2019/09/getting-started-with-github-actions.html)
+* [Github Action 精华指南](https://zhuanlan.zhihu.com/p/164744104)
+* [Jenkins中上游项目并行后再触发下游项目,并传递参数](https://blog.csdn.net/weixin_42143550/article/details/102731248)
+* [jenkins触发下游job,并传递参数](https://blog.csdn.net/wan_zaiyunduan/article/details/104291128)
+* [【超详细】7z的详解和7z-zip的控制台参数说明](https://ssherun.blog.csdn.net/article/details/108372398)
+* [Jenkins配置主从节点实例](https://blog.csdn.net/jackyzhousales/article/details/81840278)
+* [jenkins配置从节点](https://www.cnblogs.com/jsonhc/p/7372359.html)
+* [Jenkins 进阶篇 - 节点配置 ](https://www.cnblogs.com/liudecai/p/14931120.html)
+* [Jenkins2权威指南1-基础知识与流水线执行流程](https://pdf.us/2019/11/27/3723.html)
+* [Jenkins官方文档](https://www.jenkins.io/zh/doc/pipeline/tour/getting-started/)
+* [幕后揭密:Unity工作流的速度提升](https://unity.cn/projects/behind-the-scenes-speeding-up-unity-workflows)
+* [Cannot build Unity 2020 projects using command-line on macOS with Xcode 10 or 11](https://forum.unity.com/threads/cannot-build-unity-2020-projects-using-command-line-on-macos-with-xcode-10-or-11.1084085/)
+* [Jenkins使用痛点小析](https://www.jianshu.com/p/000c2331b891)
+* [Jenkins升级版本](https://www.cnblogs.com/QuestionsZhang/p/11178850.html)
+* [Jenkins 主备master-slave模式搭建](https://www.cnblogs.com/zndxall/p/8297356.html)
+* [Throttle Concurrent Builds](https://plugins.jenkins.io/throttle-concurrents/)
+* [Scoring Load Balancer](https://plugins.jenkins.io/scoring-load-balancer/)
+* [使用终端连接smb](https://www.jianshu.com/p/ed010606adc2)
+* [iOS中关于苹果审核IPv6的问题](https://blog.csdn.net/u013602835/article/details/53505096)
+* [【指南】本地如何搭建IPv6环境测试你的APP](https://mp.weixin.qq.com/s?__biz=MjM5OTM0MzIwMQ==&mid=2652545529&idx=5&sn=0d0323cfd40441eb49a6b7c6b3792bfb&scene=23&srcid=0613ZfE6L2COVxj3Lad9fIWm#rd)
+* [使用Jenkins实现多平台并行集成](https://tonybai.com/2012/02/15/intergating-on-multiple-platforms-simultaneously-using-jenkins/)
+* [Unity3D 适配IPV6](https://www.jianshu.com/p/44b04e7e4f4a/)
+* [Unity and IPv6 Support](https://blog.unity.com/technology/unity-and-ipv6-support)
+* [ios上如何将ipv4转化成ipv6](https://www.jianshu.com/p/ddc865b6be9b)
+* [unity-ios-ipv6-ready](https://github.com/mopsicus/unity-ios-ipv6-ready)
+* [ipv6地址后怎么加端口](https://www.west.cn/docs/63945.html)
+* [谈一谈Unity 的 Scriptable Build Pipeline](https://zhuanlan.zhihu.com/p/366780685)
+* [SBP官方文档](https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.19/manual/index.html)
+* [【Unity】SBP - Scriptable Build Pipeline](https://zhuanlan.zhihu.com/p/369264807)
+* [利用jenkins的 Active choises parameter插件进行动态参数选择](https://www.cnblogs.com/netsa/p/16086866.html)
+* [Jenkins参数化构建犀利插件Active-Choices-Plugin](https://wiki.eryajf.net/pages/2075.html#_1-%E5%89%8D%E8%A8%80%E3%80%82)
+* [Node and Label parameter](https://plugins.jenkins.io/nodelabelparameter/)
+* [iOS开发-Xcode Debug、Release、Archive、Profile、Analyze概念解释](https://www.cnblogs.com/lxlx1798/articles/12923039.html)
+* [Unity Cache Server了解和常见问题](https://codeantenna.com/a/lxoMLpvIFY)
+* [Unity realtime log in command line (batchmode)](https://github.com/mr-kelly/unity_realtime_log)
+* [Unity打包前进行编译检查](https://qiita.com/k7a/items/ef5753e736d288fecc89)
+* [[Unity 3d] 编辑器程序集编译API - 笔记](https://www.jianshu.com/p/7ffca90fa853)
+* [app开发者需要更新此app及Xcode13遇坑](https://www.jianshu.com/p/aa6ee74a2a05)
+* [Unity 输出日志到命令行](https://networm.me/2019/05/19/unity-logfile-stdout/)
+* [Executing groovy scripts on Jenkins' slaves](https://stackoverflow.com/questions/37144549/executing-groovy-scripts-on-jenkins-slaves)
+* [RejectedAccessException: Scripts not permitted to use method jenkins.model.Jenkins getCloud](https://blog.csdn.net/chengguo570155/article/details/100908525)
+* [Python发送企业微信消息](https://www.cnblogs.com/blog-for-me/p/14743237.html)
+* [企业微信Jenkins构建通知插件](https://github.com/jenkinsci/qy-wechat-notification-plugin)
+* [群机器人配置说明](https://developer.work.weixin.qq.com/document/path/91770)
+* [Apple_mobile_device_types](https://gist.github.com/adamawolf/3048717)
+* [Jenkins如何控制多个Job进行依赖(不允许同时出现资源争抢)](https://blog.csdn.net/Python_BT/article/details/123789858)
+* [入域的Windows访问未入域的Samba服务](https://wenku.baidu.com/view/b2affeff83eb6294dd88d0d233d4b14e85243ebb.html)
+* [Windows、Mac命令行连接SMB(带特殊字符、处理域用户、反斜杠)](https://www.jianshu.com/p/4c9535226329)
+* [Failed to get socket connection from UnityShaderCompiler.exe shader compiler](https://gamedev.stackexchange.com/questions/150581/failed-to-get-socket-connection-from-unityshadercompiler-exe-shader-compiler-c)
+* [Jenkins自动化部署报Failed to get socket connection from](https://blog.csdn.net/yuxikuo_1/article/details/86751113)
+* [cmd命令执行结果赋值给变量](https://blog.csdn.net/yzpbright/article/details/122919406)
+* [Windows wmic命令之process进程管理](https://blog.csdn.net/yetugeng/article/details/103615205)
+* [window10设置开机后自启动.bat文件](https://www.cnblogs.com/longronglang/p/16265587.html)
+* [通过applescript自动连接smb服务器](https://qastack.cn/apple/256716/why-mac-smb-connect-fails-with-login-from-cli-but-works-from-finder-and-with-guest-account)
+* [在Mac的terminal下连接 SMB 共享的三种方法](https://www.jianshu.com/p/1ab7849a4e0e)
+* [解决UnicodeEncodeError: ‘ascii’ codec can’t encode characters in position](https://www.cnblogs.com/sundahua/p/7248209.html)
+* [Jenkins批量删除历史构建记录](https://blog.csdn.net/weixin_44024740/article/details/122698707)
+* [java.lang.Exception: The server rejected the connection: None of the protocols were accepted](https://blog.csdn.net/weixin_30652897/article/details/99595373)
+* [Java Cryptography Extension (JCE) Unlimited Strength Jurisdiction Policy Files 8 Download](https://www.oracle.com/java/technologies/javase-jce8-downloads.html)
+* [Improvements to shader build times and memory usage in 2021 LTS](https://blog.unity.com/technology/2021-lts-improvements-to-shader-build-times-and-memory-usage)
+* [AB打包参数DisableWriteTypeTree导致崩溃](https://www.cnblogs.com/ogaligong/p/15632366.html)
+* [Openssl生成自签名证书,简单步骤](https://ningyu1.github.io/site/post/51-ssl-cert/)
+* [How to trigger Jenkins Job with Bash Script](https://birolemekli.medium.com/how-to-trigger-jenkins-job-with-bash-script-8f3457d11efc)
+* [史上最全 Jenkins Pipeline流水线详解](https://blog.csdn.net/LinkSLA/article/details/127655372)
+* [jenkins在pipline中触发其他job](https://www.cnblogs.com/deny/p/15430246.html)
+* [jenkins pipeline之如何串联多个Job](https://blog.csdn.net/wxt_hillwill/article/details/118730523)
+* [teamcity-symbol-server](https://github.com/JetBrains/teamcity-symbol-server)
+
+#### iOS14无法安装企业应用
+* [关于iOS系统升级到iOS14企业APP出现无法安装解决方案](https://www.freesion.com/article/75671343499/)
+* [iOS14无法安装企业自签名App案例](https://zhuanlan.zhihu.com/p/268075229)
+* [关于iOS13升级到iOS14后企业应用通过itms-services无法安装问题的解决](https://blog.csdn.net/fpf1228/article/details/109453580)
### Asset Import Pipeline V2
* [Asset Import Pipeline V2相关知识](./AssetPiplineV2)
+
+### iOS TestFlight与上架
+* [iOS App 上架流程(新快捷版)(Xcode8.0以后)](https://www.jianshu.com/p/873d32a559a9)
+* [TestFlight用法 包教包会(内部测试篇)](https://www.jianshu.com/p/4be185e4069c)
+* [TestFlight使用之外部测试 包教包会](https://www.jianshu.com/p/c6411fbe5781)
+* [Unity提审AppStore踏坑指南](https://shadowkong.com/archives/2173)
+
+### il2cpp
+* [IL2CPP Overview](https://docs.unity3d.com/Manual/IL2CPP.html)
+* [An introduction to IL2CPP internals](https://blog.unity.com/technology/an-introduction-to-ilcpp-internals?_ga=2.187282792.1133497839.1631591825-153368541.1631591825)
+* [Unity将来时:IL2CPP是什么?](https://zhuanlan.zhihu.com/p/19972689)
+* [简单了解Mono和IL2CPP](https://www.dazhuanlan.com/hj1234/topics/1288820)
+* [用Unity制作游戏,你需要深入了解一下IL2CPP](http://www.gameres.com/339671.html)
+* [关于优化的二三事:Unity 2020 LTS中的托管代码剥离](https://mp.weixin.qq.com/s/YlWLVJaHmZUCdXDdFwYz-A)
+* [How to add compiler or linker flags for il2cpp invocation](https://answers.unity.com/questions/1610105/how-to-add-compiler-or-linker-flags-for-il2cpp-inv.html)
+* [详解三大编译器:gcc、llvm 和 clang](https://zhuanlan.zhihu.com/p/357803433)
+
+### iOS重签名
+* [ios-app-signer](https://github.com/DanTheMan827/ios-app-signer)
+* [iOS包重签名技术知识](https://juejin.cn/post/6844904050228461575)
+* [iOS软件包ipa重签名详解](https://www.jianshu.com/p/609109d41628)
+
+### iOS 应用上传
+* [Xcode11 使用终端上传ipa](https://www.jianshu.com/p/56d57eef81de)
+* [Xcode11 之后上传 ipa文件到APP store](https://www.jianshu.com/p/767ab0f5c8e9)
+* [上传工具](https://help.apple.com/app-store-connect/#/devb1c185036)
+
+### ssh客户端
+* [tabby](https://github.com/Eugeny/tabby)
+* [MobaXterm](https://mobaxterm.mobatek.net/)
+
+### FastBuild
+* [fastbuild Github](https://github.com/fastbuild/fastbuild)
+* [FastBuild](https://www.fastbuild.org/docs/home.html)
+* [使用FASTBuild加速Unreal Engine编译](https://blog.csdn.net/cjw_soledad/article/details/117362397)
+* [fastbuild support shader build](https://github.com/VicentChen/fastbuild-ue4.26.2/commit/f99dcc9ce698b92caa788016d72c1c29e18df751)
+* [fastbuild compress compiled object](https://github.com/VicentChen/fastbuild-ue4.26.2/commit/280d92e19fce3af4ac86211f73aac317936f7afa)
+* [保姆式教你使用FASTBuild对UE4进行联机编译](https://zhuanlan.zhihu.com/p/158400394)
+* [Utility to build Visual Studio solutions and projects with FASTBuild, supports VS2015/2017/2019](https://github.com/LendyZhang/msfastbuild)
+* [FASTBuild-Dashboard](https://github.com/hillin/FASTBuild-Dashboard)
+* [使用Fastbuild加快UnrealEngine编译速度](https://blueroses.top/2021/11/04/shi-yong-fastbuild-jia-kuai-unrealengine-bian-yi-su-du/)
+* [笔记_fastbuild](https://github.com/sbfhy/note_fastbuild/tree/master/files)
+* [初识FASTBuild 一个大幅提升C/C++项目编译速度的分布式编译工具](https://www.cnblogs.com/tangxin-blog/p/8635438.html)
+
+### IncrediBuild
+* [IncrediBuild 联合编译-教程](https://blog.csdn.net/longji/article/details/118211274)
+* [IncrediBuild文档](https://docs.incredibuild.cn/win/latest/windows/index.html)
+
+### apple-silicon
+* [apple-silicon](https://developer.apple.com/documentation/apple-silicon)
+
+### UE
+* [Build Unreal Engine & games with Jenkins on GKE/GCE](https://github.com/falldamagestudio/UE-Jenkins-BuildSystem)
+
+### 加速构建
+* [利用多进程并行化加速Unity资源构建](https://blog.uwa4d.com/archives/USparkle_Multi_process.html)
+* [multiprocess buildpipeline for unity](https://github.com/jiangzhhhh/Unity-MultiProcess-BuildPipeline)
+
+### Jam
+* [Unity jam build system发展史](https://blog.csdn.net/weixin_41044151/article/details/118607654)
diff --git a/CPlusPlus/README.md b/CPlusPlus/README.md
new file mode 100644
index 000000000..9e383674a
--- /dev/null
+++ b/CPlusPlus/README.md
@@ -0,0 +1,374 @@
+# C++实用仓库
+>* [详细的C/C++编程规范指南](https://github.com/Qihoo360/safe-rules)
+>* [single_file_libs](https://github.com/nothings/single_file_libs)
+>* [AwesomeCppGameDev](https://github.com/Caerind/AwesomeCppGameDev)
+>* [A simple C++11 Thread Pool implementation](https://github.com/progschj/ThreadPool)
+>* [C++ IPC Library](https://github.com/mutouyun/cpp-ipc)
+>* [MiniScript](https://github.com/JoeStrout/miniscript)
+>* [LANDrop](https://github.com/LANDrop/LANDrop)
+>* [jit-tutorial](https://github.com/spencertipping/jit-tutorial)
+>* [JSON for Modern C++](https://github.com/nlohmann/json)
+>* [SQLiteCpp](https://github.com/SRombauts/SQLiteCpp)
+>* [open-source binary diff, delta/differential compression tools](https://github.com/jmacd/xdelta)
+>* [A Small C Compiler](https://github.com/rui314/8cc)
+>* [The Polygon Mesh Processing Library](https://github.com/pmp-library/pmp-library)
+>* [Bloaty McBloatface: a size profiler for binaries](https://github.com/google/bloaty)
+>* [awesome-cpp](https://github.com/fffaraz/awesome-cpp)
+>* [Lossy PNG compressor](https://github.com/kornelski/pngquant)
+>* [Zopfli Compression Algorithm is a compression library programmed in C](https://github.com/google/zopfli)
+>* [astc-codec](https://github.com/google/astc-codec)
+>* [C/C++学习,后端开发进阶指南](https://github.com/balloonwj/CppGuide)
+>* [C11 Lock-free Stack](https://github.com/skeeto/lstack)
+>* [Minimal HMAC-SHA256 implementation in C / C++](https://github.com/h5p9sl/hmac_sha256)
+>* [UNIX-like operating system written in C and C++](https://github.com/heatd/Onyx)
+>* [A C++ library for interacting with JSON](https://github.com/open-source-parsers/jsoncpp)
+>* [FlatBuffers: Memory Efficient Serialization Library](https://github.com/google/flatbuffers)
+>* [recastnavigation](https://github.com/recastnavigation/recastnavigation)
+>* [Read binary Excel files from C/C++](https://github.com/libxls/libxls)
+>* [TrafficMonitor](https://github.com/zhongyang219/TrafficMonitor)
+>* [Box2D is a 2D physics engine for games](https://github.com/erincatto/box2d)
+>* [OpenSCAD - The Programmers Solid 3D CAD Modeller](https://github.com/openscad/openscad)
+>* [FreeCAD](https://github.com/FreeCAD/FreeCAD)
+>* [Lock-free ring buffer (MPSC)](https://github.com/rmind/ringbuf)
+>* [Cap'n Proto serialization/RPC system - core tools and C++ library](https://github.com/capnproto/capnproto)
+>* [video encryption for h264](https://github.com/jiulong80s/VIdeoEncryption)
+>* [Trafficserver plugin drm 视频文件拖拽加减密处理 ---mp4](https://github.com/xieyugui/drm_mp4)
+>* [FFmpeg](https://github.com/FFmpeg/FFmpeg)
+>* [A cross platform OCR Library based on PaddleOCR & OnnxRuntime](https://github.com/RapidAI/RapidOCR)
+>* [OCR离线图片文字识别命令行程序](https://github.com/hiroi-sora/PaddleOCR-json)
+>* [A C++ High Performance Web Server](https://github.com/linyacool/WebServer)
+>* [Edyn is a real-time physics engine organized as an ECS](https://github.com/xissburg/edyn)
+>* [超轻量级中文ocr](https://github.com/DayBreak-u/chineseocr_lite)
+>* [A CMake toolchain file for iOS, macOS, watchOS & tvOS C/C++/Obj-C++ development](https://github.com/leetal/ios-cmake)
+>* [Mesh parameterization / UV unwrapping library](https://github.com/jpcy/xatlas)
+>* [A small C compiler](https://github.com/rui314/chibicc)
+>* [Spout plugin for Unity](https://github.com/keijiro/KlakSpout)
+>* [Cross-platform internet download manager for HTTP(S), FTP(S), magnet-link, BitTorrent, ed2k, and online videos](https://github.com/filecxx/FileCentipede)
+>* [lz4](https://github.com/lz4/lz4)
+>* [Zstandard - Fast real-time compression algorithm](https://github.com/facebook/zstd)
+>* [A high performance fiber RPC network framework. 高性能协程RPC网络框架](https://github.com/zavier-wong/acid)
+>* [C++14 coroutine-based task library for games](https://github.com/westquote/SquidTasks)
+>* [The MongoDB Database](https://github.com/mongodb/mongo)
+>* [Emscripten: An LLVM-to-WebAssembly Compiler](https://github.com/emscripten-core/emscripten)
+>* [KCP协议基本数据结构和算法介绍](https://github.com/frimin/learning-kcp-protocol)
+>* [Corvusoft's Restbed framework brings asynchronous RESTful functionality to C++14 applications](https://github.com/Corvusoft/restbed)
+>* [GPU time metric for Unity apps (currently limited to Android/GLES)](https://github.com/google/render-timing-for-unity)
+>* [llvm-project](https://github.com/llvm/llvm-project)
+>* [SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics API](https://github.com/google/swiftshader)
+>* [ios-app-signer](https://github.com/DanTheMan827/ios-app-signer)
+>* [TTToolbox provides useful helper scripts to automate your character integration workflows in Unreal Engine](https://github.com/tuatec/TTToolbox)
+>* [Automatic Differentiation in Geometry Processing Made Simple](https://github.com/patr-schm/TinyAD)
+>* [Blazing fast memory allocator designed for video games meets .NET](https://github.com/nxrighthere/Smmalloc-CSharp)
+>* [RT-Thread is an open source IoT operating system](https://github.com/RT-Thread/rt-thread)
+>* [A C++20 coroutine implementation for Unreal Engine 5](https://github.com/landelare/ue5coro)
+>* [🔍 A Hex Editor for Reverse Engineers, Programmers and people who value their retinas when working at 3 AM](https://github.com/WerWolv/ImHex)
+>* [The fastest C JSON library](https://github.com/ibireme/yyjson)
+>* [OOMDetector](https://github.com/Tencent/OOMDetector)
+>* [腾讯柠檬清理](https://github.com/Tencent/lemon-cleaner)
+>* [stb single-file public domain libraries for C/C++](https://github.com/nothings/stb)
+>* [BS::thread_pool: a fast, lightweight, and easy-to-use C++17 thread pool library](https://github.com/bshoshany/thread-pool)
+>* [Library for collision detection between two convex shapes](https://github.com/danfis/libccd)
+>* [A native alternative to the heavy Electron Unity Hub, written in C++](https://github.com/Ravbug/UnityHubNative)
+>* [Emscripten: An LLVM-to-WebAssembly Compiler](https://github.com/emscripten-core/emscripten)
+>* [A fast file search utility for Unix-like systems based on GTK+3](https://github.com/cboxdoerfer/fsearch)
+>* [asio](https://github.com/chriskohlhoff/asio)
+>* [C/C++ Performance Profiler](https://github.com/google/orbit)
+>* [A CMake toolchain file for iOS, macOS, watchOS & tvOS C/C++/Obj-C++ development](https://github.com/leetal/ios-cmake)
+>* [The fastest and most memory efficient lattice Boltzmann CFD software](https://github.com/ProjectPhysX/FluidX3D)
+>* [A professional cross-platform SSH/Sftp/Shell/Telnet/Serial terminal](https://github.com/kingToolbox/WindTerm)
+>* [imgui](https://github.com/ocornut/imgui)
+>* [Combustion engine simulator that generates realistic audio](https://github.com/ange-yaghi/engine-sim)
+>* [An implementation of radix heap](https://github.com/iwiwi/radix-heap)
+>* [tinyrenderer](https://github.com/ssloy/tinyrenderer)
+>* [OpenGL 4.6 on Metal](https://github.com/openglonmetal/MGL)
+>* [A high performance layer 4 load balancer](https://github.com/facebookincubator/katran)
+>* [简易十字链表AOI(Area Of Interest)算法实现](https://github.com/CandyMi/aoi-c)
+>* [A BSD-based OS project that aims to provide an experience like and some compatibility with macOS](https://github.com/ravynsoft/ravynos)
+>* [Cemu is a Wii U emulator](https://github.com/cemu-project/Cemu)
+>* [aria2 - The ultra fast download utility](https://github.com/aria2/aria2)
+>* [sanitizers](https://github.com/google/sanitizers)
+>* [Metareflect is a lightweight reflection system for C++, based on LLVM and Clangs libtooling](https://github.com/Leandros/metareflect)
+>* [Reactive programming & data binding in C++](https://github.com/KDAB/KDBindings)
+>* [A simple C++11 Thread Pool implementation(改进版)](https://github.com/log4cplus/ThreadPool)
+>* [A simple C++11 Thread Pool implementation(原版)](https://github.com/progschj/ThreadPool)
+>* [An NES emulator in C++](https://github.com/amhndu/SimpleNES)
+>* [libfv is C++20 header-only network library, support TCP/SSL/Http/websocket server and client](https://github.com/fawdlstty/libfv)
+>* [xxHash doc](http://cyan4973.github.io/xxHash/)
+>* [xxHash Extremely fast non-cryptographic hash algorithm](https://github.com/Cyan4973/xxHash)
+>* [gfx - A minimalist and easy to use graphics API](https://github.com/gboisse/gfx)
+>* [Cross-platform asynchronous I/O](https://github.com/libuv/libuv)
+>* [Cross-platform user-friendly xlsx library for C++11](https://github.com/tfussell/xlnt)
+>* [Single file collision detection and dynamics library](https://github.com/mackron/miniphysics)
+>* [C++ header-only library for generic data validation](https://github.com/evgeniums/cpp-validator)
+>* [A General-purpose Parallel and Heterogeneous Task Programming System](https://github.com/taskflow/taskflow)
+>* [nanoflann: a C++11 header-only library for Nearest Neighbor (NN) search with KD-trees](https://github.com/jlblancoc/nanoflann)
+>* [The Boehm-Demers-Weiser conservative C/C++ Garbage Collector (bdwgc, also known as bdw-gc, boehm-gc, libgc)](https://github.com/ivmai/bdwgc)
+>* [HAP video player plugin for Unity](https://github.com/keijiro/KlakHap)
+>* [langcc: A Next-Generation Compiler Compiler](https://github.com/jzimmerman/langcc)
+>* [Collection of various algorithms in mathematics, machine learning, computer science and physics implemented in C++ for educational purposes](https://github.com/TheAlgorithms/C-Plus-Plus)
+>* [JoltPhysics C# bindings](https://github.com/amerkoleci/JoltPhysicsSharp)
+>* [Real-time GUI layout designer for Dear ImGui](https://github.com/Raais/ImStudio)
+>* [A flexible tool for redirecting a given program's TCP traffic to SOCKS5 or HTTP proxy](https://github.com/hmgle/graftcp)
+>* [A fast entity component system (ECS) for C & C++](https://github.com/SanderMertens/flecs)
+>* [The POCO C++ Libraries are powerful cross-platform C++ libraries for building network- and internet-based applications that run on desktop, server, mobile, IoT, and embedded systems.](https://github.com/pocoproject/poco)
+>* [Small, portable implementation of the C11 threads API](https://github.com/tinycthread/tinycthread)
+>* [A tiny, URL-friendly, unique string ID generator for C++, implementation of ai's nanoid](https://github.com/mcmikecreations/nanoid_cpp)
+>* [Webots Robot Simulator](https://github.com/cyberbotics/webots)
+>* [SML: C++14 State Machine Library](https://github.com/boost-ext/sml)
+>* [EASTL](https://github.com/electronicarts/EASTL)
+>* [udp2raw](https://github.com/wangyu-/udp2raw)
+>* [uSockets-Miniscule cross-platform eventing, networking & crypto for async applications](https://github.com/uNetworking/uSockets)
+>* [DearPyGui](https://github.com/hoffstadt/DearPyGui)
+>* [hash_table](https://github.com/anholt/hash_table)
+>* [rts-path-finding](https://github.com/guinzoo/rts-path-finding)
+>* [kdtree-cpp](https://github.com/cdalitz/kdtree-cpp)
+>* [Argument Parser for Modern C++](https://github.com/p-ranav/argparse)
+>* [Triton Python, C++ and Java client libraries, and GRPC-generated client](https://github.com/triton-inference-server/client)
+>* [cpp-btree(Modern C++ B-tree containers)](https://github.com/Kronuz/cpp-btree)
+>* [Gource-software version control visualization](https://github.com/acaudwell/Gource)
+>* [tinyexpr-plusplus(Tiny recursive descent expression parser, compiler, and evaluation engine for math expressions in C++)](https://github.com/Blake-Madden/tinyexpr-plusplus)
+>* [yasio(A multi-platform support c++11 library with focus on asio (asynchronous socket I/O) for any client applications)](https://github.com/yasio/yasio)
+>* [Good Game, Peace Out Rollback Network SDK](https://github.com/pond3r/ggpo)
+>* [STX-C++17 & C++ 20 error-handling and utility extensions](https://github.com/lamarrr/STX)
+>* [flatbuffers](https://github.com/google/flatbuffers)
+>* [uvw-Header-only, event based, tiny and easy to use libuv wrapper in modern C++](https://github.com/skypjack/uvw)
+>* [minicoro-Single header asymmetric stackful cross-platform coroutine library in pure C](https://github.com/edubart/minicoro)
+>* [foundationdb-FoundationDB - the open source, distributed, transactional key-value store](https://github.com/apple/foundationdb)
+>* [simplecpp-C++ preprocessor](https://github.com/danmar/simplecpp)
+>* [stdexec-`std::execution`, the proposed C++ framework for asynchronous and parallel programming](https://github.com/NVIDIA/stdexec)
+>* [voronoi-A C implementation for creating 2D voronoi diagrams](https://github.com/JCash/voronoi)
+>* [linmath.h-a lean linear math library, aimed at graphics programming. Supports vec3, vec4, mat4x4 and quaternions](https://github.com/datenwolf/linmath.h)
+>* [c89str-C89-compatible, single file, public domain string library](https://github.com/mackron/c89str)
+>* [earcut.hpp-Fast, header-only polygon triangulation](https://github.com/mapbox/earcut.hpp)
+>* [byopen-🎉A dlopen library that bypasses mobile system limitation](https://github.com/hack0z/byopen)
+>* [lnav-Log file navigator](https://github.com/tstack/lnav)
+>* [renderdoc-RenderDoc is a stand-alone graphics debugging tool](https://github.com/baldurk/renderdoc)
+>* [hshg-2D Hierarchical Spatial Hash Grid written in C](https://github.com/supahero1/hshg)
+>* [brpc](https://github.com/apache/brpc)
+>* [gc-Simple, zero-dependency garbage collection for C](https://github.com/mkirchner/gc)
+>* [libtree-ldd as a tree](https://github.com/haampie/libtree)
+>* [sokol-minimal cross-platform standalone C headers](https://github.com/floooh/sokol)
+>* [Num-Single file header only C++ implementation of BigInteger](https://github.com/983/Num)
+>* [box2d-Box2D is a 2D physics engine for games](https://github.com/erincatto/box2d)
+>* [movfuscator-The single instruction C compiler](https://github.com/Battelle/movfuscator)
+>* [Melon-A generic cross-platform asynchronous high-performance C framework](https://github.com/Water-Melon/Melon)
+>* [ugc-A single-header incremental garbage collector library](https://github.com/bullno1/ugc)
+>* [sol2-C++ library binding to Lua](https://github.com/ThePhD/sol2)
+>* [OcclusionCulling](https://github.com/GameTechDev/OcclusionCulling)
+>* [fluxsort-A branchless stable quicksort / mergesort hybrid](https://github.com/scandum/fluxsort)
+>* [yalantinglibs-A collection of C++20 libraries, include async_simple, coro_rpc and struct_pack](https://github.com/alibaba/yalantinglibs)
+>* [hashcat-World's fastest and most advanced password recovery utility](https://github.com/hashcat/hashcat)
+>* [nvtop-GPUs process monitoring for AMD, Intel and NVIDIA](https://github.com/Syllo/nvtop)
+>* [fast_io-Significantly faster input/output for C++20](https://github.com/cppfastio/fast_io)
+>* [librg-🚀 Making multi-player gamedev simpler since 2017](https://github.com/zpl-c/librg)
+>* [zpl-📐 Pushing the boundaries of simplicity](https://github.com/zpl-c/zpl)
+>* [GameNetworkingSockets](https://github.com/ValveSoftware/GameNetworkingSockets)
+>* [msquic-Cross-platform, C implementation of the IETF QUIC protocol, exposed to C, C++, C# and Rust](https://github.com/microsoft/msquic)
+>* [crossguid-Lightweight cross platform C++ GUID/UUID library](https://github.com/graeme-hill/crossguid)
+>* [asio2-Header only c++ network library](https://github.com/zhllxt/asio2)
+>* [async_simple - 阿里巴巴开源的轻量级C++异步框架](https://github.com/alibaba/async_simple)
+>* [compressonator-Tool suite for Texture and 3D Model Compression, Optimization and Analysis using CPUs, GPUs and APUs](https://github.com/GPUOpen-Tools/compressonator)
+>* [date-A date and time library based on the C++11/14/17 header](https://github.com/HowardHinnant/date)
+>* [cute_headers-Collection of cross-platform one-file C/C++ libraries with no dependencies, primarily used for games](https://github.com/RandyGaul/cute_headers)
+>* [meta-Header-only, non-intrusive and macro-free runtime reflection system in C++](https://github.com/skypjack/meta)
+>* [A tiny C++ obfuscation framework](https://github.com/fritzone/obfy)
+>* [libsodium-A modern, portable, easy to use crypto library](https://github.com/jedisct1/libsodium)
+>* [cc compare-一款可替换beycond compare, 免费使用的代码同步对比工具](https://github.com/cxasm/cc-compare)
+>* [minivm-A VM That is Dynamic and Fast](https://github.com/FastVM/minivm)
+>* [dbg-macro A dbg(…) macro for C++](https://github.com/sharkdp/dbg-macro)
+>* [async.h-Stackless Async Subroutines for C](https://github.com/naasking/async.h)
+>* [pybind11](https://github.com/pybind/pybind11)
+>* [Crow-A Fast and Easy to use microframework for the web](https://github.com/CrowCpp/Crow)
+>* [ice - Comprehensive RPC framework with support for C++, C#, Java, JavaScript, Python and more](https://github.com/zeroc-ice/ice)
+>* [smap-DLL scatter manual mapper](https://github.com/btbd/smap)
+>* [UnityRenderStreaming](https://github.com/Luis797/UnityRenderStreaming)
+>* [yoga - a cross-platform layout engine which implements Flexbox](https://github.com/facebook/yoga)
+>* [cpp-lazy](https://github.com/MarcDirven/cpp-lazy)
+>* [cpp-rotor](https://github.com/basiliscos/cpp-rotor)
+>* [rres - A simple and easy-to-use file-format to package resources](https://github.com/raysan5/rres)
+>* [raylib - A simple and easy-to-use library to enjoy videogames programming](https://github.com/raysan5/raylib)
+>* [CV-CUDA](https://github.com/CVCUDA/CV-CUDA)
+>* [terminalvideoplayer](https://github.com/TheRealOrange/terminalvideoplayer)
+>* [rsync](https://github.com/WayneD/rsync)
+>* [c11threads](https://github.com/jtsiomb/c11threads)
+>* [firebuild](https://github.com/firebuild/firebuild)
+>* [fiber-job-system](https://github.com/Freeeaky/fiber-job-system)
+>* [pcileech-Direct Memory Access (DMA) Attack Software](https://github.com/ufrisk/pcileech)
+>* [azerothcore-wotlk - Complete Open Source and Modular solution for MMO](https://github.com/azerothcore/azerothcore-wotlk)
+>* [brotli - Brotli compression format](https://github.com/google/brotli)
+>* [C++ header-only fixed-point math library](https://github.com/MikeLankamp/fpm)
+>* [spdlog - Fast C++ logging library](https://github.com/gabime/spdlog)
+>* [Motion-Matching](https://github.com/orangeduck/Motion-Matching)
+>* [tinyobjloader](https://github.com/tinyobjloader/tinyobjloader)
+>* [egos-2000 A minimal operating system (2K LOC) on QEMU and a RISC-V board](https://github.com/yhzhang0128/egos-2000)
+>* [libcoro C++20 coroutine library](https://github.com/jbaldwin/libcoro)
+>* [matxscript - A high-performance, extensible Python AOT compiler](https://github.com/bytedance/matxscript)
+>* [workflow - C++ Parallel Computing and Asynchronous Networking Engine](https://github.com/sogou/workflow)
+>* [Simd - C++ image processing and machine learning library with using of SIMD](https://github.com/ermig1979/Simd)
+>* [stacktrace - C++ library for storing and printing backtraces](https://github.com/boostorg/stacktrace)
+>* [FFSM2-High-Performance Flat Finite State Machine Framework](https://github.com/andrew-gresyk/FFSM2)
+>* [fast-hash](https://github.com/ztanml/fast-hash)
+>* [sse2neon - A translator from Intel SSE intrinsics to Arm/Aarch64 NEON implementation](https://github.com/DLTcollab/sse2neon)
+>* [zxing-cpp(C++ port of ZXing)](https://github.com/zxing-cpp/zxing-cpp)
+>* [rang-A Minimal, Header only Modern c++ library for terminal goodies](https://github.com/agauniyal/rang)
+>* [yue - A library for creating native cross-platform GUI apps](https://github.com/yue/yue)
+>* [std-simd](https://github.com/VcDevel/std-simd)
+>* [nsjail - 一个轻量级的进程隔离工具](https://github.com/google/nsjail)
+>* [darktable - darktable is an open source photography workflow application and raw developer](https://github.com/darktable-org/darktable)
+>* [MemoryModule - Library to load a DLL from memory](https://github.com/fancycode/MemoryModule)
+>* [ApkDiffPatch](https://github.com/sisong/ApkDiffPatch)
+>* [dumplib - Import library generator for x86 PE files](https://github.com/Mattiwatti/dumplib)
+>* [btop - A monitor of resources](https://github.com/aristocratos/btop)
+>* [Inject-dll-by-APC](https://github.com/3gstudent/Inject-dll-by-APC)
+>* [cstl - C STL - a Server Toolbox Library for C, including JSON processing, hash maps, dynamic arrays, binary strings and more](https://github.com/facil-io/cstl)
+>* [NumCpp](https://github.com/dpilger26/NumCpp)
+>* [minicoro - Single header stackful cross-platform coroutine library in pure C](https://github.com/edubart/minicoro)
+>* [astc-encoder](https://github.com/ARM-software/astc-encoder)
+>* [ProcessHider](https://github.com/M00nRise/ProcessHider)
+>* [VMPilot - VMPilot: A Modern C++ Virtual Machine SDK](https://github.com/25077667/VMPilot)
+>* [eventbus - A simple, header only event bus library written in modern C++17](https://github.com/DeveloperPaul123/eventbus)
+>* [pipe - Fundational library of cross-platform features](https://github.com/PipeRift/pipe)
+>* [InterSpec - spectral radiation analysis software](https://github.com/sandialabs/InterSpec)
+>* [PhaseBetweener](https://github.com/pauzii/PhaseBetweener)
+>* [process_ghosting](https://github.com/hasherezade/process_ghosting)
+>* [EABase](https://github.com/electronicarts/EABase)
+>* [lua-lz4](https://github.com/witchu/lua-lz4)
+>* [ffmpeg.wasm](https://github.com/ffmpegwasm/ffmpeg.wasm)
+>* [wxWidgets - Cross-Platform C++ GUI Library](https://github.com/wxWidgets/wxWidgets)
+>* [blazingmq - A modern high-performance open source message queuing system](https://github.com/bloomberg/blazingmq)
+>* [epoller - epoll implementation for connections in Linux, MacOS and Windows](https://github.com/smallnest/epoller)
+>* [nolimix86 - x86 virtual machine with unlimited registers](https://github.com/francisvm/nolimix86)
+>* [sparsehash - C++ associative containers](https://github.com/sparsehash/sparsehash)
+>* [NanoSockets - Lightweight UDP sockets abstraction for rapid implementation of message-oriented protocols](https://github.com/nxrighthere/NanoSockets)
+>* [CppDelegates - Single C++ header/source file that implements modern delegates](https://github.com/simco50/CppDelegates)
+>* [sizer - Win32/64 executable size reporting](https://github.com/aras-p/sizer)
+>* [Effekseer](https://github.com/effekseer/Effekseer)
+>* [c_math_library - Highly optimized, single-header, 3D math library written in C](https://github.com/pbotmeyertron/c_math_library)
+>* [decenc - Binary-to-text encoding/decoding algorithms implemented in C++](https://github.com/serge1/decenc)
+>* [jank - A Clojure dialect hosted on LLVM with native C++ interop](https://github.com/jank-lang/jank)
+>* [RawTherapee - A powerful cross-platform raw photo processing program](https://github.com/Beep6581/RawTherapee)
+>* [CefViewCore - A common library providing clean and easy consuming of CEF](https://github.com/CefView/CefViewCore)
+>* [cppLox - A tree-walker && virtual-machine && JIT interpreter for Lox language](https://github.com/edimetia3d/cppLox)
+>* [iPlug2 - C++ Audio Plug-in Framework for desktop, mobile and web](https://github.com/iPlug2/iPlug2)
+>* [coost - A tiny boost library in C++11](https://github.com/idealvin/coost)
+>* [primihub - 由密码学专家团队打造的开源隐私计算平台](https://github.com/primihub/primihub)
+>* [ufbx - Single source file FBX loader](https://github.com/ufbx/ufbx)
+>* [sqlite_zstd_vfs](https://github.com/mlin/sqlite_zstd_vfs)
+>* [sonobus](https://github.com/sonosaurus/sonobus)
+>* [musializer - Music Visualizer](https://github.com/tsoding/musializer)
+>* [react-native - A framework for building native applications using React](https://github.com/facebook/react-native)
+>* [sol2 - C++ <-> Lua API wrapper](https://github.com/ThePhD/sol2)
+>* [OpenUSD - Universal Scene Description](https://github.com/PixarAnimationStudios/OpenUSD)
+>* [arrow - Apache Arrow is a multi-language toolbox for accelerated data interchange and in-memory processing](https://github.com/apache/arrow)
+>* [cosmopolitan - build-once run-anywhere c library](https://github.com/jart/cosmopolitan)
+>* [UnityCapture](https://github.com/schellingb/UnityCapture)
+>* [Sourcetrail - free and open-source interactive source explorer](https://github.com/CoatiSoftware/Sourcetrail)
+>* [tracy - Frame profiler](https://github.com/wolfpld/tracy)
+>* [optick - C++ Profiler For Games](https://github.com/bombomby/optick)
+>* [physfs - A portable, flexible file i/o abstraction](https://github.com/icculus/physfs)
+>* [IPC - Microsoft](https://github.com/microsoft/IPC)
+>* [cista - Cista is a simple, high-performance, zero-copy C++ serialization & reflection library](https://github.com/felixguendling/cista)
+>* [async - Coroutines for C++20 & asio](https://github.com/klemens-morgenstern/async)
+>* [deterministic_float - 高性能、一致性计算的软件浮点数](https://github.com/devlinzhou/deterministic_float)
+>* [libaudiodecoder - The Cross-Platform Audio Decoder API](https://github.com/asantoni/libaudiodecoder)
+>* [kuma - A network library implemented in C++](https://github.com/Jamol/kuma)
+>* [wepoll: fast epoll for windows](https://github.com/piscisaureus/wepoll)
+>* [CVector](https://github.com/rswinkle/CVector)
+>* [type_list](https://github.com/marzer/type_list)
+>* [mpv - 🎥 Command line video player](https://github.com/mpv-player/mpv)
+>* [smhasher - Hash function quality and speed tests](https://github.com/rurban/smhasher)
+>* [openh264 - Open Source H.264 Codec](https://github.com/cisco/openh264)
+>* [cpp-dump](https://github.com/philip82148/cpp-dump)
+>* [aseprite - Animated sprite editor & pixel art tool](https://github.com/aseprite/aseprite)
+>* [OrangeC - OrangeC Compiler And Tool Chain](https://github.com/LADSoft/OrangeC)
+>* [docopt.cpp - C++11 port of docopt](https://github.com/docopt/docopt.cpp)
+>* [IconFontCppHeaders](https://github.com/juliettef/IconFontCppHeaders)
+>* [eventpp - Event Dispatcher and callback list for C++](https://github.com/wqking/eventpp)
+>* [httpserver.h - Single header library for writing non-blocking HTTP servers in C](https://github.com/jeremycw/httpserver.h)
+>* [cereal - A C++11 library for serialization](https://github.com/USCiLab/cereal)
+>* [hashmap.c](https://github.com/tidwall/hashmap.c)
+>* [BVHView - A simple viewer for the .bvh animation file format](https://github.com/orangeduck/BVHView)
+>* [mpsc-queue - A C11 implementation of D. Vyukov MPSC queue](https://github.com/grivet/mpsc-queue)
+>* [libvfs - Small module based vfs library in c](https://github.com/topfs2/libvfs)
+>* [draco - Draco is a library for compressing and decompressing 3D geometric meshes and point clouds](https://github.com/google/draco)
+>* [velox - A C++ vectorized database acceleration library](https://github.com/facebookincubator/velox)
+>* [loguru - A lightweight C++ logging library](https://github.com/emilk/loguru)
+>* [tinyexpr - tiny recursive descent expression parser, compiler, and evaluation engine for math expressions](https://github.com/codeplea/tinyexpr)
+>* [microps - An implementation of a small TCP/IP protocol stack for learning](https://github.com/pandax381/microps)
+>* [httpserver - Http server is written on C++14 language](https://github.com/awwit/httpserver)
+>* [assimp - The official Open-Asset-Importer-Library Repository](https://github.com/assimp/assimp)
+>* [uthash - C macros for hash tables and more](https://github.com/troydhanson/uthash)
+>* [ExcaliburHash](https://github.com/SergeyMakeev/ExcaliburHash)
+>* [parson - Lightweight JSON library written in C](https://github.com/kgabis/parson)
+>* [cppparser - A library to parse C/C++ source as AST](https://github.com/satya-das/cppparser)
+>* [tlsf - Two-Level Segregated Fit memory allocator implementation](https://github.com/mattconte/tlsf)
+>* [cppcoro- A library of C++ coroutine abstractions for the coroutines TS](https://github.com/lewissbaker/cppcoro)
+>* [c_std - Implementation of C++ standard libraries in C](https://github.com/KaisenAmin/c_std)
+>* [NativeThreadpool - Work, timer, and wait callback example using solely Native Windows APIs](https://github.com/fin3ss3g0d/NativeThreadpool)
+>* [TimeSync - TimeSync: Time Synchronization Library in Portable C++](https://github.com/catid/TimeSync)
+>* [C-Thread-Pool](https://github.com/Pithikos/C-Thread-Pool)
+>* [TinySoundFont](https://github.com/schellingb/TinySoundFont)
+>* [tinyfecVPN](https://github.com/wangyu-/tinyfecVPN)
+>* [ladybird-Truly independent web browser](https://github.com/LadybirdBrowser/ladybird)
+>* [FiberTaskingLib - A library for enabling task-based multi-threading. It allows execution of task graphs with arbitrary dependencies](https://github.com/RichieSams/FiberTaskingLib)
+>* [blink - A tool which allows you to edit source code of any MSVC C++ project live at runtime](https://github.com/crosire/blink)
+>* [tiny-utf8 Unicode (UTF-8) capable std::string](https://github.com/DuffsDevice/tiny-utf8)
+>* [asyncplusplus - Async++ concurrency framework for C++11](https://github.com/Amanieu/asyncplusplus)
+>* [Flexible, user expandable 2D animation software for Linux and Windows](https://github.com/MaurycyLiebner/enve)
+>* [json.cpp - JSON for Classic C++](https://github.com/jart/json.cpp)
+>* [luaaa - C++ to LUA binding tool in a single](https://github.com/gengyong/luaaa)
+>* [utf8.h - single header utf8 string functions for C and C++](https://github.com/sheredom/utf8.h)
+>* [verysleepy - Very Sleepy, a sampling CPU profiler for Windows](https://github.com/VerySleepy/verysleepy)
+>* [cling - The interactive C++ interpreter Cling](https://github.com/vgvassilev/cling)
+>* [tlse - Single C file TLS 1.2/1.3 implementation, using tomcrypt as crypto library](https://github.com/eduardsui/tlse)
+>* [earcut - Fast, header-only polygon triangulation](https://github.com/mapbox/earcut.hpp)
+>* [dr_libs](https://github.com/mackron/dr_libs)
+>* [cppparser - A library to parse C/C++ source as AST](https://github.com/satya-das/cppparser)
+>* [tiny-regex-c](https://github.com/kokke/tiny-regex-c)
+>* [imgui-node-editor](https://github.com/thedmd/imgui-node-editor)
+>* [mold - A Modern Linker 🦠](https://github.com/rui314/mold)
+>* [chibicc - A small C compiler](https://github.com/rui314/chibicc)
+>* [fil-c:completely compatible memory safety for C and C++](https://github.com/pizlonator/fil-c)
+>* [openzl - A novel data compression framework](https://github.com/facebook/openzl)
+>* [The Algorithms - Collection of various algorithms in mathematics, machine learning, computer science, physics, etc implemented in C for educational purposes](https://github.com/TheAlgorithms/C)
+>* [Clipper2 - Polygon Clipping and Offsetting - C++, C# and Delphi](https://github.com/AngusJohnson/Clipper2)
+>* [clice - A next-generation C++ language server for modern C++, focused on high performance and deep code intelligence](https://github.com/clice-io/clice)
+>* [miniaudio -Audio playback and capture library written in C, in a single source file](https://github.com/mackron/miniaudio)
+>* [deskflow - Share a single keyboard and mouse between multiple computers](https://github.com/deskflow/deskflow)
+>* [watchman - Watches files and records, or triggers actions, when they change](https://github.com/facebook/watchman)
+>* [crun - A fast and lightweight fully featured OCI runtime and C library for running containers](https://github.com/containers/crun)
+
+## Shader
+>* [ShaderLab](https://github.com/BobLChen/ShaderLab/)
+>* [DirectXShaderCompiler](https://github.com/microsoft/DirectXShaderCompiler)
+>* [HLSLcc-DirectX shader bytecode cross compiler](https://github.com/Unity-Technologies/HLSLcc)
+>* [HLSLCrossCompiler](https://github.com/James-Jones/HLSLCrossCompiler)
+>* [XShaderCompiler](https://github.com/LukasBanana/XShaderCompiler)
+
+## WebMProject
+>* [webmproject官网](https://www.webmproject.org/code/)
+>* [libvpx github-Mirror](https://github.com/webmproject/libvpx/)
+>* [libvpx](https://chromium.googlesource.com/webm/libvpx)
+
+## Lock-free
+>* [concurrentqueue-A fast multi-producer, multi-consumer lock-free concurrent queue for C++11](https://github.com/cameron314/concurrentqueue)
+>* [readerwriterqueue-A fast single-producer, single-consumer lock-free queue for C++](https://github.com/cameron314/readerwriterqueue)
+>* [queues-A public domain lock free queues implemented in C++11](https://github.com/mstump/queues)
+
+## malloc
+>* [mimalloc](https://github.com/microsoft/mimalloc)
+>* [snmalloc](https://github.com/microsoft/snmalloc)
+>* [jemalloc](https://github.com/jemalloc/jemalloc)
+>* [tlsf](https://github.com/mattconte/tlsf)
+>* [dlmalloc](https://github.com/ennorehling/dlmalloc)
+>* [malloc tech](https://github.com/HarshTrivedi/malloc)
+>* [glibc](https://github.com/lattera/glibc/tree/master)
+>* [mimalloc-bench](https://github.com/daanx/mimalloc-bench)
+>* [tcmalloc](https://github.com/google/tcmalloc)
+>* [glibc](https://ftp.gnu.org/gnu/glibc/)
+
+# C++ 文章
+[C++文章整理](./articles/README.md)
+
+# 有关于UnrealEngine的C++项目
+[有关于UnrealEngine的C++项目](./unrealengine)
diff --git a/CPlusPlus/articles/README.md b/CPlusPlus/articles/README.md
new file mode 100644
index 000000000..cf7e694f1
--- /dev/null
+++ b/CPlusPlus/articles/README.md
@@ -0,0 +1,69 @@
+## C++ 文章
+
+* [在拥挤和变化的世界中茁壮成长:C++ 2006–2020](https://github.com/Cpp-Club/Cxx_HOPL4_zh)
+* [C++ 匠心之作 从0到1入门资料](https://github.com/AnkerLeng/Cpp-0-1-Resource)
+* [C++中的Volatile【简单记录】](https://zhuanlan.zhihu.com/p/66664063)
+* [从硬件层面理解memory barrier](https://zhuanlan.zhihu.com/p/184912992)
+* [详解C/C++中volatile关键字](https://blog.csdn.net/weixin_44363885/article/details/92838607)
+* [C++移动语意 详细解释](https://www.cnblogs.com/zhangyi1357/p/16018810.html)
+* [C++强制类型转换运算符(static_cast、reinterpret_cast、const_cast和dynamic_cast)](https://zhuanlan.zhihu.com/p/368267441)
+* [理解 Memory barrier(内存屏障)](https://blog.csdn.net/world_hello_100/article/details/50131497)
+* [Memory barrier是什么?](https://www.zhihu.com/question/20228202)
+
+### 多线程
+* [C++实现的无锁队列](https://blog.csdn.net/aaronjzhang/article/details/17167799)
+* [c++之多线程中“锁”(mutex)的用法](https://blog.csdn.net/weixin_42127358/article/details/123507748)
+* [多线程之互斥锁(mutex)的使用方法](https://blog.csdn.net/duan19920101/article/details/121352669)
+* [C++ 锁机制以及常用方法(理论+实践)](https://blog.csdn.net/qq_37457202/article/details/123543141)
+* [C++多线程并发(五)—原子操作与无锁编程](https://cloud.tencent.com/developer/article/2030919)
+* [无锁原子操作&CAS](https://www.cnblogs.com/wiesslibrary/p/15725559.html)
+* [面试必备之深入理解自旋锁](https://blog.csdn.net/qq_34337272/article/details/81252853)
+* [悲观锁和乐观锁的区别](https://blog.csdn.net/weixin_50651363/article/details/119747515)
+* [【C/C++面试必备】详解C/C++中volatile关键字](https://blog.csdn.net/qq_44918090/article/details/125749268)
+
+#### C++多线程编程系列
+* [C++ 多线程(一):生产者 - 消费者模型](https://zhuanlan.zhihu.com/p/361956060)
+* [C++ 多线程(二):两个线程轮流(交替)打印 A 和 B](https://zhuanlan.zhihu.com/p/374037023)
+* [C++ 多线程(三):实现线程安全队列](https://zhuanlan.zhihu.com/p/408254922)
+* [C++ 多线程(四):实现一个功能完整的线程池](https://zhuanlan.zhihu.com/p/412127997)
+* [C++ 多线程(五):读写锁的实现及使用样例](https://zhuanlan.zhihu.com/p/374042984)
+* [C++ 多线程(六):std::promise/future、std::async、std:: packaged_task](https://zhuanlan.zhihu.com/p/465092056)
+* [C++ 多线程(七):信号量 Semaphore 及 C++ 11 实现](https://zhuanlan.zhihu.com/p/512969481)
+
+### 智能指针
+* [C++ 智能指针](https://blog.csdn.net/TABE_/article/details/117391903)
+* [C++智能指针详解](https://blog.csdn.net/bitcarmanlee/article/details/124847634)
+
+### lambda表达式
+* [09 C++ lambda表达式](https://zhuanlan.zhihu.com/p/362323262)
+
+### 模版元编程
+* [C++模板元编程(一):简介](https://zhuanlan.zhihu.com/p/378356824)
+* [C++模板元编程(一):基础知识与快速排序](https://zhuanlan.zhihu.com/p/461660321)
+* [C++ 模板元编程(一):入门](https://zhuanlan.zhihu.com/p/458195125)
+
+### debugging
+* [InsightEngineering](https://github.com/DebugPrivilege/InsightEngineering)
+
+### 面试向
+* [C/C++ 技术面试基础知识总结](https://github.com/huihut/interview)
+* [static全局变量与普通的全局变量](https://blog.csdn.net/qq_22238021/article/details/79533711)
+* [C/C++中静态变量](https://blog.csdn.net/Blunt_Du/article/details/122420909)
+* [学习笔记整理📚](https://github.com/arkingc/note)
+* [C++面试常见问题](https://zhuanlan.zhihu.com/p/34016871)
+* [C++经典面试题(最全,面中率最高)](https://zhuanlan.zhihu.com/p/75347892)
+* [C++内存管理,const、mutable、static、编译过程](https://blog.csdn.net/Diligent_wu/article/details/123482018)
+* [C++和C# struct和class的区别](https://blog.csdn.net/qq_43477024/article/details/114417191)
+* [C++中的extern](https://blog.csdn.net/deatharthas/article/details/113769269)
+* [C++: static](https://zhuanlan.zhihu.com/p/38305284)
+* [C/C++const关键字详解(全网最全)](https://blog.csdn.net/weixin_44049823/article/details/128735316)
+* [C/C++ 中的static关键字](https://zhuanlan.zhihu.com/p/37439983)
+* [C++ static详解,类中的static用法说明](https://blog.csdn.net/weixin_43222324/article/details/106999558)
+
+### memory order
+* [如何理解 C++11 的六种 memory order?](https://www.zhihu.com/question/24301047/answer/1193956492)
+* [std::memory_order](https://zh.cppreference.com/w/cpp/atomic/memory_order)
+
+### 引用
+* [c++ 返回值与返回引用以及生命周期总结](https://zhuanlan.zhihu.com/p/605428903)
+* [C++中不要随便返回对象的引用](https://blog.51cto.com/u_13933750/3229708)
diff --git a/CPlusPlus/unrealengine/README.md b/CPlusPlus/unrealengine/README.md
new file mode 100644
index 000000000..59fed1a3d
--- /dev/null
+++ b/CPlusPlus/unrealengine/README.md
@@ -0,0 +1,51 @@
+## 有关于UnrealEngine的C++项目
+
+>* [fastbuild-ue4.26.2](https://github.com/VicentChen/fastbuild-ue4.26.2)
+>* [UnrealPakViewer](https://github.com/jashking/UnrealPakViewer)
+>* [Unreal Engine 4 Plugin for Lua APIs implementation](https://github.com/rdeioris/LuaMachine)
+>* [Unreal Engine plugin for async task programming](https://github.com/splash-damage/future-extensions)
+>* [Voxel Plugin for Unreal Engine](https://github.com/Phyronnaz/VoxelPlugin)
+>* [Unreal Engine 4 C++ examples](https://github.com/Harrison1/unrealcpp)
+>* [HotPatcher - Unreal Engine hot update manage and package plugin](https://github.com/hxhb/HotPatcher)
+>* [Niagara UI Renderer | Free Plugin for Unreal Engine](https://github.com/SourySK/NiagaraUIRenderer)
+>* [PluginMobileNativeCode](https://github.com/Sovahero/PluginMobileNativeCode)
+>* [A fighting game engine written in Unreal Engine 5](https://github.com/WistfulHopes/NightSkyEngine)
+>* [Unreal Engine 5 Plugin for a variety of Tech Art Tools and features](https://github.com/Ryan-DowlingSoka/RedTechArtTools)
+>* [Unreal Engine 5's experimental ECS plugin](https://github.com/Megafunk/MassSample)
+>* [UnrealEngineSkyAtmosphere](https://github.com/sebh/UnrealEngineSkyAtmosphere)
+>* [Dialogue scripting language for Unreal Engine](https://github.com/redxdev/Supertalk)
+>* [Build Unreal Engine & games with Jenkins on GKE/GCE](https://github.com/falldamagestudio/UE-Jenkins-BuildSystem)
+>* [GenericMessagePlugin-A complete event system solution for Unreal Engine : Send or Receive Message everywhere](https://github.com/wangjieest/GenericMessagePlugin)
+>* [FFMPEGMedia-FFMPEG Media Plugin for unreal engine](https://github.com/bakjos/FFMPEGMedia)
+>* [RedTalaria-An Unreal Engine plugin providing a set of Hermes endpoints](https://github.com/cdpred/RedTalaria)
+>* [GASDocumentation](https://github.com/tranek/GASDocumentation)
+>* [OpenAI-Api-Unreal](https://github.com/KellanM/OpenAI-Api-Unreal)
+>* [MDFastBinding](https://github.com/DoubleDeez/MDFastBinding)
+>* [UltimateStarterKit](https://github.com/hfjooste/UltimateStarterKit)
+>* [channeld-ue-plugin 为虚幻引擎专用服务器提供分布式模拟能力的开源插件](https://github.com/metaworking/channeld-ue-plugin)
+>* [UnrealNetImgui](https://github.com/sammyfreg/UnrealNetImgui)
+>* [unreal-vdb](https://github.com/eidosmontreal/unreal-vdb)
+>* [DigitalLife](https://github.com/QSWWLTN/DigitalLife)
+>* [DualShock4-For-Unreal-Engine-5](https://github.com/DarknessFX/DualShock4-For-Unreal-Engine-5)
+>* [PBCharacterMovement - HL2-style, classic FPS movement for Unreal Engine implemented in C++](https://github.com/ProjectBorealis/PBCharacterMovement)
+>* [UnrealYAML](https://github.com/jwindgassen/UnrealYAML)
+>* [IAUS - Infinite axis utility system in UE4 Behavior Trees](https://github.com/ProjectBorealis/IAUS)
+>* [RedTechArtTools](https://github.com/Ryan-DowlingSoka/RedTechArtTools)
+>* [UAssetAPI - A low-level .NET library for reading and writing Unreal Engine 4 game assets](https://github.com/atenfyr/UAssetAPI)
+>* [Zelda BOTW Climbing System](https://github.com/VitorCantao/ZeldaBotwClimbingSystem)
+>* [UnrealCLR - Unreal Engine .NET 6 integration](https://github.com/nxrighthere/UnrealCLR)
+>* [GASShooter](https://github.com/tranek/GASShooter)
+>* [cashgenUE - Runtime Procedural Terrain Generator for UnrealEngine](https://github.com/midgen/cashgenUE)
+>* [VRM4U](https://github.com/ruyo/VRM4U)
+>* [VirtualizationPlus](https://github.com/VesCodes/VirtualizationPlus)
+>* [Unreal-Engine-4.x-Scripting-with-C-Cookbook---Second-edition](https://github.com/PacktPublishing/Unreal-Engine-4.x-Scripting-with-C-Cookbook---Second-edition)
+>* [UnrealCSharp](https://github.com/crazytuzi/UnrealCSharp)
+>* [UE4_MotionMatching](https://github.com/Hethger/UE4_MotionMatching-)
+>* [UnrealSpecifiers](https://github.com/fjz13/UnrealSpecifiers)
+>* [NodeToCode - Translate Unreal Engine Blueprints to C++ in seconds. Not hours](https://github.com/protospatial/NodeToCode)
+>* [ZipUtility-Unreal](https://github.com/getnamo/ZipUtility-Unreal)
+>* [WebView - Efficient UE browser uses CEF open source kernel](https://github.com/aSurgingRiver/WebView)
+>* [RealtimeMeshComponent](https://github.com/TriAxis-Games/RealtimeMeshComponent)
+>* [UEViewer - Viewer and exporter for Unreal Engine 1-4 assets](https://github.com/gildor2/UEViewer)
+>* [UE4-CustomGravityPlugin](https://github.com/HoussineMehnik/UE4-CustomGravityPlugin)
+>* [VoxelPluginFreeLegacy](https://github.com/VoxelPlugin/VoxelPluginFreeLegacy)
diff --git a/ChangeCharacter/Assembly-CSharp-Editor-firstpass-vs.csproj b/ChangeCharacter/Assembly-CSharp-Editor-firstpass-vs.csproj
deleted file mode 100644
index d02baaf4b..000000000
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+++ /dev/null
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diff --git a/ChangeCharacter/Assembly-CSharp-Editor-firstpass.csproj b/ChangeCharacter/Assembly-CSharp-Editor-firstpass.csproj
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diff --git a/ChangeCharacter/Assembly-CSharp-firstpass-vs.csproj b/ChangeCharacter/Assembly-CSharp-firstpass-vs.csproj
deleted file mode 100644
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diff --git a/ChangeCharacter/Assembly-CSharp-firstpass.csproj b/ChangeCharacter/Assembly-CSharp-firstpass.csproj
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diff --git a/ChangeCharacter/Assembly-CSharp-vs.csproj b/ChangeCharacter/Assembly-CSharp-vs.csproj
deleted file mode 100644
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diff --git a/ChangeCharacter/Assets/CharacterCustomization.meta b/ChangeCharacter/Assets/CharacterCustomization.meta
deleted file mode 100644
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deleted file mode 100644
index 768f9db53..000000000
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample.unity b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample.unity
deleted file mode 100644
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample.unity.meta b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample.unity.meta
deleted file mode 100644
index dd6b80461..000000000
--- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample.unity.meta
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@@ -1,5 +0,0 @@
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow.meta b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow.meta
deleted file mode 100644
index 164f263fa..000000000
--- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow.meta
+++ /dev/null
@@ -1,6 +0,0 @@
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffect.cs b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffect.cs
deleted file mode 100644
index 51d792a46..000000000
--- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffect.cs
+++ /dev/null
@@ -1,226 +0,0 @@
-using UnityEngine;
-
-// Glow uses the alpha channel as a source of "extra brightness".
-// All builtin Unity shaders output baseTexture.alpha * color.alpha, plus
-// specularHighlight * specColor.alpha into that.
-// Usually you'd want either to make base textures to have zero alpha; or
-// set the color to have zero alpha (by default alpha is 0.5).
-
-[ExecuteInEditMode]
-[RequireComponent (typeof(Camera))]
-[AddComponentMenu("Image Effects/Glow")]
-public class GlowEffect : MonoBehaviour
-{
- /// The brightness of the glow. Values larger than one give extra "boost".
- public float glowIntensity = 1.5f;
-
- /// Blur iterations - larger number means more blur.
- public int blurIterations = 3;
-
- /// Blur spread for each iteration. Lower values
- /// give better looking blur, but require more iterations to
- /// get large blurs. Value is usually between 0.5 and 1.0.
- public float blurSpread = 0.7f;
-
- /// Tint glow with this color. Alpha adds additional glow everywhere.
- public Color glowTint = new Color(1,1,1,0);
-
-
- // --------------------------------------------------------
- // The final composition shader:
- // adds (glow color * glow alpha * amount) to the original image.
- // In the combiner glow amount can be only in 0..1 range; we apply extra
- // amount during the blurring phase.
-
- private static string compositeMatString =
-@"Shader ""GlowCompose"" {
- Properties {
- _Color (""Glow Amount"", Color) = (1,1,1,1)
- _MainTex ("""", RECT) = ""white"" {}
- }
- SubShader {
- Pass {
- ZTest Always Cull Off ZWrite Off Fog { Mode Off }
- Blend One One
- SetTexture [_MainTex] {constantColor [_Color] combine constant * texture DOUBLE}
- }
- }
- Fallback off
-}";
-
- static Material m_CompositeMaterial = null;
- protected static Material compositeMaterial {
- get {
- if (m_CompositeMaterial == null) {
- m_CompositeMaterial = new Material (compositeMatString);
- m_CompositeMaterial.hideFlags = HideFlags.HideAndDontSave;
- m_CompositeMaterial.shader.hideFlags = HideFlags.HideAndDontSave;
- }
- return m_CompositeMaterial;
- }
- }
-
-
- // --------------------------------------------------------
- // The blur iteration shader.
- // Basically it just takes 4 texture samples and averages them.
- // By applying it repeatedly and spreading out sample locations
- // we get a Gaussian blur approximation.
- // The alpha value in _Color would normally be 0.25 (to average 4 samples),
- // however if we have glow amount larger than 1 then we increase this.
-
- private static string blurMatString =
-@"Shader ""GlowConeTap"" {
- Properties {
- _Color (""Blur Boost"", Color) = (0,0,0,0.25)
- _MainTex ("""", RECT) = ""white"" {}
- }
- SubShader {
- Pass {
- ZTest Always Cull Off ZWrite Off Fog { Mode Off }
- SetTexture [_MainTex] {constantColor [_Color] combine texture * constant alpha}
- SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous}
- SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous}
- SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous}
- }
- }
- Fallback off
-}";
-
- static Material m_BlurMaterial = null;
- protected static Material blurMaterial {
- get {
- if (m_BlurMaterial == null) {
- m_BlurMaterial = new Material( blurMatString );
- m_BlurMaterial.hideFlags = HideFlags.HideAndDontSave;
- m_BlurMaterial.shader.hideFlags = HideFlags.HideAndDontSave;
- }
- return m_BlurMaterial;
- }
- }
-
-
- // --------------------------------------------------------
- // The image downsample shaders for each brightness mode.
- // It is in external assets as it's quite complex and uses Cg.
-
- public Shader downsampleShader;
- Material m_DownsampleMaterial = null;
- protected Material downsampleMaterial {
- get {
- if (m_DownsampleMaterial == null) {
- m_DownsampleMaterial = new Material( downsampleShader );
- m_DownsampleMaterial.hideFlags = HideFlags.HideAndDontSave;
- }
- return m_DownsampleMaterial;
- }
- }
-
-
- // --------------------------------------------------------
- // finally, the actual code
-
- protected void OnDisable()
- {
- if( m_CompositeMaterial ) {
- DestroyImmediate( m_CompositeMaterial.shader );
- DestroyImmediate( m_CompositeMaterial );
- }
- if( m_BlurMaterial ) {
- DestroyImmediate( m_BlurMaterial.shader );
- DestroyImmediate( m_BlurMaterial );
- }
- if( m_DownsampleMaterial )
- DestroyImmediate( m_DownsampleMaterial );
- }
-
- protected void Start()
- {
- // Disable if we don't support image effects
- if (!SystemInfo.supportsImageEffects)
- {
- enabled = false;
- return;
- }
-
- // Disable the effect if no downsample shader is setup
- if( downsampleShader == null )
- {
- Debug.Log ("No downsample shader assigned! Disabling glow.");
- enabled = false;
- }
- // Disable if any of the shaders can't run on the users graphics card
- else
- {
- if( !blurMaterial.shader.isSupported )
- enabled = false;
- if( !compositeMaterial.shader.isSupported )
- enabled = false;
- if( !downsampleMaterial.shader.isSupported )
- enabled = false;
- }
- }
-
- // Performs one blur iteration.
- public void FourTapCone (RenderTexture source, RenderTexture dest, int iteration)
- {
- float off = 0.5f + iteration*blurSpread;
- Graphics.BlitMultiTap (source, dest, blurMaterial,
- new Vector2(-off, -off),
- new Vector2(-off, off),
- new Vector2( off, off),
- new Vector2( off, -off)
- );
- }
-
- // Downsamples the texture to a quarter resolution.
- private void DownSample4x (RenderTexture source, RenderTexture dest)
- {
- downsampleMaterial.color = new Color( glowTint.r, glowTint.g, glowTint.b, glowTint.a/4.0f );
- Graphics.Blit (source, dest, downsampleMaterial);
- }
-
- // Called by the camera to apply the image effect
- void OnRenderImage (RenderTexture source, RenderTexture destination)
- {
- // Clamp parameters to sane values
- glowIntensity = Mathf.Clamp( glowIntensity, 0.0f, 10.0f );
- blurIterations = Mathf.Clamp( blurIterations, 0, 30 );
- blurSpread = Mathf.Clamp( blurSpread, 0.5f, 1.0f );
-
- RenderTexture buffer = RenderTexture.GetTemporary(source.width/4, source.height/4, 0);
- RenderTexture buffer2 = RenderTexture.GetTemporary(source.width/4, source.height/4, 0);
-
- // Copy source to the 4x4 smaller texture.
- DownSample4x (source, buffer);
-
- // Blur the small texture
- float extraBlurBoost = Mathf.Clamp01( (glowIntensity - 1.0f) / 4.0f );
- blurMaterial.color = new Color( 1F, 1F, 1F, 0.25f + extraBlurBoost );
-
- bool oddEven = true;
- for(int i = 0; i < blurIterations; i++)
- {
- if( oddEven )
- FourTapCone (buffer, buffer2, i);
- else
- FourTapCone (buffer2, buffer, i);
- oddEven = !oddEven;
- }
- ImageEffects.Blit(source,destination);
-
- if( oddEven )
- BlitGlow(buffer, destination);
- else
- BlitGlow(buffer2, destination);
-
- RenderTexture.ReleaseTemporary(buffer);
- RenderTexture.ReleaseTemporary(buffer2);
- }
-
- public void BlitGlow( RenderTexture source, RenderTexture dest )
- {
- compositeMaterial.color = new Color(1F, 1F, 1F, Mathf.Clamp01(glowIntensity));
- Graphics.Blit (source, dest, compositeMaterial);
- }
-}
diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffect.cs.meta b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffect.cs.meta
deleted file mode 100644
index 61d6f6533..000000000
--- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffect.cs.meta
+++ /dev/null
@@ -1,10 +0,0 @@
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader
deleted file mode 100644
index 128e733ef..000000000
--- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader
+++ /dev/null
@@ -1,117 +0,0 @@
-// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
-// Upgrade NOTE: replaced 'glstate.matrix.mvp' with 'UNITY_MATRIX_MVP'
-// Upgrade NOTE: replaced 'glstate.matrix.texture[0]' with 'UNITY_MATRIX_TEXTURE0'
-// Upgrade NOTE: replaced 'samplerRECT' with 'sampler2D'
-// Upgrade NOTE: replaced 'texRECT' with 'tex2D'
-
-Shader "Hidden/Glow Downsample" {
-
-Properties {
- _Color ("Color", color) = (1,1,1,0)
- _MainTex ("", RECT) = "white" {}
-}
-
-CGINCLUDE
-// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain both vertex and fragment programs.
-#pragma exclude_renderers gles
-#include "UnityCG.cginc"
-
-struct v2f {
- float4 pos : POSITION;
- float4 uv[4] : TEXCOORD0;
-};
-
-float4 _MainTex_TexelSize;
-
-v2f vert (appdata_img v)
-{
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
- float4 uv;
- uv.xy = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);
- uv.zw = 0;
- float offX = _MainTex_TexelSize.x;
- float offY = _MainTex_TexelSize.y;
-
- // Direct3D9 needs some texel offset!
- #ifdef SHADER_API_D3D9
- uv.x += offX * 2.0f;
- uv.y += offY * 2.0f;
- #endif
- o.uv[0] = uv + float4(-offX,-offY,0,1);
- o.uv[1] = uv + float4( offX,-offY,0,1);
- o.uv[2] = uv + float4( offX, offY,0,1);
- o.uv[3] = uv + float4(-offX, offY,0,1);
- return o;
-}
-ENDCG
-
-
-Category {
- ZTest Always Cull Off ZWrite Off Fog { Mode Off }
-
- // -----------------------------------------------------------
- // ARB fragment program
-
- Subshader {
- Pass {
-
-CGPROGRAM
-// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain both vertex and fragment programs.
-#pragma exclude_renderers gles
-#pragma vertex vert
-#pragma fragment frag
-#pragma fragmentoption ARB_precision_hint_fastest
-
-sampler2D _MainTex;
-float4 _Color;
-
-half4 frag( v2f i ) : COLOR
-{
- half4 c;
- c = tex2D( _MainTex, i.uv[0].xy );
- c += tex2D( _MainTex, i.uv[1].xy );
- c += tex2D( _MainTex, i.uv[2].xy );
- c += tex2D( _MainTex, i.uv[3].xy );
- c /= 4;
- c.rgb *= _Color.rgb;
- c.rgb *= (c.a + _Color.a);
- c.a = 0;
- return c;
-}
-ENDCG
-
- }
- }
-
- // -----------------------------------------------------------
- // Radeon 9000
-
- Subshader {
- Pass {
-
-
-CGPROGRAM
-// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain both vertex and fragment programs.
-#pragma exclude_renderers gles
-#pragma vertex vert
-// use the same vertex program as in FP path
-ENDCG
-
-
- // average 2x2 samples
- SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant alpha}
- SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous}
- SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous}
- SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous}
- // apply glow tint and add additional glow
- SetTexture [_MainTex] {constantColor[_Color] combine previous * constant, previous + constant}
- SetTexture [_MainTex] {constantColor (0,0,0,0) combine previous * previous alpha, constant}
- }
- }
-}
-
-Fallback off
-
-}
diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader.meta b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader.meta
deleted file mode 100644
index 163f3097c..000000000
--- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader.meta
+++ /dev/null
@@ -1,6 +0,0 @@
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/ImageEffects.cs b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/ImageEffects.cs
deleted file mode 100644
index 765382c60..000000000
--- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/ImageEffects.cs
+++ /dev/null
@@ -1,181 +0,0 @@
-using UnityEngine;
-
-/// Blending modes use by the ImageEffects.Blit functions.
-public enum BlendMode {
- Copy,
- Multiply,
- MultiplyDouble,
- Add,
- AddSmoooth,
- Blend
-}
-
-/// A Utility class for performing various image based rendering tasks.
-[AddComponentMenu("")]
-public class ImageEffects {
- static Material[] m_BlitMaterials = {null, null, null, null, null, null};
-
- static public Material GetBlitMaterial (BlendMode mode) {
- int index = (int)mode;
-
- if (m_BlitMaterials[index] != null)
- return m_BlitMaterials[index];
-
- // Blit Copy Material
- m_BlitMaterials[0] = new Material (
- "Shader \"BlitCopy\" {\n" +
- " SubShader { Pass {\n" +
- " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" +
- " SetTexture [__RenderTex] { combine texture}" +
- " }}\n" +
- "Fallback Off }"
- );
- // Blit Multiply
- m_BlitMaterials[1] = new Material (
- "Shader \"BlitMultiply\" {\n" +
- " SubShader { Pass {\n" +
- " Blend DstColor Zero\n" +
- " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" +
- " SetTexture [__RenderTex] { combine texture }" +
- " }}\n" +
- "Fallback Off }"
- );
- // Blit Multiply 2X
- m_BlitMaterials[2] = new Material (
- "Shader \"BlitMultiplyDouble\" {\n" +
- " SubShader { Pass {\n" +
- " Blend DstColor SrcColor\n" +
- " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" +
- " SetTexture [__RenderTex] { combine texture }" +
- " }}\n" +
- "Fallback Off }"
- );
- // Blit Add
- m_BlitMaterials[3] = new Material (
- "Shader \"BlitAdd\" {\n" +
- " SubShader { Pass {\n" +
- " Blend One One\n" +
- " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" +
- " SetTexture [__RenderTex] { combine texture }" +
- " }}\n" +
- "Fallback Off }"
- );
- // Blit AddSmooth
- m_BlitMaterials[4] = new Material (
- "Shader \"BlitAddSmooth\" {\n" +
- " SubShader { Pass {\n" +
- " Blend OneMinusDstColor One\n" +
- " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" +
- " SetTexture [__RenderTex] { combine texture }" +
- " }}\n" +
- "Fallback Off }"
- );
- // Blit Blend
- m_BlitMaterials[5] = new Material (
- "Shader \"BlitBlend\" {\n" +
- " SubShader { Pass {\n" +
- " Blend SrcAlpha OneMinusSrcAlpha\n" +
- " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" +
- " SetTexture [__RenderTex] { combine texture }" +
- " }}\n" +
- "Fallback Off }"
- );
- for( int i = 0; i < m_BlitMaterials.Length; ++i ) {
- m_BlitMaterials[i].hideFlags = HideFlags.HideAndDontSave;
- m_BlitMaterials[i].shader.hideFlags = HideFlags.HideAndDontSave;
- }
- return m_BlitMaterials[index];
- }
-
-
- /// Copies one render texture onto another.
- /// This function copies /source/ onto /dest/, optionally using a custom blend mode.
- /// If /blendMode/ is left out, the default operation is simply to copy one texture on to another.
- /// This function will copy the whole source texture on to the whole destination texture. If the sizes differ,
- /// the image in the source texture will get stretched to fit.
- /// The source and destination textures cannot be the same.
- public static void Blit (RenderTexture source, RenderTexture dest, BlendMode blendMode) {
- Blit (source, new Rect (0,0,1,1), dest, new Rect (0,0,1,1), blendMode);
- }
- public static void Blit (RenderTexture source, RenderTexture dest) {
- Blit (source, dest, BlendMode.Copy);
- }
-
- /// Copies one render texture onto another.
- public static void Blit (RenderTexture source, Rect sourceRect, RenderTexture dest, Rect destRect, BlendMode blendMode) {
- // Make the destination texture the target for all rendering
- RenderTexture.active = dest;
- // Assign the source texture to a property from a shader
- source.SetGlobalShaderProperty ("__RenderTex");
- bool invertY = source.texelSize.y < 0.0f;
- // Set up the simple Matrix
- GL.PushMatrix ();
- GL.LoadOrtho ();
- Material blitMaterial = GetBlitMaterial(blendMode);
- for (int i = 0; i < blitMaterial.passCount; i++) {
- blitMaterial.SetPass (i);
- DrawQuad(invertY);
- }
- GL.PopMatrix ();
- }
-
- public static void BlitWithMaterial (Material material, RenderTexture source, RenderTexture destination)
- {
- Graphics.Blit (source, destination, material);
- }
-
-
- public static void RenderDistortion (Material material, RenderTexture source, RenderTexture destination, float angle, Vector2 center, Vector2 radius)
- {
- bool invertY = source.texelSize.y < 0.0f;
- if (invertY) {
- center.y = 1.0f-center.y;
- angle = -angle;
- }
-
- Matrix4x4 rotationMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, angle), Vector3.one);
-
- material.SetMatrix("_RotationMatrix", rotationMatrix);
- material.SetVector("_CenterRadius", new Vector4(center.x,center.y,radius.x,radius.y) );
- material.SetFloat("_Angle", angle * Mathf.Deg2Rad);
-
- Graphics.Blit (source, destination, material);
- }
-
-
- public static void DrawQuad(bool invertY)
- {
- GL.Begin (GL.QUADS);
- float y1, y2;
- if (invertY) {
- y1 = 1.0f; y2 = 0.0f;
- } else {
- y1 = 0.0f; y2 = 1.0f;
- }
- GL.TexCoord2( 0.0f, y1 ); GL.Vertex3( 0.0f, 0.0f, 0.1f );
- GL.TexCoord2( 1.0f, y1 ); GL.Vertex3( 1.0f, 0.0f, 0.1f );
- GL.TexCoord2( 1.0f, y2 ); GL.Vertex3( 1.0f, 1.0f, 0.1f );
- GL.TexCoord2( 0.0f, y2 ); GL.Vertex3( 0.0f, 1.0f, 0.1f );
- GL.End();
- }
-
- public static void DrawGrid (int xSize, int ySize)
- {
- GL.Begin (GL.QUADS);
-
- float xDelta = 1.0F / xSize;
- float yDelta = 1.0F / ySize;
-
- for (int y=0;y Camera table
-
- private RenderTexture m_ReflectionTexture = null;
- private int m_OldReflectionTextureSize = 0;
-
- private static bool s_InsideRendering = false;
-
- // This is called when it's known that the object will be rendered by some
- // camera. We render reflections and do other updates here.
- // Because the script executes in edit mode, reflections for the scene view
- // camera will just work!
- public void OnWillRenderObject()
- {
- if( !enabled || !GetComponent() || !GetComponent().sharedMaterial || !GetComponent().enabled )
- return;
-
- Camera cam = Camera.current;
- if( !cam )
- return;
-
- // Safeguard from recursive reflections.
- if( s_InsideRendering )
- return;
- s_InsideRendering = true;
-
- Camera reflectionCamera;
- CreateMirrorObjects( cam, out reflectionCamera );
-
- // find out the reflection plane: position and normal in world space
- Vector3 pos = transform.position;
- Vector3 normal = transform.up;
-
- // Optionally disable pixel lights for reflection
- int oldPixelLightCount = QualitySettings.pixelLightCount;
- if( m_DisablePixelLights )
- QualitySettings.pixelLightCount = 0;
-
- UpdateCameraModes( cam, reflectionCamera );
-
- // Render reflection
- // Reflect camera around reflection plane
- float d = -Vector3.Dot (normal, pos) - m_ClipPlaneOffset;
- Vector4 reflectionPlane = new Vector4 (normal.x, normal.y, normal.z, d);
-
- Matrix4x4 reflection = Matrix4x4.zero;
- CalculateReflectionMatrix (ref reflection, reflectionPlane);
- Vector3 oldpos = cam.transform.position;
- Vector3 newpos = reflection.MultiplyPoint( oldpos );
- reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
-
- // Setup oblique projection matrix so that near plane is our reflection
- // plane. This way we clip everything below/above it for free.
- Vector4 clipPlane = CameraSpacePlane( reflectionCamera, pos, normal, 1.0f );
- Matrix4x4 projection = cam.projectionMatrix;
- CalculateObliqueMatrix (ref projection, clipPlane);
- reflectionCamera.projectionMatrix = projection;
-
- reflectionCamera.cullingMask = ~(1<<4) & m_ReflectLayers.value; // never render water layer
- reflectionCamera.targetTexture = m_ReflectionTexture;
- GL.SetRevertBackfacing (true);
- reflectionCamera.transform.position = newpos;
- Vector3 euler = cam.transform.eulerAngles;
- reflectionCamera.transform.eulerAngles = new Vector3(0, euler.y, euler.z);
- reflectionCamera.Render();
- reflectionCamera.transform.position = oldpos;
- GL.SetRevertBackfacing (false);
- Material[] materials = GetComponent().sharedMaterials;
- foreach( Material mat in materials ) {
- if( mat.HasProperty("_ReflectionTex") )
- mat.SetTexture( "_ReflectionTex", m_ReflectionTexture );
- }
-
- // Set matrix on the shader that transforms UVs from object space into screen
- // space. We want to just project reflection texture on screen.
- Matrix4x4 scaleOffset = Matrix4x4.TRS(
- new Vector3(0.5f,0.5f,0.5f), Quaternion.identity, new Vector3(0.5f,0.5f,0.5f) );
- Vector3 scale = transform.lossyScale;
- Matrix4x4 mtx = transform.localToWorldMatrix * Matrix4x4.Scale( new Vector3(1.0f/scale.x, 1.0f/scale.y, 1.0f/scale.z) );
- mtx = scaleOffset * cam.projectionMatrix * cam.worldToCameraMatrix * mtx;
- foreach( Material mat in materials ) {
- mat.SetMatrix( "_ProjMatrix", mtx );
- }
-
- // Restore pixel light count
- if( m_DisablePixelLights )
- QualitySettings.pixelLightCount = oldPixelLightCount;
-
- s_InsideRendering = false;
- }
-
-
- // Cleanup all the objects we possibly have created
- void OnDisable()
- {
- if( m_ReflectionTexture ) {
- DestroyImmediate( m_ReflectionTexture );
- m_ReflectionTexture = null;
- }
- foreach( DictionaryEntry kvp in m_ReflectionCameras )
- DestroyImmediate( ((Camera)kvp.Value).gameObject );
- m_ReflectionCameras.Clear();
- }
-
-
- private void UpdateCameraModes( Camera src, Camera dest )
- {
- if( dest == null )
- return;
- // set camera to clear the same way as current camera
- dest.clearFlags = src.clearFlags;
- dest.backgroundColor = src.backgroundColor;
- if( src.clearFlags == CameraClearFlags.Skybox )
- {
- Skybox sky = src.GetComponent(typeof(Skybox)) as Skybox;
- Skybox mysky = dest.GetComponent(typeof(Skybox)) as Skybox;
- if( !sky || !sky.material )
- {
- mysky.enabled = false;
- }
- else
- {
- mysky.enabled = true;
- mysky.material = sky.material;
- }
- }
- // update other values to match current camera.
- // even if we are supplying custom camera&projection matrices,
- // some of values are used elsewhere (e.g. skybox uses far plane)
- dest.farClipPlane = src.farClipPlane;
- dest.nearClipPlane = src.nearClipPlane;
- dest.orthographic = src.orthographic;
- dest.fieldOfView = src.fieldOfView;
- dest.aspect = src.aspect;
- dest.orthographicSize = src.orthographicSize;
- }
-
- // On-demand create any objects we need
- private void CreateMirrorObjects( Camera currentCamera, out Camera reflectionCamera )
- {
- reflectionCamera = null;
-
- // Reflection render texture
- if( !m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize )
- {
- if( m_ReflectionTexture )
- DestroyImmediate( m_ReflectionTexture );
- m_ReflectionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 );
- m_ReflectionTexture.name = "__MirrorReflection" + GetInstanceID();
- m_ReflectionTexture.isPowerOfTwo = true;
- m_ReflectionTexture.hideFlags = HideFlags.DontSave;
- m_OldReflectionTextureSize = m_TextureSize;
- }
-
- // Camera for reflection
- reflectionCamera = m_ReflectionCameras[currentCamera] as Camera;
- if( !reflectionCamera ) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
- {
- GameObject go = new GameObject( "Mirror Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox) );
- reflectionCamera = go.GetComponent();
- reflectionCamera.enabled = false;
- reflectionCamera.transform.position = transform.position;
- reflectionCamera.transform.rotation = transform.rotation;
- reflectionCamera.gameObject.AddComponent();
- go.hideFlags = HideFlags.HideAndDontSave;
- m_ReflectionCameras[currentCamera] = reflectionCamera;
- }
- }
-
- // Extended sign: returns -1, 0 or 1 based on sign of a
- private static float sgn(float a)
- {
- if (a > 0.0f) return 1.0f;
- if (a < 0.0f) return -1.0f;
- return 0.0f;
- }
-
- // Given position/normal of the plane, calculates plane in camera space.
- private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign)
- {
- Vector3 offsetPos = pos + normal * m_ClipPlaneOffset;
- Matrix4x4 m = cam.worldToCameraMatrix;
- Vector3 cpos = m.MultiplyPoint( offsetPos );
- Vector3 cnormal = m.MultiplyVector( normal ).normalized * sideSign;
- return new Vector4( cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos,cnormal) );
- }
-
- // Adjusts the given projection matrix so that near plane is the given clipPlane
- // clipPlane is given in camera space. See article in Game Programming Gems 5.
- private static void CalculateObliqueMatrix (ref Matrix4x4 projection, Vector4 clipPlane)
- {
- Vector4 q = projection.inverse * new Vector4(
- sgn(clipPlane.x),
- sgn(clipPlane.y),
- 1.0f,
- 1.0f
- );
- Vector4 c = clipPlane * (2.0F / (Vector4.Dot (clipPlane, q)));
- // third row = clip plane - fourth row
- projection[2] = c.x - projection[3];
- projection[6] = c.y - projection[7];
- projection[10] = c.z - projection[11];
- projection[14] = c.w - projection[15];
- }
-
- // Calculates reflection matrix around the given plane
- private static void CalculateReflectionMatrix (ref Matrix4x4 reflectionMat, Vector4 plane)
- {
- reflectionMat.m00 = (1F - 2F*plane[0]*plane[0]);
- reflectionMat.m01 = ( - 2F*plane[0]*plane[1]);
- reflectionMat.m02 = ( - 2F*plane[0]*plane[2]);
- reflectionMat.m03 = ( - 2F*plane[3]*plane[0]);
-
- reflectionMat.m10 = ( - 2F*plane[1]*plane[0]);
- reflectionMat.m11 = (1F - 2F*plane[1]*plane[1]);
- reflectionMat.m12 = ( - 2F*plane[1]*plane[2]);
- reflectionMat.m13 = ( - 2F*plane[3]*plane[1]);
-
- reflectionMat.m20 = ( - 2F*plane[2]*plane[0]);
- reflectionMat.m21 = ( - 2F*plane[2]*plane[1]);
- reflectionMat.m22 = (1F - 2F*plane[2]*plane[2]);
- reflectionMat.m23 = ( - 2F*plane[3]*plane[2]);
-
- reflectionMat.m30 = 0F;
- reflectionMat.m31 = 0F;
- reflectionMat.m32 = 0F;
- reflectionMat.m33 = 1F;
- }
-}
diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/MirrorReflection/MirrorReflection.cs.meta b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/MirrorReflection/MirrorReflection.cs.meta
deleted file mode 100644
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deleted file mode 100644
index cac3fdbdb..000000000
--- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/MirrorReflection/MirrorReflection.shader
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-Shader "FX/Mirror Reflection" {
-Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _ReflectionTex ("Reflection", 2D) = "white" { TexGen ObjectLinear }
-}
-
-// two texture cards: full thing
-Subshader {
- Pass {
- SetTexture[_MainTex] { combine texture }
- SetTexture[_ReflectionTex] { matrix [_ProjMatrix] combine texture * previous }
- }
-}
-
-// fallback: just main texture
-Subshader {
- Pass {
- SetTexture [_MainTex] { combine texture }
- }
-}
-
-}
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deleted file mode 100644
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/dressing_room/textures/artplant_poster.tga.meta b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/dressing_room/textures/artplant_poster.tga.meta
deleted file mode 100644
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_shoes-2_red.tga b/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_shoes-2_red.tga
deleted file mode 100644
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deleted file mode 100644
index fefc309d3..000000000
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-1_blue.tga b/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-1_blue.tga
deleted file mode 100644
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deleted file mode 100644
index ca4f19966..000000000
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-1_normal.tga b/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-1_normal.tga
deleted file mode 100644
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deleted file mode 100644
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-1_pink.tga b/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-1_pink.tga
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deleted file mode 100644
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-1_yellow.tga b/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-1_yellow.tga
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deleted file mode 100644
index 158162d37..000000000
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-2_gray.tga b/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-2_gray.tga
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deleted file mode 100644
index fc0c48b6a..000000000
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-2_green.tga b/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-2_green.tga
deleted file mode 100644
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deleted file mode 100644
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-2_normal.tga b/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-2_normal.tga
deleted file mode 100644
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deleted file mode 100644
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diff --git a/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-2_orange.tga b/ChangeCharacter/Assets/CharacterCustomization/characters/Male/textures/male_top-2_orange.tga
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deleted file mode 100644
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diff --git a/ChangeCharacter/Assets/Plugins.meta b/ChangeCharacter/Assets/Plugins.meta
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diff --git a/ChangeCharacter/Assets/Plugins/CharacterElement.cs b/ChangeCharacter/Assets/Plugins/CharacterElement.cs
deleted file mode 100644
index f1d631c91..000000000
--- a/ChangeCharacter/Assets/Plugins/CharacterElement.cs
+++ /dev/null
@@ -1,75 +0,0 @@
-using UnityEngine;
-using System;
-using System.Collections.Generic;
-using Object = UnityEngine.Object;
-
-[Serializable]
-public class CharacterElement
-{
- public string name;
- public string bundleName;
- static Dictionary wwws = new Dictionary();
- AssetBundleRequest gameObjectRequest;
- AssetBundleRequest materialRequest;
- AssetBundleRequest boneNameRequest;
-
- public CharacterElement(string name, string bundleName)
- {
- this.name = name;
- this.bundleName = bundleName;
- }
-
- public SkinnedMeshRenderer GetSkinnedMeshRenderer()
- {
- GameObject go = (GameObject)Object.Instantiate(gameObjectRequest.asset);
- go.GetComponent().material = (Material)materialRequest.asset;
- return (SkinnedMeshRenderer)go.GetComponent();
- }
-
- public string[] GetBoneNames()
- {
- var holder = (StringHolder)boneNameRequest.asset;
- return holder.content;
- }
-
- public WWW WWW
- {
- get
- {
- if (!wwws.ContainsKey(bundleName))
- wwws.Add(bundleName, new WWW(AssetbundleBaseURL + bundleName));
- return wwws[bundleName];
- }
- }
-
- public bool IsLoaded
- {
- get
- {
- if (!WWW.isDone) return false;
-
- if (gameObjectRequest == null)
- gameObjectRequest = WWW.assetBundle.LoadAssetAsync("rendererobject", typeof(GameObject));
-
- if (materialRequest == null)
- materialRequest = WWW.assetBundle.LoadAssetAsync(name, typeof(Material));
-
- if (boneNameRequest == null)
- boneNameRequest = WWW.assetBundle.LoadAssetAsync("bonenames", typeof(StringHolder));
-
- if (!gameObjectRequest.isDone) return false;
- if (!materialRequest.isDone) return false;
- if (!boneNameRequest.isDone) return false;
-
- return true;
- }
- }
-
- public static string AssetbundleBaseURL
- {
- get
- {
- return "file://" + Application.dataPath + "/assetbundles/";
- }
- }
-}
diff --git a/ChangeCharacter/Assets/Plugins/CharacterElement.cs.meta b/ChangeCharacter/Assets/Plugins/CharacterElement.cs.meta
deleted file mode 100644
index 612530507..000000000
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- userData:
- assetBundleName:
diff --git a/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs b/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs
deleted file mode 100644
index 55c7890d8..000000000
--- a/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs
+++ /dev/null
@@ -1,7 +0,0 @@
-using UnityEngine;
-using System.Collections.Generic;
-
-public class CharacterElementHolder : ScriptableObject
-{
- public List content;
-}
diff --git a/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs.meta b/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs.meta
deleted file mode 100644
index 62f644d4b..000000000
--- a/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 6ff97b8fa0821334dabe69273d060b5c
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
diff --git a/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs b/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs
deleted file mode 100644
index 86a97ad28..000000000
--- a/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs
+++ /dev/null
@@ -1,235 +0,0 @@
-using UnityEngine;
-using System.Collections.Generic;
-using Object = UnityEngine.Object;
-
-public class CharacterGenerator
-{
- static WWW database;
- static Dictionary>> sortedElements;
- static List availableCharacters = new List();
- static Dictionary characterBaseWWWs = new Dictionary();
- static Dictionary characterBaseRequests = new Dictionary();
- string currentCharacter;
- Dictionary currentConfiguration = new Dictionary();
- float assetbundlesAlreadyDownloaded;
-
- public static bool ReadyToUse
- {
- get
- {
- if (database == null)
- database = new WWW(CharacterElement.AssetbundleBaseURL + "CharacterElementDatabase.assetbundle");
-
- if (sortedElements != null) return true;
- if (!database.isDone) return false;
-
- //Debug.Log (database.assetBundle.mainAsset);
- CharacterElementHolder ceh = database.assetBundle.mainAsset as CharacterElementHolder;
- if(ceh == null) return false;
- sortedElements = new Dictionary>>();
- foreach (CharacterElement element in ceh.content)
- {
- string[] a = element.bundleName.Split('_');
- string character = a[0];
- string category = a[1].Split('-')[0].Replace(".assetbundle", "");
-
- if (!availableCharacters.Contains(character))
- availableCharacters.Add(character);
-
- if (!sortedElements.ContainsKey(character))
- sortedElements.Add(character, new Dictionary>());
-
- if (!sortedElements[character].ContainsKey(category))
- sortedElements[character].Add(category, new List());
-
- sortedElements[character][category].Add(element);
- }
-
- return true;
- }
- }
-
- public GameObject Generate(GameObject root)
- {
- List combineInstances = new List();
- List materials = new List();
- List bones = new List();
- Transform[] transforms = root.GetComponentsInChildren();
-
- foreach (CharacterElement element in currentConfiguration.Values)
- {
- Debug.Log ("Element的bundleName = " + element.bundleName);
- //肢体部件处理逻辑
- SkinnedMeshRenderer smr = element.GetSkinnedMeshRenderer();
- materials.AddRange(smr.materials);
- for (int sub = 0; sub < smr.sharedMesh.subMeshCount; sub++)
- {
- CombineInstance ci = new CombineInstance();
- ci.mesh = smr.sharedMesh;
- ci.subMeshIndex = sub;
- combineInstances.Add(ci);
- }
-
- foreach (string bone in element.GetBoneNames())
- {
- foreach (Transform transform in transforms)
- {
- if (transform.name != bone) continue;
- bones.Add(transform);
- break;
- }
- }
-
- Object.Destroy(smr.gameObject);
- }
-
- SkinnedMeshRenderer r = root.GetComponent();
- r.sharedMesh = new Mesh();
- r.sharedMesh.CombineMeshes(combineInstances.ToArray(), false, false);
- r.bones = bones.ToArray();
- r.materials = materials.ToArray();
-
- return root;
- }
-
- public GameObject Generate()
- {
- GameObject root = (GameObject)Object.Instantiate(characterBaseRequests[currentCharacter].asset);
- root.name = currentCharacter;
- return Generate(root);
- }
-
- public void ChangeCharacter(bool next)
- {
- string character = null;
- for (int i = 0; i < availableCharacters.Count; i++)
- {
- if (availableCharacters[i] != currentCharacter) continue;
- if (next)
- character = i < availableCharacters.Count - 1 ? availableCharacters[i + 1] : availableCharacters[0];
- else
- character = i > 0 ? availableCharacters[i - 1] : availableCharacters[availableCharacters.Count - 1];
- break;
- }
- PrepareRandomConfig(character);
- }
-
- void UpdateAssetbundlesAlreadyDownloaded()
- {
- assetbundlesAlreadyDownloaded = CurrentCharacterBase.progress;
- foreach (CharacterElement e in currentConfiguration.Values)
- assetbundlesAlreadyDownloaded += e.WWW.progress;
- }
-
- public void PrepareRandomConfig(string character)
- {
- currentConfiguration.Clear();
- currentCharacter = character.ToLower();
- foreach (KeyValuePair> category in sortedElements[currentCharacter])
- currentConfiguration.Add(category.Key, category.Value[Random.Range(0, category.Value.Count)]);
- UpdateAssetbundlesAlreadyDownloaded();
- }
-
- public void ChangeElement(string catagory, bool next)
- {
- List available = sortedElements[currentCharacter][catagory];
- CharacterElement element = null;
- for (int i = 0; i < available.Count; i++)
- {
- if (available[i] != currentConfiguration[catagory]) continue;
- if (next)
- element = i < available.Count - 1 ? available[i + 1] : available[0];
- else
- element = i > 0 ? available[i - 1] : available[available.Count - 1];
- break;
- }
- currentConfiguration[catagory] = element;
- UpdateAssetbundlesAlreadyDownloaded();
- }
-
- public static CharacterGenerator CreateWithRandomConfig(string character)
- {
- CharacterGenerator gen = new CharacterGenerator();
- gen.PrepareRandomConfig(character);
- return gen;
- }
-
- WWW CurrentCharacterBase
- {
- get
- {
- if (!characterBaseWWWs.ContainsKey(currentCharacter))
- characterBaseWWWs.Add(currentCharacter, new WWW(CharacterElement.AssetbundleBaseURL + currentCharacter + "_characterbase.assetbundle"));
- return characterBaseWWWs[currentCharacter];
- }
- }
-
- public bool ConfigReady
- {
- get
- {
- if (!CurrentCharacterBase.isDone) return false;
-
- if (!characterBaseRequests.ContainsKey(currentCharacter))
- characterBaseRequests.Add(currentCharacter, CurrentCharacterBase.assetBundle.LoadAssetAsync("characterbase", typeof(GameObject)));
-
- if (!characterBaseRequests[currentCharacter].isDone) return false;
-
- foreach (CharacterElement c in currentConfiguration.Values)
- if (!c.IsLoaded) return false;
-
- return true;
- }
- }
-
- public float CurrentConfigProgress
- {
- get
- {
- float toDownload = currentConfiguration.Count + 1 - assetbundlesAlreadyDownloaded;
- if (toDownload == 0) return 1;
- float progress = CurrentCharacterBase.progress;
- foreach (CharacterElement e in currentConfiguration.Values)
- progress += e.WWW.progress;
- return (progress - assetbundlesAlreadyDownloaded) / toDownload;
- }
- }
-
- public string GetConfig()
- {
- string s = currentCharacter;
- foreach (KeyValuePair category in currentConfiguration)
- s += "|" + category.Key + "|" + category.Value.name;
- return s;
- }
-
- public void PrepareConfig(string config)
- {
- config = config.ToLower();
- string[] settings = config.Split('|');
- currentCharacter = settings[0];
- currentConfiguration = new Dictionary();
- for (int i = 1; i < settings.Length; )
- {
- string categoryName = settings[i++];
- string elementName = settings[i++];
- CharacterElement element = null;
- foreach (CharacterElement e in sortedElements[currentCharacter][categoryName])
- {
- if (e.name != elementName) continue;
- element = e;
- break;
- }
- if (element == null) throw new System.Exception("未找到Element: " + elementName);
- currentConfiguration.Add(categoryName, element);
- }
- UpdateAssetbundlesAlreadyDownloaded();
- }
-
- public static CharacterGenerator CreateWithConfig(string config)
- {
- CharacterGenerator gen = new CharacterGenerator();
- gen.PrepareConfig(config);
- return gen;
- }
-}
diff --git a/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs.meta b/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs.meta
deleted file mode 100644
index f42fbfcb6..000000000
--- a/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 873edb70a4572c94b85d74089ebb392f
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
diff --git a/ChangeCharacter/Assets/Plugins/Editor.meta b/ChangeCharacter/Assets/Plugins/Editor.meta
deleted file mode 100644
index cccd31538..000000000
--- a/ChangeCharacter/Assets/Plugins/Editor.meta
+++ /dev/null
@@ -1,6 +0,0 @@
-fileFormatVersion: 2
-guid: 69f5c06c78dc0cc44a4b5cec080865e1
-folderAsset: yes
-DefaultImporter:
- userData:
- assetBundleName:
diff --git a/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs b/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs
deleted file mode 100644
index 91db48161..000000000
--- a/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs
+++ /dev/null
@@ -1,156 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-using System.IO;
-using Object = UnityEngine.Object;
-
-public class CreateAssetBundles
-{
- static string AssetbundlePath = "Assets" + Path.DirectorySeparatorChar + "assetbundles" + Path.DirectorySeparatorChar;
-
- [MenuItem("Character Generator/Create Assetbundles")]
- static void Execute()
- {
- bool createdBundle = false;
- foreach (Object o in Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets))
- {
- if (!(o is GameObject)) continue;
- if (o.name.Contains("@")) continue;
- if (!AssetDatabase.GetAssetPath(o).Contains("/characters/")) continue;
-
- // 将选中对象转为GameObject对象
- GameObject characterFBX = (GameObject)o;
- string name = characterFBX.name.ToLower();
- CreateCharacterBaseAssetBundle(characterFBX, name);
- CreatePartAssetBundles(characterFBX, name);
-
- createdBundle = true;
- }
-
- if(! createdBundle)
- {
- EditorUtility.DisplayDialog("Character Generator",
- "未生成Assetbundle.请选择Project视图中的characters文件夹来生成所有角色或者选择单个子目录生成选定角色", "OK");
- return;
- }
-
- CreateElementDatabaseBundles ();
- }
-
- static void CreateCharacterBaseAssetBundle(GameObject fbx, string name)
- {
- // 若AssetBundle目录不存在则创建之
- if (!Directory.Exists(AssetbundlePath))
- Directory.CreateDirectory(AssetbundlePath);
-
- // 若AssetbundlePath下已包含assetbundle文件则删除之
- string[] existingAssetbundles = Directory.GetFiles(AssetbundlePath);
- foreach (string bundle in existingAssetbundles)
- {
- if (bundle.EndsWith(".assetbundle") && bundle.Contains("/assetbundles/" + name))
- File.Delete(bundle);
- }
-
- GameObject characterClone = (GameObject)Object.Instantiate(fbx);
-
- foreach (Animation a in characterClone.GetComponentsInChildren())
- a.cullingType = AnimationCullingType.AlwaysAnimate;
-
- foreach (SkinnedMeshRenderer smr in characterClone.GetComponentsInChildren())
- Object.DestroyImmediate(smr.gameObject);
-
- //生成Male_characterbase.assetbundle和Female_characterbase.assetbundle
- characterClone.AddComponent();
-
- Object characterBasePrefab = GetPrefab(characterClone, "characterbase");
- string path = AssetbundlePath + name + "_characterbase.assetbundle";
- BuildPipeline.BuildAssetBundle(characterBasePrefab, null, path, BuildAssetBundleOptions.CollectDependencies,BuildTarget.StandaloneWindows);
- AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(characterBasePrefab));
- }
-
- static void CreatePartAssetBundles(GameObject fbx, string name)
- {
- List materials = EditorHelpers.CollectAll(MaterialsPath(fbx));
-
- foreach (SkinnedMeshRenderer smr in fbx.GetComponentsInChildren(true))
- {
- List