13 Commits

Author SHA1 Message Date
Chris
45a1feb388 change: more grapple work 2025-08-26 14:14:32 -04:00
Chris
99eacd87e5 maint: small scene and project settings changes 2025-08-26 14:13:53 -04:00
Chris
1619c05f2b feat: page locking, external page changing 2025-08-26 14:13:53 -04:00
Chris
4a9e2695f8 refactor: some coloring tweaks 2025-08-26 14:13:53 -04:00
Chris
5050c33df1 maint: removed unused file 2025-08-26 14:13:53 -04:00
Chris
7600a6bb1e feat: controls for pages, better templates, color changing, clear commenting 2025-08-26 14:13:53 -04:00
Chris
2a699019c4 added: debug overlay functional 2025-08-26 14:13:53 -04:00
Chris
af0dde30f2 maint: updated probuilder 6.0.4 to 6.0.6 2025-08-26 14:13:53 -04:00
Chris
a4bb6dabcd added: early platform generation test 2025-08-26 14:13:51 -04:00
Chris
0b3aab8bb4 maint: removed mats i wasn't using 2025-08-26 14:13:50 -04:00
Chris
6184aa3e16 maint: moved sin and sway scripts to world folder 2025-08-26 14:13:50 -04:00
Chris
3f6cb7d3fb added: turned existing structures into prefabs 2025-08-26 14:13:50 -04:00
Chris
b374c960b7 added: a few new large structures 2025-08-26 14:13:47 -04:00
95 changed files with 64945 additions and 266 deletions

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View File

@@ -34,7 +34,7 @@ namespace NodeCanvas.Tasks.Actions {
private float startTime; private float startTime;
private Vector3 velocityOnStart; private Vector3 velocityOnStart;
private Vector3 directionOnStart;
private Vector3 originalDirection; private Vector3 originalDirection;
@@ -49,6 +49,7 @@ namespace NodeCanvas.Tasks.Actions {
private Vector3 gizmoPointDirection; private Vector3 gizmoPointDirection;
private Vector3 gizmoFinalDirection; private Vector3 gizmoFinalDirection;
private Vector3 gizmosSmoothedInput; private Vector3 gizmosSmoothedInput;
private float gizmoVertValue;
private Transform camera; private Transform camera;
@@ -70,13 +71,19 @@ namespace NodeCanvas.Tasks.Actions {
protected override void OnExecute(){ protected override void OnExecute(){
camera = Camera.main.transform; camera = Camera.main.transform;
MonoManager.current.onLateUpdate += DrawGrappleGizmo; MonoManager.current.onLateUpdate += DrawGrappleGizmo;
// Set the initial direction
directionOnStart = agent.transform.position.DirectionTo(grapplePoint.value);
// Get the current move direction // Get the current move direction
velocityOnStart = agent.outputMoveDirection; velocityOnStart = agent.outputMoveDirection;
// Use the current move direciton to initialize the direction
finalDirection = velocityOnStart;
// Lerp the initial direction more towards the point of the grapple and less towards current momentum if not moving fast
finalDirection = Vector3.Lerp(velocityOnStart, directionOnStart, velocityOnStart.magnitude / 10f);
startTime = Time.time; startTime = Time.time;
currentSpeed = pullSpeedCurve.value[0].value * pullSpeedRange.value.y; currentSpeed = pullSpeedCurve.value[0].value * pullSpeedRange.value.y;
@@ -85,39 +92,55 @@ namespace NodeCanvas.Tasks.Actions {
//Called once per frame while the action is active. //Called once per frame while the action is active.
protected override void OnUpdate(){ protected override void OnUpdate(){
// Get direction to the point
Vector3 directionToPoint = agent.transform.position.DirectionTo(grapplePoint.value);
// Calculate input // Calculate input
Vector2 rawInput = agent.GetComponent<PlayerControls>().rawMoveInput; Vector2 rawInput = agent.GetComponent<PlayerControls>().rawMoveInput;
Vector3 input = new Vector3(rawInput.x, rawInput.y, 0f); Vector3 input = new(rawInput.x, rawInput.y, 0f);
smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 1f); smoothedInput = Vector3.SmoothDamp(smoothedInput, input, ref smoothedInputRefVelocity, 2);
// Change input handling based on position
if (directionToPoint.y < 0) {
} else {
}
// Create the distance variables // Create the distance variables
float currentDist = Vector3.Distance(agent.transform.position, grapplePoint.value); float currentDist = Vector3.Distance(agent.transform.position, grapplePoint.value);
// Calculate the direction on XZ // Calculate the swing direction.
Vector3 directionToPoint = agent.transform.position.DirectionTo(grapplePoint.value); // Vector3 swingDirection = Quaternion.LookRotation(smoothedInput) * directionToPoint * smoothedInput.magnitude; // Old
Vector3 directionToSwing = Quaternion.LookRotation(input) * directionToPoint; Vector3 sidewaysSwingAngle = Quaternion.AngleAxis(90f, Vector3.up) * directionToPoint;
Vector3 upwardsSwingAngle = Quaternion.AngleAxis(-90f, Vector3.right) * directionToPoint;
// Vector3 downwardsSwingAngle = Quaternion.AngleAxis(90f, Vector3.right) * directionToPoint; // why not just use upwards but negative based on input on Y
finalDirection = Vector3.Slerp(directionToPoint, directionToSwing, (elapsedTime * .6f)); // Create the composite swing direction
Vector3 compositeSwingDirection;
// Flatten it
// finalDirection.Flatten(null, 0f); // don't wanna flatten it to use the natural y as gravity
// if (directionToPoint.y > 0) {
Vector3 swingAngleAbovePoint = Vector3.Slerp(upwardsSwingAngle, -upwardsSwingAngle, Mathf.Abs((smoothedInput.y + 1f) / 2));
Vector3 axisFromInput = Vector3.zero;
if (smoothedInput.x >= 0) {
axisFromInput = Vector3.Slerp(swingAngleAbovePoint, sidewaysSwingAngle, smoothedInput.x);
}
if (smoothedInput.x < 0) {
axisFromInput = Vector3.Slerp(swingAngleAbovePoint, -sidewaysSwingAngle, Mathf.Abs(smoothedInput.x));
}
compositeSwingDirection = Vector3.Slerp(swingAngleAbovePoint, axisFromInput, smoothedInput.x);
// } else {
// compositeSwingDirection = Vector3.Slerp(upwardsSwingAngle, sidewaysSwingAngle, smoothedInput.magnitude);
// }
// Some math for getting the Y // Some math for getting the Y
yChangeMultipler = Mathf.Lerp(yChangeMultipler, 0f, elapsedTime * .5f); // Starts at 1 so that the player has more ability to change height on start of swing, then smooths to zero yChangeMultipler = Mathf.Lerp(yChangeMultipler, 0f, elapsedTime * .5f); // Starts at 1 so that the player has more ability to change height on start of swing, then smooths to zero
// Add Y, this is a test
if (Vector3.Dot(finalDirection, Vector3.down) < 0) { // This should make you go up
float yTarget = 10f;
finalDirection = Vector3.Slerp(finalDirection, finalDirection.Flatten(null, yTarget), 1f * Time.deltaTime);
} else {
float yTarget = -10f;
finalDirection = Vector3.Slerp(finalDirection, finalDirection.Flatten(null, yTarget), 1f * Time.deltaTime);
}
Debug.Log(Vector3.Dot(directionToSwing, Vector3.down));
Debug.Log(Vector3.Dot(directionToPoint, Vector3.down));
// Speed // Speed
float evaluatedSpeed = pullSpeedCurve.value.Evaluate(Mathf.Clamp((Time.time - startTime) / 6f, 0f, Mathf.Infinity)); float evaluatedSpeed = pullSpeedCurve.value.Evaluate(Mathf.Clamp((Time.time - startTime) / 6f, 0f, Mathf.Infinity));
@@ -144,20 +167,25 @@ namespace NodeCanvas.Tasks.Actions {
currentSpeed = Mathf.Lerp(currentSpeed, speedAgainstCurve, 10f * Time.deltaTime); currentSpeed = Mathf.Lerp(currentSpeed, speedAgainstCurve, 10f * Time.deltaTime);
// Gizmos // Gizmos
gizmoVertValue = finalDirection.y;
gizmosSmoothedInput = smoothedInput; gizmosSmoothedInput = smoothedInput;
gizmoPointDirection = directionToPoint; gizmoPointDirection = directionToPoint;
gizmoSwingDirection = directionToSwing; gizmoSwingDirection = compositeSwingDirection;
gizmoFinalDirection = finalDirection; gizmoFinalDirection = finalDirection;
agent.SetNewDirection(finalDirection.normalized.Flatten(null, 0)); //Test
finalDirection = gizmoSwingDirection;
agent.SetNewDirection(finalDirection.Flatten(null, 0));
agent.SetNewGravity(finalDirection.y); agent.SetNewGravity(finalDirection.y);
agent.SmoothToSpeed(5f, 1f * Time.deltaTime, out referenceSpeed); agent.SmoothToSpeed(0f, 1f * Time.deltaTime, out referenceSpeed);
// agent.SmoothToDirection(finalDirection.Flatten(null, 0).normalized * evaluatedSpeed, 1f * Time.deltaTime, out referenceDirection); // agent.SmoothToDirection(finalDirection.Flatten(null, 0).normalized * evaluatedSpeed, 1f * Time.deltaTime, out referenceDirection);
// agent.SmoothToGravitation(finalDirection.y, 1f, out referenceGravity); // agent.SmoothToGravitation(finalDirection.y, 1f, out referenceGravity);
if (Vector3.Dot(velocityOnStart, directionToPoint.normalized) < breakAtDotProduct) { if (Vector3.Dot(directionOnStart, directionToPoint.normalized) < breakAtDotProduct) {
EndAction(true); // EndAction(true);
} else if (currentDist < breakAtDistance) { } else if (currentDist < breakAtDistance) {
EndAction(true); EndAction(true);
} }
@@ -177,9 +205,9 @@ namespace NodeCanvas.Tasks.Actions {
Draw.Line(agent.transform.position + Vector3.up, agent.transform.position + Vector3.up + gizmoFinalDirection.normalized * 2f); Draw.Line(agent.transform.position + Vector3.up, agent.transform.position + Vector3.up + gizmoFinalDirection.normalized * 2f);
Draw.ArrowheadArc(agent.transform.position + Vector3.up, gizmoFinalDirection.normalized, 2f, 15f); Draw.ArrowheadArc(agent.transform.position + Vector3.up, gizmoFinalDirection.normalized, 2f, 15f);
Color inactiveBlue = new(0, 0, 1, .1f); // Colors for faded arrows
Color swingColor = Color.Lerp(Color.blue, inactiveBlue, (elapsedTime * .6f)); Color swingColor = Color.Lerp(Color.blue, Color.blue.Alpha(.4f), (elapsedTime * .6f));
Color dirColor = Color.Lerp(inactiveBlue, Color.blue, (elapsedTime * .6f)); Color dirColor = Color.Lerp(Color.blue.Alpha(.4f), Color.blue, (elapsedTime * .6f));
// Swing Direction // Swing Direction
using (Draw.WithColor(swingColor)) { using (Draw.WithColor(swingColor)) {
@@ -211,6 +239,32 @@ namespace NodeCanvas.Tasks.Actions {
Draw.Line(inputGizmoOffset + camera.rotation * Vector3.left, inputGizmoOffset + camera.rotation * Vector3.right); Draw.Line(inputGizmoOffset + camera.rotation * Vector3.left, inputGizmoOffset + camera.rotation * Vector3.right);
Draw.SolidCircle(inputGizmoPosition, inputGizmoPosition.DirectionTo(camera.position), Mathf.Lerp(.2f, .6f, (gizmosSmoothedInput.y - 1 ) / 2f + 1f)); Draw.SolidCircle(inputGizmoPosition, inputGizmoPosition.DirectionTo(camera.position), Mathf.Lerp(.2f, .6f, (gizmosSmoothedInput.y - 1 ) / 2f + 1f));
} }
// Up and down
using (Draw.WithColor(Color.yellow)) {
Vector3 vertGizmoPosition = agent.transform.position + camera.rotation * Vector3.left;
float vertGizmoWidth = .25f;
float vertGizmoHeight = 1.75f;
Vector3 vertGizmoStart = vertGizmoPosition + Vector3.up * vertGizmoHeight;
Vector3 vertGizmoEnd = vertGizmoPosition + Vector3.up * .35f;
Vector3 circlePos = Vector3.Lerp(vertGizmoEnd, vertGizmoStart, gizmoVertValue);
Draw.Line(vertGizmoStart, vertGizmoEnd);
Draw.SolidCircle(circlePos, circlePos.DirectionTo(camera.position), .4f);
Draw.Label2D(vertGizmoStart + camera.rotation * Vector3.left * 1.5f, gizmoVertValue.ToString());
Vector3 vertArrowUpPosition = vertGizmoStart + camera.rotation * Vector3.left * 1f + Vector3.up * .2f;
Vector3 vertArrowDownPosition = vertGizmoStart + camera.rotation * Vector3.left * 1f + Vector3.down * .2f;
if (gizmoVertValue > 0) {
Draw.SolidTriangle(vertArrowUpPosition + camera.rotation * Vector3.left/4, vertArrowUpPosition + Vector3.up/2, vertArrowUpPosition + camera.rotation * Vector3.right/4);
} else {
Draw.SolidTriangle(vertArrowDownPosition + camera.rotation * Vector3.left/4, vertArrowDownPosition + Vector3.down/2, vertArrowDownPosition + camera.rotation * Vector3.right/4);
}
}
} }
//Called when the task is disabled. //Called when the task is disabled.

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: c9ed10adc57e6b8489c6cad31b13a8aa
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,239 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UIElements;
// ReSharper disable UsageOfDefaultStructEquality, to disable the warnings about IndexOf(currentPage). It's fine.
namespace Reset.Core.Tools{
public class DebugOverlayDrawer : MonoBehaviour{
[Header("Asset References")]
[BoxGroup("References")] public VisualTreeAsset valueTemplate;
[BoxGroup("References")] public VisualTreeAsset pageBaseTemplate;
[BoxGroup("References")] public VisualTreeAsset pageButtonTemplate;
[Header("Scene References")]
[BoxGroup("References")][ShowInInspector] public UIDocument root;
[BoxGroup("References")]public GameObject canvasRootGameObject;
[Space(10)]
[ShowInInspector]
public Dictionary<GameObject, List<string>> Pages = new(); // Page and value names
[Space(5)]
[ShowInInspector]
public Dictionary<object, Label> values = new(); // Value name and value value (lol)
[Space]
public string pageNamePrefix = "Debug Page: ";
public static bool Locked;
private static float defaultLabelAlpha;
private static float defaultValueAlpha;
// Private variables
[ShowInInspector]
public KeyValuePair<GameObject, List<string>> currentPage;
public enum DebugOverlayAnchor{
TopLeft,
TopRight,
BottomLeft,
BottomRight,
Center
}
void Awake(){
if (Instance != null) {
Destroy(this);
}
Instance = this;
}
void Start(){
SetCurrentPageVisible();
Debug.Log(valueTemplate.Instantiate().resolvedStyle.backgroundColor);
defaultLabelAlpha = valueTemplate.Instantiate().Query<VisualElement>("LabelBackground").First().resolvedStyle.backgroundColor.a;
defaultValueAlpha = valueTemplate.Instantiate().Query<VisualElement>("ValueBackground").First().resolvedStyle.backgroundColor.a;
}
public static DebugOverlayDrawer Instance;
public static void AddOnOverlay(string pageName, string sourceName, Vector3 position){
// Make sure the page exists. If it does, use it. If not, create it
GameObject thisPageObject = null;
bool alreadyExisted = false;
// This checks for a gameobject with the page name. Sets it if it finds it
foreach (var page in Instance.Pages) {
if (page.Key.name == $"{Instance.pageNamePrefix}{pageName}") {
thisPageObject = page.Key;
alreadyExisted = true;
break;
}
}
// Otherwise, this will make a new one and add it
UIDocument thisDocument;
if (thisPageObject == null) {
// Create a new object
thisPageObject = new GameObject(name: $"{Instance.pageNamePrefix}{pageName}");
// Add it to the list of page objects and set it's transform
KeyValuePair<GameObject, List<string>> newPage = new(thisPageObject, new List<string>());
Instance.Pages.Add(newPage.Key, newPage.Value);
thisPageObject.transform.SetParent(Instance.canvasRootGameObject.transform);
// Add a UI Document for it, give it the base template
thisDocument = thisPageObject.AddComponent<UIDocument>();
thisDocument.visualTreeAsset = Instance.pageBaseTemplate;
// Then add a button/header to the main container
VisualElement newPageButton = Instance.pageButtonTemplate.Instantiate();
Instance.root.rootVisualElement.Query<VisualElement>("Pages").First().Add(newPageButton);
((Label)newPageButton.Query<VisualElement>("PageLabel").First()).text = pageName;
} else {
thisDocument = thisPageObject.GetComponent<UIDocument>();
}
// If this is the only page, set it to the current page
if (Instance.Pages.Count == 1) {
ChangeToPage(pageName);
SetCurrentPageVisible();
}
// Warning for the page being null for whatever reason by this point
if (thisPageObject == null) {
Debug.LogError(
$"Debug Overlay Manager never found a page named: {sourceName}. It failed to create one and aborted.");
return;
}
// Now, iterate through this page and see if the variable is already tracked
if (alreadyExisted && Instance.Pages[thisPageObject].Contains(sourceName)) {
return;
}
// Since it doesn't exist, add it to the list of tracked variables
Instance.Pages[thisPageObject].Add(sourceName);
// Then create a new on-screen element for this variable
VisualElement thisElement = (Instance.valueTemplate.Instantiate());
thisDocument.rootVisualElement.Query<VisualElement>("ValuesContainer").First().Add(thisElement);
// Set it's label
((Label)thisElement.Query<VisualElement>("Label").First()).text = sourceName;
Instance.values.Add($"{pageName}/{sourceName}", (Label)thisElement.Query<VisualElement>("Value"));
}
// Publicly accessible method to change the value
public static void ChangeValue(string pageName, string sourceName, string newValue){
Instance.values[$"{pageName}/{sourceName}"].text = newValue;
}
// Publicly accessible method to change the color
public static void ChangeColor(string pageName, string sourceName, Color newColor){
VisualElement labelBG = Instance.values[$"{pageName}/{sourceName}"].parent.parent.Query<VisualElement>("LabelBackground").First();
VisualElement valueBG = Instance.values[$"{pageName}/{sourceName}"].parent.parent.Query<VisualElement>("ValueBackground").First();
labelBG.style.backgroundColor = ((newColor / 1.2f + Color.gray * .3f)* .7f).Alpha(defaultLabelAlpha);
valueBG.style.backgroundColor = ((newColor / 1.5f + Color.gray * .4f) * .6f) .Alpha(defaultValueAlpha);
}
// Change to a specific page
public static void ChangeToPage(string pageName){
if (Locked) {
Debug.LogWarning($"Can't switch to page {pageName}: Page is currently locked");
return;
}
try {
Instance.currentPage = Instance.Pages.Where(pair => pair.Key.name == Instance.pageNamePrefix + pageName).First();
} catch (Exception e) {
Debug.LogError($"Couldn't switch page to {pageName}: {e.Message}");
throw;
}
}
// Back a page
public static void PreviousPage(){
// Do nothing if there's only one page
if (Instance.Pages.Count == 1) {
return;
}
// Lock check
if (Locked) {
Debug.LogWarning($"Attempted to switch to a new page but the page is locked.");
return;
}
// Get the index of the current page
int currentIndex = Instance.Pages.ToList().IndexOf(Instance.currentPage);
// Change the page with wrapping
if (Instance.Pages.First().Key == Instance.currentPage.Key) {
Instance.currentPage = Instance.Pages.Last();
} else {
Instance.currentPage = Instance.Pages.ElementAt(currentIndex - 1);
}
// Set visibility
SetCurrentPageVisible();
}
public static void NextPage(){
// Do nothing if there's only one page
if (Instance.Pages.Count == 1) {
return;
}
// Lock check
if (Locked) {
Debug.LogWarning($"Attempted to switch to a new page but the page is locked.");
return;
}
// Get the index of the current page
int currentIndex = Instance.Pages.ToList().IndexOf(Instance.currentPage);
// Change the page with wrapping
if (Instance.Pages.Last().Key == Instance.currentPage.Key) {
Instance.currentPage = Instance.Pages.First();
} else {
Instance.currentPage = Instance.Pages.ElementAt(currentIndex + 1);
}
// Set visibility
SetCurrentPageVisible();
}
static void SetCurrentPageVisible(){
// Set the display property for the page to enable/disable them
foreach (var page in Instance.Pages) {
if (page.Key == Instance.currentPage.Key) {
page.Key.GetComponent<UIDocument>().rootVisualElement.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.Flex);
} else {
page.Key.GetComponent<UIDocument>().rootVisualElement.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None);
}
}
// Turn all the page labels into a list
var pageButtons = Instance.root.rootVisualElement.Query<Label>("PageLabel").ToList();
// Iterate through said list and set the opacity of the parent (so everything including the label gets turned down)
foreach (Label page in pageButtons) {
page.parent.style.opacity = .4f;
if (Instance.currentPage.Key.name == $"{Instance.pageNamePrefix}{page.text}") {
page.parent.style.opacity = 1f;
}
}
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: bef2d32c8ac26b643851a4c8f18dacca

View File

@@ -0,0 +1,49 @@
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.ProBuilder;
using UnityEngine.ProBuilder.MeshOperations;
public class PlatformGenerator : MonoBehaviour{
public Vector2 sizeRange = new Vector2(5f, 20f);
public float snappingInterval = 2.5f;
void Start(){
}
[Button]
void GenerateNewPlatform(int corners){
ProBuilderMesh newShape = new GameObject().AddComponent<ProBuilderMesh>();
int originX = Mathf.RoundToInt(Random.Range(sizeRange.x, sizeRange.y));
int originY = Mathf.RoundToInt(Random.Range(sizeRange.x, sizeRange.y));
originX = -Mathf.Abs(originX);
originY = -Mathf.Abs(originY);
Vector3 origin = new Vector3(Snap(originX), 0f, Snap(originY));
Vector3[] points = new Vector3[corners];
for (int i = 0; i < corners; i++) {
if (i == 0) {
points[0] = origin;
} else {
points[i] = GetNewPoint(points[i - 1]);
}
}
Vector3 GetNewPoint(Vector3 previous){
return Vector3.zero;
}
float Snap(float input){
return ((input = snappingInterval / 2) / snappingInterval) * snappingInterval;
}
newShape.CreateShapeFromPolygon(points, 5f, false);
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 56af9443f43cafc40adcf591b83a78c7

2
Assets/SelectionBase.cs Normal file
View File

@@ -0,0 +1,2 @@
using UnityEngine;
[SelectionBase] public class SelectionBase : MonoBehaviour{ }

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 75a6b8d80292e6244a6992871db6b1ca

View File

@@ -9,7 +9,7 @@
"com.unity.multiplayer.center": "1.0.0", "com.unity.multiplayer.center": "1.0.0",
"com.unity.multiplayer.tools": "2.2.1", "com.unity.multiplayer.tools": "2.2.1",
"com.unity.netcode.gameobjects": "2.1.1", "com.unity.netcode.gameobjects": "2.1.1",
"com.unity.probuilder": "6.0.4", "com.unity.probuilder": "6.0.6",
"com.unity.render-pipelines.universal": "17.0.3", "com.unity.render-pipelines.universal": "17.0.3",
"com.unity.services.multiplayer": "1.0.2", "com.unity.services.multiplayer": "1.0.2",
"com.unity.test-framework": "1.4.5", "com.unity.test-framework": "1.4.5",

View File

@@ -159,11 +159,11 @@
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.probuilder": { "com.unity.probuilder": {
"version": "6.0.4", "version": "6.0.6",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
"com.unity.shadergraph": "17.0.2", "com.unity.shadergraph": "17.0.3",
"com.unity.modules.imgui": "1.0.0", "com.unity.modules.imgui": "1.0.0",
"com.unity.modules.physics": "1.0.0", "com.unity.modules.physics": "1.0.0",
"com.unity.settings-manager": "1.0.3" "com.unity.settings-manager": "1.0.3"