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mirror of https://github.com/AcChosen/VR-Stage-Lighting.git synced 2024-11-27 17:00:51 +01:00

VPM Repository Update

This commit is contained in:
AcChosen 2022-11-30 08:14:52 -05:00
parent d3e992f2d3
commit 0275b01b4c
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# Auto detect text files and perform LF normalization
* text=auto

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name: Build Repo Listing
on:
workflow_dispatch:
workflow_run:
workflows: [Build Release]
types:
- completed
release:
types: [published, created, edited, unpublished, deleted, released]
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
permissions:
contents: read
pages: write
id-token: write
# Allow one concurrent deployment
concurrency:
group: "pages"
cancel-in-progress: true
env:
listPublishDirectory: Website
pathToCi: ci
jobs:
build-listing:
name: build-listing
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3 # check out this repo
- uses: actions/checkout@v3 # check out automation repo
with:
repository: vrchat-community/package-list-action
path: ${{env.pathToCi}}
clean: false # otherwise the local repo will no longer be checked out
- name: Restore Cache
uses: actions/cache@v2
with:
path: |
${{env.pathToCi}}/.nuke/temp
~/.nuget/packages
key: ${{ runner.os }}-${{ hashFiles('**/global.json', '**/*.csproj') }}
- name: Build Package Version Listing
run: ${{env.pathToCi}}/build.cmd BuildRepoListing --root ${{env.pathToCi}} --list-publish-directory $GITHUB_WORKSPACE/${{env.listPublishDirectory}}
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Setup Pages
uses: actions/configure-pages@v2
- name: Upload artifact
uses: actions/upload-pages-artifact@v1
with:
path: ${{env.listPublishDirectory}}
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v1

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name: Build Release
on:
workflow_dispatch:
push:
branches: main
paths: Packages/com.acchosen.vr-stage-lighting/**
env:
packageName: "com.acchosen.vr-stage-lighting"
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
- name: get version
id: version
uses: notiz-dev/github-action-json-property@7c8cf5cc36eb85d8d287a8086a39dac59628eb31
with:
path: "Packages/${{env.packageName}}/package.json"
prop_path: "version"
- run: echo ${{steps.version.outputs.prop}}
- name: Set Environment Variables
run: |
echo "zipFile=${{ env.packageName }}-${{ steps.version.outputs.prop }}".zip >> $GITHUB_ENV
echo "unityPackage=${{ env.packageName }}-${{ steps.version.outputs.prop }}.unitypackage" >> $GITHUB_ENV
- name: Create Zip
uses: thedoctor0/zip-release@09336613be18a8208dfa66bd57efafd9e2685657
with:
type: "zip"
directory: "Packages/${{env.packageName}}/"
filename: "../../${{env.zipFile}}" # make the zip file two directories up, since we start two directories in above
- run: find "Packages/${{env.packageName}}/" -name \*.meta >> metaList
- name: Create UnityPackage
uses: pCYSl5EDgo/create-unitypackage@e28c7a4616b2754c564b0a959a03b3c89b756fdb
with:
package-path: ${{ env.unityPackage }}
include-files: metaList
- name: Make Release
uses: softprops/action-gh-release@1e07f4398721186383de40550babbdf2b84acfc5
with:
tag_name: ${{ steps.version.outputs.prop }}
files: |
${{ env.zipFile }}
${{ env.unityPackage }}
Packages/${{ env.packageName }}/package.json

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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
@ -8,20 +8,18 @@
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
/[Aa]ssets/
/[Pp]rojectSettings/
# Recordings can get excessive in size
/[Rr]ecordings/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
@ -57,16 +55,12 @@ sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
.idea/.idea.vpm-package-maker/.idea
Assets/PackageMakerWindowData.asset*
.idea
.vscode

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/*/
!com.vrchat.core.*
# Change this to match your new package name
!com.acchosen.vr-stage-lighting

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# VR Stage Lighting - Changelog
## v2.2.0 - November 30th, 2022
### New Features
- Created this changelog!
- VR Stage Lighting is now a VPM package to be used with the VRChat creator companion. This is now the officially supported way of installing VR Stage Lighting.
- Added scene based depth light dependency toggle in control panel. Allows VR Stage Lighting shaders to become "Quest Compatible" by removing the reliance on the depth texture to function. This feature is also functional with PC.
- Added scene based 3D noise toggle in control panel. Allows ability to toggle the 3D and 2D noise features of volumetric shaders to reduce overhead on the fragment shaders. Useful for improving performance on Quest.
- Added support for AudioLink Theme Colors on all audiolink compatible lights.
- Added color chord support for audiolink disco ball.
- Added VRSL Stencil Masks. These 3D meshs will block or "mask" any and all VRSL projection and volumetric shaders. This is useful for preventing VRSL lights from leaking into adjacent rooms and hallways.
### Changes and Bugfixes
- This version of VRSL now requires AudioLink 0.3.0 or newer.
- Fixed the audiolink washlight volumetric from clipping into the fixture.
- Added a proper spawn button for the "VRSL Edition" of the AudioLink Prefab.

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GridReader - An OSC reader for the VRSL grid node
MIT License
Copyright (c) 2022 TekCastPork
Copyright (c) 2022 AcChosen
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
@ -20,4 +18,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
SOFTWARE.

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Copyright 2021 AcChosen
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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![vrsl-compact](https://user-images.githubusercontent.com/107726700/194073524-eb74f90e-2d40-440c-adea-38a5e0d4ec19.png)
<h2 align="center"> VR Stage Lighting is a collection of shaders, scripts, and models designed to emulate professional stage lighting into VRChat in as many ways as possible.</h2>
VR Stage Lighting is a year-long project that started out as a means to research and develop a performant/reliable way to send lighting data (including DMX512) to VRChat. It has evolved into creating a package of assets that can bring quality lighting effects in all manner of ways performantly.
This performance is provided through a standardized set of custom shaders that avoid things such as real-time unity lights and using cost saving measures such as GPU-instancing and batching.
### SEE ALL THESE SYSTEMS LIVE IN VRCHAT [@ CLUB ORION](https://vrchat.com/home/launch?worldId=wrld_b2d9f284-3a77-4a8a-a58e-f8427f87ba79)
## IMPORTANT
- These systems are designed for world building on VRChat for PC. While some of the shaders in theory could be used on avatars, they are primarily designed to be placed in a PC world.
- This system is still a work in progress and is planned for long-term support as more VRChat features are released. Planned features include OSC support and Quest-Ready alternatives.
- For proper documentation, please refer to the [github wiki](https://github.com/AcChosen/VR-Stage-Lighting/wiki).
## Setup
### Requirements
- Unity 2019.4
- VRChat SDK3 for Worlds
- UdonSharp
- USharp Video Player
- PostProcessing Stack V2 (Unity Package Manager)
- AudioLink v2.7+ (Full)
- Recommended: Open Broadcast Software (or streaming software of your choice)
- Recommended: VRSL Grid Node (For DMX control)
- Recommended: At least one extra screen that can support 16:9 resolutions.
### Installation
See the [Project Setup](https://github.com/AcChosen/VR-Stage-Lighting/wiki/Getting-Started:-Project-Setup) page on the wiki.
## About VRSL
<p align="center">
<img src="https://user-images.githubusercontent.com/107726700/194073714-4685c990-a23b-474d-b2a5-beff83d9e8c8.gif">
</p>
### DMX Via Video Artnet Gridnode
![artnet-gridnode](https://user-images.githubusercontent.com/107726700/193886336-c6df8417-d0b3-464d-b5e3-c5d0df023c6c.png)
What powers VRSL is the ability to transmit DMX data contained within a video stream. It is done this way as it is the best way to achieve the following goals:
- Having all players within their own instances of a world be synced.
- Allowing a given world to display data that any given user wishes.
- Allowing for live performances.
This is the main system this project was based on. Once in unity, VRSL can convert data it reads from a VRChat Player video into DMX data that the lighting system can read.
This system is powered 95% by shaders, including the actual method of reading the pixels from the screen. The other 5% is to enable GPU instancing for the shaders and certain properties. There is also basic "RAW" Udon support for when DMX Support is disabled for these shaders.
#### The appeal of this system is that it allows any software or hardware that supports Artnet to control VRSL lights in real time with entirely hardware-accelerated computation with nearly unrivaled performance for the end user.
This repository comes with an example recorded video in an example scene of the lights in action as well as the grid system they're reacting to. The video is placed in an example scene where the same lights are set-up to re-react to the video in real time, mimicing the actions of the lights shown in the example video.
### Get the Artnet Gridnode
#### While VRSL's lights and shaders are open source, Artnet Grid Node is not.
[Purchasing a copy](https://gumroad.com/l/xYaPu) of the VR Stage Lighting Grid Node will help in the development of both the node grid and the VRSL framework!
OSC and MIDI output is also included with this grid system for when VRChat officially supports it via Udon.
You can purchase a copy [here](https://gumroad.com/l/xYaPu), and your support will be greatly appreciated! <3
It is not required for use with AudioLink.
### Local UI Panel
A UI panel that can control the intensity of the different lighting shaders is also included. Plop this panel in your world to allow users to locally control the brightness of each aspect of the lights, or all lights at once. It also includes a slider for bloom intensity and a pre-made post processing volume for it.
### Audio Reaction via AudioLink
A varation of these shaders support [AudioLink by llealloo](https://github.com/llealloo/vrc-udon-audio-link).
These shaders will have their intensity's react to the audio at different frequencies. They use the shader implementation of AudioLink for minimal overhead. There is also basic "RAW" Udon support that is enabled alongside AudioLink which inclues GPU Instanced properties and mover target following.
An example scene is included that show the different light types reacting to the different frequency bands of audio.
You can get Audiolink as well as learn more about it [here](https://github.com/llealloo/vrc-udon-audio-link)!
### Limitations
- This system requires using a livestream, meaning there will be some unavoidable latency for realtime setups.
- Compression artifacting can cause movement data to be scrambled a bit. VRSL works to compensate for the scrambling somewhat, but does make the movement much slower.
- Light fixtures have the ability to set to control the smoothing intensity, but it is recommended to keep the smoothing at maximum (which is 0) for most situations.
- If quicker movement is needed, it is recommended to do it in small bursts, quickly returning the smoothing back to maximum when you can.
<p align="center">
<img src="https://user-images.githubusercontent.com/107726700/194075483-c4eb51fb-40da-4974-9820-bfb1ede75ab4.gif">
</p>
## Wiki
More information about VRSL and many helpful tutorials can be found on this [repo's wiki](https://github.com/AcChosen/VR-Stage-Lighting/wiki).
## Support
If you'd like to support the project, you can do so via [patreon](https://www.patreon.com/ac_chosen), where you can also get some VRSL exclusives!~
You can also join the official [VRSL discord](https://discord.gg/zPktZAe48r)!

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Copyright (c) 2016 Adam Reeve
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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Apache License
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http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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except as required for reasonable and customary use in describing the
origin of the Work and reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or
agreed to in writing, Licensor provides the Work (and each
Contributor provides its Contributions) on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied, including, without limitation, any warranties or conditions
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
PARTICULAR PURPOSE. You are solely responsible for determining the
appropriateness of using or redistributing the Work and assume any
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8. Limitation of Liability. In no event and under no legal theory,
whether in tort (including negligence), contract, or otherwise,
unless required by applicable law (such as deliberate and grossly
negligent acts) or agreed to in writing, shall any Contributor be
liable to You for damages, including any direct, indirect, special,
incidental, or consequential damages of any character arising as a
result of this License or out of the use or inability to use the
Work (including but not limited to damages for loss of goodwill,
work stoppage, computer failure or malfunction, or any and all
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9. Accepting Warranty or Additional Liability. While redistributing
the Work or Derivative Works thereof, You may choose to offer,
and charge a fee for, acceptance of support, warranty, indemnity,
or other liability obligations and/or rights consistent with this
License. However, in accepting such obligations, You may act only
on Your own behalf and on Your sole responsibility, not on behalf
of any other Contributor, and only if You agree to indemnify,
defend, and hold each Contributor harmless for any liability
incurred by, or claims asserted against, such Contributor by reason
of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following
boilerplate notice, with the fields enclosed by brackets "{}"
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SharpOSC
https://github.com/ValdemarOrn/SharpOSC
The MIT License (MIT)
License follows:
Copyright (c) 2012 Valdemar Örn Erlingsson
Copyright (c) 2020 Kurai András
Copyright (c) 2022-Present VRChat Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
@ -14,18 +11,13 @@ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
Name: SharpOSC
Creator: Valdemar Örn Erlingsson
License: MIT License
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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platformData:
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Copyright (c) 2008, 2009, 2010, 2011, 2012, 2013, 2014 Antoine Aubry and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
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SOFTWARE.

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEditor.VersionControl;
using UnityEngine;
using UnityEngine.UIElements;
using VRC.PackageManagement.Core.Types.Packages;
using YamlDotNet.Serialization.NodeTypeResolvers;
namespace VRC.PackageManagement.PackageMaker
{
public class PackageMakerWindow : EditorWindow
{
// VisualElements
private VisualElement _rootView;
private TextField _targetAssetFolderField;
private TextField _packageIDField;
private Button _actionButton;
private EnumField _targetVRCPackageField;
private static string _projectDir;
private PackageMakerWindowData _windowData;
private void LoadDataFromSave()
{
if (!string.IsNullOrWhiteSpace(_windowData.targetAssetFolder))
{
_targetAssetFolderField.SetValueWithoutNotify(_windowData.targetAssetFolder);
}
_packageIDField.SetValueWithoutNotify(_windowData.packageID);
_targetVRCPackageField.SetValueWithoutNotify(_windowData.relatedPackage);
RefreshActionButtonState();
}
private void OnEnable()
{
_projectDir = Directory.GetParent(Application.dataPath).FullName;
Refresh();
}
[MenuItem("VRChat SDK/Utilities/Package Maker")]
public static void ShowWindow()
{
PackageMakerWindow wnd = GetWindow<PackageMakerWindow>();
wnd.titleContent = new GUIContent("Package Maker");
}
[MenuItem("Assets/Export VPM as UnityPackage")]
private static void ExportAsUnityPackage ()
{
if (Selection.assetGUIDs.Length != 1)
{
Debug.LogWarning($"Cannot export selection, must be a single Folder.");
return;
}
string selectedFolder = AssetDatabase.GUIDToAssetPath(Selection.assetGUIDs[0]);
var manifestPath = Path.Combine(selectedFolder, VRCPackageManifest.Filename);
var manifest = VRCPackageManifest.GetManifestAtPath(manifestPath);
if (manifest == null)
{
Debug.LogWarning($"Could not read valid Package Manifest at {manifestPath}. You need to create this first.");
return;
}
var exportDir = Path.Combine(Directory.GetCurrentDirectory(), "Exports");
Directory.CreateDirectory(exportDir);
AssetDatabase.ExportPackage
(
selectedFolder,
Path.Combine(exportDir, $"{manifest.Id}-{manifest.Version}.unitypackage"),
ExportPackageOptions.Recurse | ExportPackageOptions.Interactive
);
}
private void Refresh()
{
if (_windowData == null)
{
_windowData = PackageMakerWindowData.GetOrCreate();
}
if (_rootView == null) return;
if (_windowData != null)
{
LoadDataFromSave();
}
}
private void RefreshActionButtonState()
{
_actionButton.SetEnabled(
StringIsValidAssetFolder(_windowData.targetAssetFolder) &&
!string.IsNullOrWhiteSpace(_windowData.packageID)
);
}
/// <summary>
/// Unity calls the CreateGUI method automatically when the window needs to display
/// </summary>
private void CreateGUI()
{
if (_windowData == null)
{
_windowData = PackageMakerWindowData.GetOrCreate();
}
_rootView = rootVisualElement;
_rootView.name = "root-view";
_rootView.styleSheets.Add((StyleSheet) Resources.Load("PackageMakerWindowStyle"));
// Create Target Asset folder and register for drag and drop events
_rootView.Add(CreateTargetFolderElement());
_rootView.Add(CreatePackageIDElement());
_rootView.Add(CreateTargetVRCPackageElement());
_rootView.Add(CreateActionButton());
Refresh();
}
public enum VRCPackageEnum
{
None = 0,
Worlds = 1,
Avatars = 2,
Base = 3,
UdonSharp = 4,
}
private VisualElement CreateTargetVRCPackageElement()
{
_targetVRCPackageField = new EnumField("Related VRChat Package", VRCPackageEnum.None);
_targetVRCPackageField.RegisterValueChangedCallback(OnTargetVRCPackageChanged);
var box = new Box();
box.Add(_targetVRCPackageField);
return box;
}
private void OnTargetVRCPackageChanged(ChangeEvent<Enum> evt)
{
_windowData.relatedPackage = (VRCPackageEnum)evt.newValue;
_windowData.Save();
}
private VisualElement CreateActionButton()
{
_actionButton = new Button(OnActionButtonPressed)
{
text = "Convert Assets to Package",
name = "action-button"
};
return _actionButton;
}
private void OnActionButtonPressed()
{
bool result = EditorUtility.DisplayDialog("One-Way Conversion",
$"This process will move the assets from {_windowData.targetAssetFolder} into a new Package with the id {_windowData.packageID} and give it references to {_windowData.relatedPackage}.",
"Ok", "Wait, not yet.");
if (result)
{
string newPackageFolderPath = Path.Combine(_projectDir, "Packages", _windowData.packageID);
Directory.CreateDirectory(newPackageFolderPath);
var fullTargetAssetFolder = Path.Combine(_projectDir, _windowData.targetAssetFolder);
DoMigration(fullTargetAssetFolder, newPackageFolderPath);
ForceRefresh();
}
}
public static void ForceRefresh ()
{
MethodInfo method = typeof( UnityEditor.PackageManager.Client ).GetMethod( "Resolve", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.DeclaredOnly );
if( method != null )
method.Invoke( null, null );
AssetDatabase.Refresh();
}
private VisualElement CreatePackageIDElement()
{
var box = new Box()
{
name = "package-name-box"
};
_packageIDField = new TextField("Package ID", 255, false, false, '*');
_packageIDField.RegisterValueChangedCallback(OnPackageIDChanged);
box.Add(_packageIDField);
box.Add(new Label("Lowercase letters, numbers and dots only.")
{
name="description",
tooltip = "Standard practice is reverse domain notation like com.vrchat.packagename. Needs to be unique across VRChat, so if you don't own a domain you can try your username.",
});
return box;
}
private Regex packageIdRegex = new Regex("[^a-z0-9.]");
private void OnPackageIDChanged(ChangeEvent<string> evt)
{
if (evt.newValue != null)
{
string newId = packageIdRegex.Replace(evt.newValue, "-");
_packageIDField.SetValueWithoutNotify(newId);
_windowData.packageID = newId;
_windowData.Save();
}
RefreshActionButtonState();
}
private VisualElement CreateTargetFolderElement()
{
var targetFolderBox = new Box()
{
name = "editor-target-box"
};
_targetAssetFolderField = new TextField("Target Folder");
_targetAssetFolderField.RegisterCallback<DragEnterEvent>(OnTargetAssetFolderDragEnter, TrickleDown.TrickleDown);
_targetAssetFolderField.RegisterCallback<DragLeaveEvent>(OnTargetAssetFolderDragLeave, TrickleDown.TrickleDown);
_targetAssetFolderField.RegisterCallback<DragUpdatedEvent>(OnTargetAssetFolderDragUpdated, TrickleDown.TrickleDown);
_targetAssetFolderField.RegisterCallback<DragPerformEvent>(OnTargetAssetFolderDragPerform, TrickleDown.TrickleDown);
_targetAssetFolderField.RegisterCallback<DragExitedEvent>(OnTargetAssetFolderDragExited, TrickleDown.TrickleDown);
_targetAssetFolderField.RegisterValueChangedCallback(OnTargetAssetFolderValueChanged);
targetFolderBox.Add(_targetAssetFolderField);
targetFolderBox.Add(new Label("Drag and Drop an Assets Folder to Convert Above"){name="description"});
return targetFolderBox;
}
#region TargetAssetFolder Field Events
private bool StringIsValidAssetFolder(string targetFolder)
{
return !string.IsNullOrWhiteSpace(targetFolder) && AssetDatabase.IsValidFolder(targetFolder);
}
private void OnTargetAssetFolderValueChanged(ChangeEvent<string> evt)
{
string targetFolder = evt.newValue;
if (StringIsValidAssetFolder(targetFolder))
{
_windowData.targetAssetFolder = evt.newValue;
_windowData.Save();
RefreshActionButtonState();
}
else
{
_targetAssetFolderField.SetValueWithoutNotify(evt.previousValue);
}
}
private void OnTargetAssetFolderDragExited(DragExitedEvent evt)
{
DragAndDrop.visualMode = DragAndDropVisualMode.None;
}
private void OnTargetAssetFolderDragPerform(DragPerformEvent evt)
{
var targetFolder = DragAndDrop.paths[0];
if (!string.IsNullOrWhiteSpace(targetFolder) && AssetDatabase.IsValidFolder(targetFolder))
{
_targetAssetFolderField.value = targetFolder;
}
else
{
Debug.LogError($"Could not accept {targetFolder}. Needs to be a folder within the project");
}
}
private void OnTargetAssetFolderDragUpdated(DragUpdatedEvent evt)
{
if (DragAndDrop.paths.Length == 1)
{
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
DragAndDrop.AcceptDrag();
}
else
{
DragAndDrop.visualMode = DragAndDropVisualMode.Rejected;
}
}
private void OnTargetAssetFolderDragLeave(DragLeaveEvent evt)
{
DragAndDrop.visualMode = DragAndDropVisualMode.None;
}
private void OnTargetAssetFolderDragEnter(DragEnterEvent evt)
{
if (DragAndDrop.paths.Length == 1)
{
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
DragAndDrop.AcceptDrag();
}
}
#endregion
#region Migration Logic
private void DoMigration(string corePath, string targetDir)
{
EditorUtility.DisplayProgressBar("Migrating Package", "Creating Starter Package", 0.1f);
// Convert PackageType enum to VRC Package ID string
string packageType = null;
switch (_windowData.relatedPackage)
{
case VRCPackageEnum.Avatars:
packageType = "com.vrchat.avatars";
break;
case VRCPackageEnum.Base:
packageType = "com.vrchat.base";
break;
case VRCPackageEnum.Worlds:
packageType = "com.vrchat.clientsim"; // we want ClientSim too, need to specify that for now
break;
case VRCPackageEnum.UdonSharp:
packageType = "com.vrchat.udonsharp";
break;
}
string parentDir = new DirectoryInfo(targetDir)?.Parent.FullName;
Core.Utilities.CreateStarterPackage(_windowData.packageID, parentDir, packageType);
var allFiles = GetAllFiles(corePath).ToList();
MoveFilesToPackageDir(allFiles, corePath, targetDir);
// Clear target asset folder since it should no longer exist
_windowData.targetAssetFolder = "";
}
private static IEnumerable<string> GetAllFiles(string path)
{
var excludedPaths = new List<string>()
{
"Editor.meta"
};
return Directory.EnumerateFiles(path, "*.*", SearchOption.AllDirectories)
.Where(
s => excludedPaths.All(entry => !s.Contains(entry))
);
}
public static void MoveFilesToPackageDir(List<string> files, string pathBase, string targetDir)
{
EditorUtility.DisplayProgressBar("Migrating Package", "Moving Package Files", 0f);
float totalFiles = files.Count;
for (int i = 0; i < files.Count; i++)
{
try
{
EditorUtility.DisplayProgressBar("Migrating Package", "Moving Package Files", i / totalFiles);
var file = files[i];
string simplifiedPath = file.Replace($"{pathBase}\\", "");
string dest = null;
if (simplifiedPath.Contains("Editor\\"))
{
// Remove extra 'Editor' subfolders
dest = simplifiedPath.Replace("Editor\\", "");
dest = Path.Combine(targetDir, "Editor", dest);
}
else
{
// Make complete path to Runtime folder
dest = Path.Combine(targetDir, "Runtime", simplifiedPath);
}
string targetEnclosingDir = Path.GetDirectoryName(dest);
Directory.CreateDirectory(targetEnclosingDir);
var sourceFile = Path.Combine(pathBase, simplifiedPath);
File.Move(sourceFile, dest);
}
catch (Exception e)
{
Debug.LogError($"Error moving {files[i]}: {e.Message}");
continue;
}
}
Directory.Delete(pathBase, true); // cleans up leftover folders since only files are moved
EditorUtility.ClearProgressBar();
}
// Important while we're doing copy-and-rename in order to rename paths with "Assets" without renaming paths with "Sample Assets"
public static string ReplaceFirst(string text, string search, string replace)
{
int pos = text.IndexOf(search);
if (pos < 0)
{
return text;
}
return text.Substring(0, pos) + replace + text.Substring(pos + search.Length);
}
#endregion
}
}

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@ -1,5 +1,5 @@
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MonoImporter:
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using System.IO;
using UnityEditor;
using UnityEngine;
using VRC.PackageManagement.PackageMaker;
public class PackageMakerWindowData : ScriptableObject
{
public static string defaultAssetPath = Path.Combine("Assets", "PackageMakerWindowData.asset");
public string targetAssetFolder;
public string packageID;
public PackageMakerWindow.VRCPackageEnum relatedPackage;
public static PackageMakerWindowData GetOrCreate()
{
var existingData = AssetDatabase.AssetPathToGUID(defaultAssetPath);
if (string.IsNullOrWhiteSpace(existingData))
{
return Create();
}
else
{
var saveData = AssetDatabase.LoadAssetAtPath<PackageMakerWindowData>(defaultAssetPath);
if (saveData == null)
{
Debug.LogError($"Could not load saved data but the save file exists. Resetting.");
return Create();
}
return saveData;
}
}
public static PackageMakerWindowData Create()
{
var saveData = CreateInstance<PackageMakerWindowData>();
AssetDatabase.CreateAsset(saveData, defaultAssetPath);
AssetDatabase.SaveAssets();
return saveData;
}
public void Save()
{
AssetDatabase.SaveAssets();
}
}

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folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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@ -0,0 +1,199 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading.Tasks;
using Serilog;
using Serilog.Sinks.Unity3D;
using UnityEditor;
using UnityEngine;
using VRC.PackageManagement.Core;
using VRC.PackageManagement.Core.Types;
using VRC.PackageManagement.Core.Types.Packages;
namespace VRC.PackageManagement.Resolver
{
[InitializeOnLoad]
public class Resolver
{
private const string _projectLoadedKey = "PROJECT_LOADED";
private static string _projectDir;
public static string ProjectDir
{
get
{
if (_projectDir != null)
{
return _projectDir;
}
try
{
_projectDir = new DirectoryInfo(Assembly.GetExecutingAssembly().Location).Parent.Parent.Parent
.FullName;
return _projectDir;
}
catch (Exception)
{
return "";
}
}
}
static Resolver()
{
SetupLogging();
if (!SessionState.GetBool(_projectLoadedKey, false))
{
#pragma warning disable 4014
CheckResolveNeeded();
#pragma warning restore 4014
}
}
private static void SetupLogging()
{
VRCLibLogger.SetLoggerDirectly(
new LoggerConfiguration()
.MinimumLevel.Information()
.WriteTo.Unity3D()
.CreateLogger()
);
}
private static async Task CheckResolveNeeded()
{
SessionState.SetBool(_projectLoadedKey, true);
//Wait for project to finish compiling
while (EditorApplication.isCompiling || EditorApplication.isUpdating)
{
await Task.Delay(250);
}
try
{
if (string.IsNullOrWhiteSpace(ProjectDir))
{
return;
}
if (VPMProjectManifest.ResolveIsNeeded(ProjectDir))
{
Debug.Log($"Resolve needed.");
var result = EditorUtility.DisplayDialog("VRChat Package Management",
$"This project requires some VRChat Packages which are not in the project yet.\n\nPress OK to download and install them.",
"OK", "Show Me What's Missing");
if (result)
{
ResolveStatic(ProjectDir);
}
else
{
ResolverWindow.ShowWindow();
}
}
}
catch (Exception)
{
// Unity says we can't open windows from this function so it throws an exception but also works fine.
}
}
public static bool VPMManifestExists()
{
return VPMProjectManifest.Exists(ProjectDir, out _);
}
public static void CreateManifest()
{
VPMProjectManifest.Load(ProjectDir);
ResolverWindow.Refresh();
}
public static void ResolveManifest()
{
ResolveStatic(ProjectDir);
}
public static void ResolveStatic(string dir)
{
// Todo: calculate and show actual progress
EditorUtility.DisplayProgressBar($"Getting all VRChat Packages", "Downloading and Installing...", 0.5f);
VPMProjectManifest.Resolve(ProjectDir);
EditorUtility.ClearProgressBar();
ForceRefresh();
}
public static List<string> GetAllVersionsOf(string id)
{
var project = new UnityProject(ProjectDir);
var versions = new List<string>();
foreach (var provider in Repos.GetAll)
{
var packagesWithVersions = provider.GetAllWithVersions();
foreach (var packageVersionList in packagesWithVersions)
{
foreach (var package in packageVersionList.Value.VersionsDescending)
{
if (package.Id != id)
continue;
if (Version.TryParse(package.Version, out var result))
{
if (!versions.Contains(package.Version))
versions.Add(package.Version);
}
}
}
}
// Sort packages in project to the top
var sorted = from entry in versions orderby project.VPMProvider.HasPackage(entry) descending select entry;
return sorted.ToList<string>();
}
public static List<string> GetAffectedPackageList(IVRCPackage package)
{
List<string> list = new List<string>();
var project = new UnityProject(ProjectDir);
if (Repos.GetAllDependencies(package, out Dictionary<string, string> dependencies, null))
{
foreach (KeyValuePair<string, string> item in dependencies)
{
project.VPMProvider.Refresh();
if (project.VPMProvider.GetPackage(item.Key, item.Value) == null)
{
IVRCPackage d = Repos.GetPackageWithVersionMatch(item.Key, item.Value);
if (d != null)
{
list.Add(d.Id + " " + d.Version + "\n");
}
}
}
return list;
}
return null;
}
public static void ForceRefresh ()
{
MethodInfo method = typeof( UnityEditor.PackageManager.Client ).GetMethod( "Resolve", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.DeclaredOnly );
if( method != null )
method.Invoke( null, null );
AssetDatabase.Refresh();
}
}
}

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fileFormatVersion: 2
guid: f872e3586f8b4f06bab3c9facd14f6e6
timeCreated: 1659048476

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using System.Collections.Generic;
using System.Text;
using System.Threading.Tasks;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
using VRC.PackageManagement.Core;
using VRC.PackageManagement.Core.Types;
using VRC.PackageManagement.Core.Types.Packages;
using Version = VRC.PackageManagement.Core.Types.VPMVersion.Version;
namespace VRC.PackageManagement.Resolver
{
public class ResolverWindow : EditorWindow
{
// VisualElements
private static VisualElement _rootView;
private static Button _refreshButton;
private static Button _createButton;
private static Button _resolveButton;
private static Box _manifestInfo;
private static Label _manifestLabel;
private static bool _isUpdating;
private static Color _colorPositive = Color.green;
private static Color _colorNegative = new Color(1, 0.3f, 0.3f);
[MenuItem("VRChat SDK/Utilities/Package Resolver")]
public static void ShowWindow()
{
ResolverWindow wnd = GetWindow<ResolverWindow>();
wnd.titleContent = new GUIContent("Package Resolver");
}
public static void Refresh()
{
if (_rootView == null || string.IsNullOrWhiteSpace(Resolver.ProjectDir)) return;
_manifestInfo.SetEnabled(!_isUpdating);
_refreshButton.SetEnabled(!_isUpdating);
_manifestLabel.text = (_isUpdating ? "Working ..." : "Required Packages");
_manifestInfo.Clear();
_manifestInfo.Add(_manifestLabel);
bool needsResolve = VPMProjectManifest.ResolveIsNeeded(Resolver.ProjectDir);
string resolveStatus = needsResolve ? "Please press \"Resolve\" to Download them." : "All of them are in the project.";
// check for vpm dependencies
if (!Resolver.VPMManifestExists())
{
TextElement noManifestText = new TextElement();
noManifestText.text = "No VPM Manifest";
noManifestText.style.color = _colorNegative;
_manifestInfo.Add(noManifestText);
}
else
{
var manifest = VPMProjectManifest.Load(Resolver.ProjectDir);
var project = new UnityProject(Resolver.ProjectDir);
// Here is where we detect if all dependencies are installed
var allDependencies = (manifest.locked != null && manifest.locked.Count > 0)
? manifest.locked
: manifest.dependencies;
foreach (var pair in allDependencies)
{
var id = pair.Key;
var version = pair.Value.version;
IVRCPackage package = project.VPMProvider.GetPackage(id, version);
_manifestInfo.Add(CreateDependencyRow(id, version, project, (package != null)));
}
}
_resolveButton.SetEnabled(needsResolve);
Resolver.ForceRefresh();
}
/// <summary>
/// Unity calls the CreateGUI method automatically when the window needs to display
/// </summary>
private void CreateGUI()
{
_rootView = rootVisualElement;
_rootView.name = "root-view";
_rootView.styleSheets.Add((StyleSheet)Resources.Load("ResolverWindowStyle"));
// Main Container
var container = new Box()
{
name = "buttons"
};
_rootView.Add(container);
// Create Button
if (!Resolver.VPMManifestExists())
{
_createButton = new Button(Resolver.CreateManifest)
{
text = "Create",
name = "create-button-base"
};
container.Add(_createButton);
}
else
{
_resolveButton = new Button(Resolver.ResolveManifest)
{
text = "Resolve All",
name = "resolve-button-base"
};
container.Add(_resolveButton);
}
// Manifest Info
_manifestInfo = new Box()
{
name = "manifest-info",
};
_manifestLabel = (new Label("Required Packages") { name = "manifest-header" });
_rootView.Add(_manifestInfo);
// Refresh Button
var refreshBox = new Box();
_refreshButton = new Button(Refresh)
{
text = "Refresh",
name = "refresh-button-base"
};
refreshBox.Add(_refreshButton);
_rootView.Add(refreshBox);
Refresh();
}
private static VisualElement CreateDependencyRow(string id, string version, UnityProject project, bool havePackage)
{
// Table
VisualElement row = new Box() { name = "package-box" };
VisualElement column1 = new Box() { name = "package-box" };
VisualElement column2 = new Box() { name = "package-box" };
VisualElement column3 = new Box() { name = "package-box" };
VisualElement column4 = new Box() { name = "package-box" };
column1.style.minWidth = 200;
column2.style.minWidth = 100;
column3.style.minWidth = 100;
column4.style.minWidth = 100;
row.Add(column1);
row.Add(column2);
row.Add(column3);
row.Add(column4);
// Package Name + Status
TextElement text = new TextElement { text = $"{id} {version} " };
column1.Add(text);
if (!havePackage)
{
TextElement missingText = new TextElement { text = "MISSING" };
missingText.style.color = _colorNegative;
missingText.style.display = (_isUpdating ? DisplayStyle.None : DisplayStyle.Flex);
column2.Add(missingText);
}
// Version Popup
var choices = new List<string>();
foreach (string n in Resolver.GetAllVersionsOf(id))
{
choices.Add(n);
}
var popupField = new PopupField<string>(choices, 0);
popupField.value = choices[0];
popupField.style.display = (_isUpdating ? DisplayStyle.None : DisplayStyle.Flex);
column3.Add(popupField);
// Button
Button updateButton = new Button() { text = "Update" };
if (havePackage)
RefreshUpdateButton(updateButton, version, choices[0]);
else
RefreshMissingButton(updateButton);
updateButton.clicked += (() =>
{
IVRCPackage package = Repos.GetPackageWithVersionMatch(id, popupField.value);
// Check and warn on Dependencies if Updating or Downgrading
if (Version.TryParse(version, out var currentVersion) &&
Version.TryParse(popupField.value, out var newVersion))
{
Dictionary<string, string> dependencies = new Dictionary<string, string>();
StringBuilder dialogMsg = new StringBuilder();
List<string> affectedPackages = Resolver.GetAffectedPackageList(package);
for (int v = 0; v < affectedPackages.Count; v++)
{
dialogMsg.Append(affectedPackages[v]);
}
if (affectedPackages.Count > 1)
{
dialogMsg.Insert(0, "This will update multiple packages:\n\n");
dialogMsg.AppendLine("\nAre you sure?");
if (EditorUtility.DisplayDialog("Package Has Dependencies", dialogMsg.ToString(), "OK", "Cancel"))
OnUpdatePackageClicked(project, package);
}
else
{
OnUpdatePackageClicked(project, package);
}
}
});
column4.Add(updateButton);
popupField.RegisterCallback<ChangeEvent<string>>((evt) =>
{
if (havePackage)
RefreshUpdateButton(updateButton, version, evt.newValue);
else
RefreshMissingButton(updateButton);
});
return row;
}
private static void RefreshUpdateButton(Button button, string currentVersion, string highestAvailableVersion)
{
if (currentVersion == highestAvailableVersion)
{
button.style.display = DisplayStyle.None;
}
else
{
button.style.display = (_isUpdating ? DisplayStyle.None : DisplayStyle.Flex);
if (Version.TryParse(currentVersion, out var currentVersionObject) &&
Version.TryParse(highestAvailableVersion, out var highestAvailableVersionObject))
{
if (currentVersionObject < highestAvailableVersionObject)
{
SetButtonColor(button, _colorPositive);
button.text = "Update";
}
else
{
SetButtonColor(button, _colorNegative);
button.text = "Downgrade";
}
}
}
}
private static void RefreshMissingButton(Button button)
{
button.text = "Resolve";
SetButtonColor(button, Color.white);
button.style.display = (_isUpdating ? DisplayStyle.None : DisplayStyle.Flex);
}
private static void SetButtonColor(Button button, Color color)
{
button.style.color = color;
color.a = 0.25f;
button.style.borderRightColor =
button.style.borderLeftColor =
button.style.borderTopColor =
button.style.borderBottomColor =
color;
}
private static async void OnUpdatePackageClicked(UnityProject project, IVRCPackage package)
{
_isUpdating = true;
Refresh();
await Task.Delay(500);
await Task.Run(() => project.UpdateVPMPackage(package));
_isUpdating = false;
Refresh();
}
}
}

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.unity-box {
margin: 10px;
padding:10px;
}
.unity-box #description {
margin: 10px 0 10px 0;
white-space: normal;
}
#action-button {
font-size: 20px;
-unity-font-style: bold;
padding: 10px;
margin:10px;
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.unity-box {
margin:2px;
padding:10px;
border-width:0px;
}
#package-box {
margin:2px;
padding:10px;
border-width:0px;
flex-direction:row;
max-height:20px;
min-height:20px;
height:20px;
padding-top:0px;
padding-bottom:0px;
margin-top:0px;
margin-bottom:0px;
align-items:center;
}
#manifest-header {
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{
"name": "com.vrchat.core.vpm-resolver.Editor",
"references": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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# VRCHAT INC.
### VRCHAT DISTRO LICENSE FILE
Version: February 24, 2022
**SUMMARY OF TERMS:** Any materials subject to this Distro Asset License may be distributed by you, with or without modifications, on a non-commercial basis (i.e., at no charge), in accordance with the full terms of the Materials License Agreement.
This Distro License File is a "License File" as defined in the VRChat Materials License Agreement, found at https://hello.vrchat.com/legal/sdk (or any successor link designated by VRChat) (as may be revised from time to time, the "Materials License Agreement").
This Distro License File applies to all the files in the Folder containing this Distro License File and those in all Child Folders within that Folder (except with respect to files in any Child Folder that contains a different License File) (such files, other than this Distro License File, the "Covered Files"). All capitalized terms used but not otherwise defined in this Distro License File have the meanings provided in the Materials License Agreement.
This Distro License File only provides a summary of the terms applicable to the Covered Files. To understand your rights and obligations and the full set of terms that apply to use of the Covered Files, please see the relevant sections of the Materials License Agreement, including terms applicable to Distro Materials.

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{
"name" : "com.vrchat.core.vpm-resolver",
"displayName" : "VRChat Package Resolver Tool",
"version" : "0.1.17",
"unity" : "2019.4",
"description" : "Tool to Download VPM Packages",
"vrchatVersion" : "2022.1.1",
"author" : {
"name" : "VRChat",
"email" : "developer@vrchat.com",
"url" : "https://github.com/vrchat/packages"
},
"url" : "",
"dependencies" : {
"com.unity.nuget.newtonsoft-json" : "2.0.2"
}
}

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50
Packages/manifest.json Normal file
View File

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{
"dependencies": {
"com.unity.burst": "1.4.11",
"com.unity.cinemachine": "2.8.0",
"com.unity.collab-proxy": "1.10.2",
"com.unity.ide.rider": "1.2.1",
"com.unity.ide.visualstudio": "2.0.11",
"com.unity.ide.vscode": "1.2.4",
"com.unity.mathematics": "1.2.5",
"com.unity.package-manager-ui": "2.2.0",
"com.unity.postprocessing": "3.1.1",
"com.unity.test-framework": "1.1.27",
"com.unity.textmeshpro": "2.1.6",
"com.unity.timeline": "1.2.18",
"com.unity.ugui": "1.0.0",
"com.unity.xr.oculus.standalone": "2.38.4",
"com.unity.xr.openvr.standalone": "2.0.5",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.cloth": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.modules.screencapture": "1.0.0",
"com.unity.modules.terrain": "1.0.0",
"com.unity.modules.terrainphysics": "1.0.0",
"com.unity.modules.tilemap": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.uielements": "1.0.0",
"com.unity.modules.umbra": "1.0.0",
"com.unity.modules.unityanalytics": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.vehicles": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.wind": "1.0.0",
"com.unity.modules.xr": "1.0.0"
}
}

433
Packages/packages-lock.json Normal file
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{
"dependencies": {
"com.acchosen.vr-stage-lighting": {
"version": "file:com.acchosen.vr-stage-lighting",
"depth": 0,
"source": "embedded",
"dependencies": {
"com.llealloo.audiolink": "0.3.1"
}
},
"com.llealloo.audiolink": {
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