Initial commit: AIGame Unity client with URP, HybridCLR, YooAsset and tooling.
Co-authored-by: Cursor <cursoragent@cursor.com>
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+83
@@ -0,0 +1,83 @@
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||||
using UnityEngine;
|
||||
using Unity.Pipeline.CodeReload;
|
||||
|
||||
namespace Unity.Pipeline.Samples.CodeReload
|
||||
{
|
||||
/// <summary>
|
||||
/// Example demonstrating in-place code reload editing workflow.
|
||||
///
|
||||
/// Usage:
|
||||
/// 1. Add this component to a GameObject in the scene
|
||||
/// 2. Play the scene - you'll see the object rotating
|
||||
/// 3. Modify the Update() method below (try changing Vector3.up to Vector3.forward)
|
||||
/// 4. Run: reload_file Assets/Samples/CodeReload_InPlace/InPlaceCodeReloadExample.cs
|
||||
/// 5. See the changes take effect immediately without stopping play mode!
|
||||
///
|
||||
/// Requirements:
|
||||
/// - Only use PUBLIC fields, properties, and methods
|
||||
/// - Private/internal members will cause validation errors
|
||||
/// </summary>
|
||||
public class InPlaceCodeReloadExample : MonoBehaviour
|
||||
{
|
||||
[Header("Code Reload Configuration")]
|
||||
public float rotationSpeed = 90f;
|
||||
public bool enableRotation = true;
|
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public Vector3 rotationAxis = Vector3.up;
|
||||
|
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[Header("Movement Configuration")]
|
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public float moveSpeed = 2f;
|
||||
public bool enableMovement = false;
|
||||
|
||||
[CodeReload]
|
||||
void Update()
|
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{
|
||||
// Edit this body live, then run: reload_file <this file>
|
||||
// Try changing rotationAxis (e.g. Vector3.up -> Vector3.forward) or the speed.
|
||||
if (enableRotation)
|
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{
|
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transform.Rotate(rotationAxis, rotationSpeed * Time.deltaTime);
|
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}
|
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|
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if (enableMovement)
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{
|
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var movement = Mathf.Sin(Time.time) * moveSpeed;
|
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transform.position = new Vector3(movement, transform.position.y, transform.position.z);
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}
|
||||
}
|
||||
|
||||
[CodeReload]
|
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public void ResetTransform()
|
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{
|
||||
// Another method you can code reload
|
||||
transform.position = Vector3.zero;
|
||||
transform.rotation = Quaternion.identity;
|
||||
Debug.Log("Transform reset via code reload!");
|
||||
}
|
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|
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// Note: value-returning methods are not yet supported by in-place reload (void methods only),
|
||||
// so this one is a normal method.
|
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public float CalculateDistance(Vector3 targetPosition)
|
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{
|
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return Vector3.Distance(transform.position, targetPosition);
|
||||
}
|
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|
||||
void Awake()
|
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{
|
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// Run the sample in a 640x480 window instead of fullscreen.
|
||||
Screen.SetResolution(640, 480, FullScreenMode.Windowed);
|
||||
}
|
||||
|
||||
// Regular methods (not reloadable) - these work normally
|
||||
void Start()
|
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{
|
||||
Debug.Log($"InPlaceCodeReloadExample started. Try code reloading the Update method!");
|
||||
Debug.Log($"Command: reload_file {GetType().Name}.cs");
|
||||
}
|
||||
|
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public void TriggerResetFromUI()
|
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{
|
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// This calls the reloadable method
|
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ResetTransform();
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}
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}
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}
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@@ -0,0 +1,42 @@
|
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# Code Reload - Minics
|
||||
|
||||
Demonstrates code reloading with the minics vm. This allows code reloading cs
|
||||
scripts on all platforms (even on il2cpp players) with the constraint the the
|
||||
script must only contain a subset of csharp.
|
||||
|
||||
## What's in this sample
|
||||
|
||||
| File | Purpose |
|
||||
|------|---------|
|
||||
| `pong.cs` | `PongScript`, a self-playing Pong game that can be reloaded. |
|
||||
| `SampleScene.unity` | Scene with a GameObject carrying `PongScript`. |
|
||||
|
||||
`PongScript` is a self-playing arena Pong: two paddles orbit a circle and rally a
|
||||
ball that switches colour on each hit.
|
||||
|
||||
## Try it
|
||||
|
||||
1. Import this sample and add `PongScene` to the built scene list.
|
||||
2. Enable **developement build** and **autoconnect profiler** in the build settings (minics uses the profiler connection to reload the scripts.)
|
||||
2. You may also want to enable run in background in the player settings if you are building for web.
|
||||
3. Build and run the player. The paddles start rallying the ball automatically, and the profiler begins collecting data.
|
||||
3. Make a change to pong.cs and push it with `unity command reload_file_player_interpreter "Assets/Samples/Unity Pipeline/0.2.0-exp.2/Code Reload Examples/CodeReload_Minics/pong.cs"` to see the reload live. (For automatic re-push on every save, use the Code Reload Interpreter Watch section of the Pipeline Settings inspector.)
|
||||
|
||||
## How the code reload works
|
||||
|
||||
- **`[CodeReload]` on the class** opts every eligible method (`Start`, `Update`,
|
||||
`PlacePaddle`, `OnDisable`, …) into in-place reload. Editing any of them takes effect on the next `reload_file`.
|
||||
- **`[OnCodeReload]` on `OnReloaded()`** runs once after each reload, on every
|
||||
live instance. Here it tears down and rebuilds the scene (`OnDisable()` + `Start()`)
|
||||
so edits to setup code apply immediately.
|
||||
- **Verification markers** `updateTicks` and `marker` are public fields you can read
|
||||
back over eval to confirm the freshly reloaded `Update` body is actually running.
|
||||
|
||||
Because in-place reloaded bodies may only touch **public** members of the target type,
|
||||
every field and helper on `PongScript` is public.
|
||||
|
||||
## Minics
|
||||
|
||||
Minics is a subset of all C# features. This means that not all scripts will be able to
|
||||
be reloaded. Consult the package documentation for more information on which
|
||||
features are supported.
|
||||
@@ -0,0 +1,248 @@
|
||||
using UnityEngine;
|
||||
using Unity.Pipeline.CodeReload;
|
||||
|
||||
// Pong sample for com.unity.pipeline in-place code reload:
|
||||
// - Self-playing AI instead of the Input System (project has no com.unity.inputsystem).
|
||||
// - Material created in code (project has no Resources/DefaultMaterial; built-in RP).
|
||||
// - All members public: in-place [CodeReload] method bodies may only touch public members.
|
||||
// - [CodeReload] on each editable method (Start/Update/PlacePaddle/OnDisable), so editing a helper
|
||||
// like PlacePaddle takes effect too. `reload_file Assets/pong.cs`.
|
||||
public class PongScript : MonoBehaviour
|
||||
{
|
||||
public GameObject leftPaddle, rightPaddle, ball;
|
||||
public GameObject leftScoreGO, rightScoreGO, arenaGO;
|
||||
public LineRenderer arena;
|
||||
public TextMesh leftScoreText, rightScoreText;
|
||||
public Material mat;
|
||||
public Renderer ballRenderer;
|
||||
|
||||
public float leftPaddleAngle = 180f;
|
||||
public float rightPaddleAngle = 0f;
|
||||
public Vector3 ballVelocity;
|
||||
public bool ballIsLeftPaddleColor = false;
|
||||
public int leftLives = 3;
|
||||
public int rightLives = 3;
|
||||
public bool gameOver = false;
|
||||
|
||||
public float ballSpeed = 5f;
|
||||
public float circleRadius = 2f;
|
||||
public float paddleAngularSpeed = 180f;
|
||||
public float gravity = 3f;
|
||||
|
||||
// Code-reload verification markers (read back via eval to confirm the live body ran).
|
||||
public int updateTicks = 0;
|
||||
public string marker = "none";
|
||||
private Color leftColor ;
|
||||
private Color rightColor;
|
||||
|
||||
[OnCodeReload]
|
||||
public void OnReloaded()
|
||||
{
|
||||
Debug.Log($"Pong CodeReloaded");
|
||||
OnDisable();
|
||||
Start();
|
||||
}
|
||||
|
||||
[CodeReload]
|
||||
public void Start()
|
||||
{
|
||||
leftColor = new Color(0.678f, 1f, 0.184f); // green-yellow (Color.greenYellow needs 6000.2+)
|
||||
rightColor = Color.magenta;
|
||||
|
||||
mat = new Material(Shader.Find("Sprites/Default"));
|
||||
Camera cam = Camera.main;
|
||||
cam.orthographic = true;
|
||||
cam.orthographicSize = 12.5f;
|
||||
cam.clearFlags = CameraClearFlags.SolidColor;
|
||||
cam.backgroundColor = Color.grey;
|
||||
cam.transform.position = new Vector3(0.0f, 0.0f, -10.0f);
|
||||
|
||||
|
||||
leftScoreGO = new GameObject("LeftScore");
|
||||
leftScoreGO.transform.position = new Vector3(-6f, 6f, 0f);
|
||||
leftScoreText = leftScoreGO.AddComponent<TextMesh>();
|
||||
leftScoreText.anchor = TextAnchor.MiddleCenter;
|
||||
leftScoreText.alignment = TextAlignment.Center;
|
||||
leftScoreText.text = "Cyan: " + leftLives.ToString();
|
||||
leftScoreText.characterSize = 0.5f;
|
||||
leftScoreText.color = leftColor;
|
||||
|
||||
rightScoreGO = new GameObject("RightScore");
|
||||
rightScoreGO.transform.position = new Vector3(6f, 6f, 0f);
|
||||
rightScoreText = rightScoreGO.AddComponent<TextMesh>();
|
||||
rightScoreText.anchor = TextAnchor.MiddleCenter;
|
||||
rightScoreText.alignment = TextAlignment.Center;
|
||||
rightScoreText.text = "Magenta: " + rightLives.ToString();
|
||||
rightScoreText.characterSize = 0.5f;
|
||||
rightScoreText.color = rightColor;
|
||||
|
||||
arenaGO = new GameObject("CircleIndicator");
|
||||
arenaGO.transform.position = new Vector3(0f, 0f, 0.5f);
|
||||
arena = arenaGO.AddComponent<LineRenderer>();
|
||||
arena.useWorldSpace = false;
|
||||
arena.loop = true;
|
||||
arena.startWidth = 0.1f;
|
||||
arena.endWidth = 0.1f;
|
||||
arena.material = mat;
|
||||
arena.material.color = new Color(0.15f, 0.15f, 0.15f, 1f);
|
||||
arena.positionCount = 64;
|
||||
int i = 0;
|
||||
while (i < 64)
|
||||
{
|
||||
float a = i * Mathf.PI * 2f / 64f;
|
||||
arena.SetPosition(i, new Vector3(Mathf.Cos(a) * circleRadius, Mathf.Sin(a) * circleRadius, 0f));
|
||||
i = i + 1;
|
||||
}
|
||||
|
||||
leftPaddle = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
||||
leftPaddle.transform.localScale = new Vector3(0.3f, 1.5f, 1f);
|
||||
Renderer lr = leftPaddle.GetComponent<Renderer>();
|
||||
lr.material = mat;
|
||||
lr.material.color = leftColor;
|
||||
|
||||
rightPaddle = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
||||
rightPaddle.transform.localScale = new Vector3(0.3f, 1.5f, 1f);
|
||||
Renderer rr = rightPaddle.GetComponent<Renderer>();
|
||||
rr.material = mat;
|
||||
rr.material.color = rightColor;
|
||||
|
||||
PlacePaddle(leftPaddle, leftPaddleAngle);
|
||||
PlacePaddle(rightPaddle, rightPaddleAngle);
|
||||
|
||||
ball = GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
||||
ball.transform.localScale = new Vector3(0.4f, 0.4f, 0.4f);
|
||||
ballRenderer = ball.GetComponent<Renderer>();
|
||||
ballRenderer.material = mat;
|
||||
ballRenderer.material.color = rightColor;
|
||||
|
||||
ballVelocity = new Vector3(ballSpeed, ballSpeed * 0.5f, 0f);
|
||||
}
|
||||
|
||||
[CodeReload]
|
||||
public void PlacePaddle(GameObject paddle, float angleDeg)
|
||||
{
|
||||
float rad = angleDeg * Mathf.Deg2Rad;
|
||||
paddle.transform.localScale = new Vector3(.5f,2,1);
|
||||
paddle.transform.position = new Vector3(Mathf.Cos(rad) * circleRadius, Mathf.Sin(rad) * circleRadius, 0f);
|
||||
paddle.transform.rotation = Quaternion.Euler(0f, 0f, angleDeg);
|
||||
}
|
||||
|
||||
[CodeReload]
|
||||
public void Update()
|
||||
{
|
||||
updateTicks++;
|
||||
marker = "live";
|
||||
|
||||
if (gameOver)
|
||||
{
|
||||
this.OnDisable();
|
||||
gameOver = false;
|
||||
this.Start();
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
float dt = Time.deltaTime;
|
||||
|
||||
// Self-playing AI: each paddle tracks the ball while the ball wears its colour.
|
||||
float ballAng = Mathf.Atan2(ball.transform.position.y, ball.transform.position.x) * Mathf.Rad2Deg;
|
||||
if (ballIsLeftPaddleColor)
|
||||
{
|
||||
float diff = Mathf.DeltaAngle(leftPaddleAngle, ballAng);
|
||||
if (diff > 5f) leftPaddleAngle += paddleAngularSpeed * dt;
|
||||
if (diff < -5f) leftPaddleAngle -= paddleAngularSpeed * dt;
|
||||
}
|
||||
else
|
||||
{
|
||||
float diff = Mathf.DeltaAngle(rightPaddleAngle, ballAng);
|
||||
if (diff > 5f) rightPaddleAngle += paddleAngularSpeed * dt;
|
||||
if (diff < -5f) rightPaddleAngle -= paddleAngularSpeed * dt;
|
||||
}
|
||||
|
||||
PlacePaddle(leftPaddle, leftPaddleAngle);
|
||||
PlacePaddle(rightPaddle, rightPaddleAngle);
|
||||
|
||||
ballVelocity = ballVelocity + Vector3.down * gravity * dt * 1.2f;
|
||||
ball.transform.position = ball.transform.position + ballVelocity * dt ;
|
||||
Vector3 bPos = ball.transform.position;
|
||||
float bDist = bPos.magnitude;
|
||||
float bAng = Mathf.Atan2(bPos.y, bPos.x) * Mathf.Rad2Deg;
|
||||
|
||||
if (bDist > circleRadius - 0.3f && bDist < circleRadius + 0.2f)
|
||||
{
|
||||
Vector3 normal = bPos.normalized;
|
||||
if (Vector3.Dot(ballVelocity, normal) > 0f)
|
||||
{
|
||||
if (ballIsLeftPaddleColor)
|
||||
{
|
||||
float diff = Mathf.DeltaAngle(bAng, leftPaddleAngle);
|
||||
if (diff > -12f && diff < 12f)
|
||||
{
|
||||
ballVelocity = Vector3.Reflect(ballVelocity, -normal);
|
||||
ball.transform.position = ball.transform.position - normal * 0.1f;
|
||||
ballIsLeftPaddleColor = false;
|
||||
ballRenderer.material.color = rightColor;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float diff = Mathf.DeltaAngle(bAng, rightPaddleAngle);
|
||||
if (diff > -12f && diff < 12f)
|
||||
{
|
||||
ballVelocity = Vector3.Reflect(ballVelocity, -normal);
|
||||
ball.transform.position = ball.transform.position - normal * 0.1f;
|
||||
ballIsLeftPaddleColor = true;
|
||||
ballRenderer.material.color = leftColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (bDist > 8f)
|
||||
{
|
||||
if (ballIsLeftPaddleColor)
|
||||
{
|
||||
leftLives -= 1;
|
||||
leftScoreText.text = "Cyan: " + leftLives.ToString();
|
||||
}
|
||||
else
|
||||
{
|
||||
rightLives -= 1;
|
||||
rightScoreText.text = "Magenta: " + rightLives.ToString();
|
||||
}
|
||||
|
||||
if (leftLives <= 0 || rightLives <= 0)
|
||||
{
|
||||
gameOver = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
ball.transform.position = new Vector3(0f, 0f, 0f);
|
||||
ballVelocity = new Vector3(ballSpeed, ballSpeed * 0.5f, 0f);
|
||||
ballIsLeftPaddleColor = rightLives < leftLives;
|
||||
if (ballIsLeftPaddleColor)
|
||||
{
|
||||
ballRenderer.material.color = leftColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
ballRenderer.material.color = rightColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[CodeReload]
|
||||
public void OnDisable()
|
||||
{
|
||||
if (leftPaddle) GameObject.Destroy(leftPaddle);
|
||||
if (rightPaddle) GameObject.Destroy(rightPaddle);
|
||||
if (ball) GameObject.Destroy(ball);
|
||||
if (leftScoreGO) GameObject.Destroy(leftScoreGO);
|
||||
if (rightScoreGO) GameObject.Destroy(rightScoreGO);
|
||||
if (arenaGO) GameObject.Destroy(arenaGO);
|
||||
Camera.main.orthographicSize = 5.0f;
|
||||
Camera.main.clearFlags = CameraClearFlags.Skybox;
|
||||
Camera.main.orthographic = false;
|
||||
}
|
||||
}
|
||||
+2
@@ -0,0 +1,2 @@
|
||||
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+17
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"name": "Unity.Pipeline.Samples",
|
||||
"rootNamespace": "Unity.Pipeline.Samples.CodeReload",
|
||||
"references": [
|
||||
"Unity.Pipeline",
|
||||
"Unity.Pipeline.Attributes"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
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Reference in New Issue
Block a user