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2026-06-22 22:57:36 +09:30
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using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
namespace StarterAssets
{
public class StarterAssetsInputs : MonoBehaviour
{
[Header("Character Input Values")]
public Vector2 move;
public Vector2 look;
public bool jump;
public bool sprint;
[Header("Movement Settings")]
public bool analogMovement;
[Header("Mouse Cursor Settings")]
public bool cursorLocked = true;
public bool cursorInputForLook = true;
#if ENABLE_INPUT_SYSTEM
public void OnMove(InputValue value)
{
MoveInput(value.Get<Vector2>());
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public void OnLook(InputValue value)
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public void MoveInput(Vector2 newMoveDirection)
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move = newMoveDirection;
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public void LookInput(Vector2 newLookDirection)
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look = newLookDirection;
}
public void JumpInput(bool newJumpState)
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jump = newJumpState;
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public void SprintInput(bool newSprintState)
{
sprint = newSprintState;
}
private void OnApplicationFocus(bool hasFocus)
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private void SetCursorState(bool newState)
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using UnityEngine;
using System.Collections;
[RequireComponent(typeof(AudioSource))]
public class MotionAudioController : MonoBehaviour
{
[SerializeField] private Transform targetTransform;
[SerializeField] private Animator animator;
[SerializeField] private AudioSource audioSource;
[SerializeField] private Vector3 lastPosition;
[SerializeField, Tooltip("Threshold for movement detection. Adjust as needed.")]
private float movementThreshold = 0.0001f;
[SerializeField, Tooltip("Duration of the fade-out effect in seconds")]
private float fadeOutDuration = 0.5f;
private bool wasMoving = false;
private Coroutine fadeCoroutine;
void Start()
{
// Get the AudioSource attached to this GameObject
audioSource = GetComponent<AudioSource>();
// Find the Animator in sibling or child objects
animator = GetComponentInParent<Animator>();
if (animator != null)
{
targetTransform = animator.transform;
}
else
{
Debug.LogError("No Animator component found in parent or its children.");
}
// Initialize last position
if (targetTransform != null)
{
lastPosition = targetTransform.position;
}
}
void Update()
{
if (targetTransform == null)
{
return;
}
// Check if the object has moved significantly
float movement = Vector3.Distance(targetTransform.position, lastPosition);
bool isMoving = movement > movementThreshold;
if (isMoving && !wasMoving)
{
// If there's a fade-out in progress, stop it
if (fadeCoroutine != null)
{
StopCoroutine(fadeCoroutine);
fadeCoroutine = null;
}
// Reset volume to full
audioSource.volume = 1f;
// Start playing audio only when movement starts
if (!audioSource.isPlaying)
{
audioSource.Play();
}
}
else if (!isMoving && wasMoving)
{
// Start fade-out when movement stops
if (audioSource.isPlaying)
{
// If there's already a fade-out in progress, stop it
if (fadeCoroutine != null)
{
StopCoroutine(fadeCoroutine);
}
fadeCoroutine = StartCoroutine(FadeOut());
}
}
// Update movement state
wasMoving = isMoving;
// Update last position for the next frame
lastPosition = targetTransform.position;
}
private IEnumerator FadeOut()
{
float startVolume = audioSource.volume;
float currentTime = 0;
while (currentTime < fadeOutDuration)
{
currentTime += Time.deltaTime;
audioSource.volume = Mathf.Lerp(startVolume, 0, currentTime / fadeOutDuration);
yield return null;
}
// Ensure volume is zero and stop the audio
audioSource.volume = 0;
audioSource.Stop();
fadeCoroutine = null;
}
}
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using UnityEngine;
public class Pickup : MonoBehaviour
{
[Header("Effects")]
public GameObject particleEffectPrefab; // Assign particle system prefab in Inspector
[Header("Motion Settings")]
public float rotationSpeed = 100f; // Rotation speed in degrees per second
public float bobbingAmount = 0.1f; // Amplitude of bobbing motion
public float bobbingSpeed = 1f; // Speed of bobbing motion
private Vector3 startPosition;
private float timer;
void Start()
{
// Remember the original position of the GameObject
startPosition = transform.position;
}
void Update()
{
// Rotate the object around its up axis
transform.Rotate(Vector3.up, rotationSpeed * Time.deltaTime, Space.World);
// Create a bobbing motion up and down
timer += Time.deltaTime * bobbingSpeed;
float newY = startPosition.y + Mathf.Sin(timer) * bobbingAmount;
transform.position = new Vector3(transform.position.x, newY, transform.position.z);
}
void OnTriggerEnter(Collider other)
{
// Check if the colliding object has the "Player" tag
if (other.CompareTag("Player"))
{
// Instantiate the particle effect
if (particleEffectPrefab != null)
{
Instantiate(particleEffectPrefab, transform.position, Quaternion.identity);
}
// Destroy the star
Destroy(gameObject);
}
}
}
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using UnityEngine;
using Unity.Cinemachine;
namespace StarterAssets
{
[RequireComponent(typeof(CharacterController))]
public class RespawnPlayer : MonoBehaviour
{
[Tooltip("The Y position threshold at which the player will respawn.")]
public float yThreshold = -5f;
private Vector3 _startingPosition;
private Quaternion _startingRotation;
private CharacterController _characterController;
public CinemachineCamera vCam;
private ThirdPersonController _thirdPersonController;
public AudioClip respawnSound;
private void Start()
{
// Save the starting position and rotation
_startingPosition = transform.position;
_startingRotation = transform.rotation;
// Get the CharacterController reference
_characterController = GetComponent<CharacterController>();
if (_characterController == null)
{
Debug.LogError("CharacterController component is required for RespawnPlayer script!");
}
// Get ThirdPersonController reference
_thirdPersonController = GetComponent<ThirdPersonController>();
if (_thirdPersonController == null)
{
Debug.LogError("ThirdPersonController component is required for RespawnPlayer!");
}
}
private void Update()
{
// Check if the player's Y position has fallen below the threshold
if (transform.position.y < yThreshold)
{
Respawn();
}
}
private void Respawn()
{
// Disable the CharacterController so we can manually adjust position
if (_characterController != null)
{
_characterController.enabled = false; // Disable to reset position/rotation correctly
}
// Reset the player's position and rotation
transform.position = _startingPosition;
transform.rotation = Quaternion.Euler(0f, 90f, 0f); // Reset player Y rotation to 90 degrees
// Reset the CharacterController's vertical velocity to ensure the robot doesn't keep falling
if (_characterController != null)
{
_characterController.enabled = true; // Enable it back after resetting position
ResetVerticalVelocity();
}
// Reset the camera's rotation
ThirdPersonController thirdPersonController = GetComponent<ThirdPersonController>();
if (thirdPersonController != null)
{
thirdPersonController.ResetCameraRotation(90f); // Reset camera's Y rotation to 90 degrees
}
AudioSource.PlayClipAtPoint(respawnSound, transform.position);
}
private void ResetVerticalVelocity()
{
// Ensures no residual vertical velocity after respawning
if (TryGetComponent<ThirdPersonController>(out ThirdPersonController controller))
{
// Access the private _verticalVelocity via the public interface, if exposed
var verticalVelocityField = typeof(ThirdPersonController).GetField("_verticalVelocity",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
if (verticalVelocityField != null)
{
verticalVelocityField.SetValue(controller, 0f);
}
}
}
}
}
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using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/* Note: animations are called via the controller for both the character and capsule using animator null checks
*/
namespace StarterAssets
{
[RequireComponent(typeof(CharacterController))]
#if ENABLE_INPUT_SYSTEM
[RequireComponent(typeof(PlayerInput))]
#endif
public class ThirdPersonController : MonoBehaviour
{
[Header("Player")]
[Tooltip("Move speed of the character in m/s")]
public float MoveSpeed = 2.0f;
[Tooltip("Sprint speed of the character in m/s")]
public float SprintSpeed = 5.335f;
[Tooltip("How fast the character turns to face movement direction")]
[Range(0.0f, 0.3f)]
public float RotationSmoothTime = 0.12f;
[Tooltip("Acceleration and deceleration")]
public float SpeedChangeRate = 10.0f;
public AudioClip LandingAudioClip;
public AudioClip[] FootstepAudioClips;
[Range(0, 1)] public float FootstepAudioVolume = 0.5f;
[Space(10)]
[Tooltip("The height the player can jump")]
public float JumpHeight = 1.2f;
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
public float Gravity = -15.0f;
[Space(10)]
[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
public float JumpTimeout = 0.50f;
[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
public float FallTimeout = 0.15f;
[Header("Player Grounded")]
[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
public bool Grounded = true;
[Tooltip("Useful for rough ground")]
public float GroundedOffset = -0.14f;
[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
public float GroundedRadius = 0.28f;
[Tooltip("What layers the character uses as ground")]
public LayerMask GroundLayers;
[Header("Cinemachine")]
[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
public GameObject CinemachineCameraTarget;
[Tooltip("How far in degrees can you move the camera up")]
public float TopClamp = 70.0f;
[Tooltip("How far in degrees can you move the camera down")]
public float BottomClamp = -30.0f;
[Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
public float CameraAngleOverride = 0.0f;
[Tooltip("For locking the camera position on all axis")]
public bool LockCameraPosition = false;
public Vector2 LookSensitivity = new Vector2(7.5f, 5.0f);
// cinemachine
private float _cinemachineTargetYaw;
private float _cinemachineTargetPitch;
// Camera starting position and rotation
private Vector3 _cameraStartingPosition;
private Quaternion _cameraStartingRotation;
// Variable to indicate if we are resetting the camera
public bool IsRespawning { get; set; } = false;
// player
private float _speed;
private float _animationBlend;
private float _targetRotation = 0.0f;
private float _rotationVelocity;
private float _verticalVelocity;
private float _terminalVelocity = 53.0f;
// timeout deltatime
private float _jumpTimeoutDelta;
private float _fallTimeoutDelta;
// animation IDs
private int _animIDSpeed;
private int _animIDGrounded;
private int _animIDJump;
private int _animIDFreeFall;
private int _animIDMotionSpeed;
#if ENABLE_INPUT_SYSTEM
private PlayerInput _playerInput;
#endif
private Animator _animator;
private CharacterController _controller;
private StarterAssetsInputs _input;
private GameObject _mainCamera;
private const float _threshold = 0.01f;
private bool _hasAnimator;
private bool IsCurrentDeviceMouse
{
get
{
#if ENABLE_INPUT_SYSTEM
return _playerInput.currentControlScheme == "KeyboardMouse";
#else
return false;
#endif
}
}
private void Awake()
{
// get a reference to our main camera
if (_mainCamera == null)
{
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
}
}
private void Start()
{
_cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y;
_hasAnimator = TryGetComponent(out _animator);
_controller = GetComponent<CharacterController>();
_input = GetComponent<StarterAssetsInputs>();
#if ENABLE_INPUT_SYSTEM
_playerInput = GetComponent<PlayerInput>();
#else
Debug.LogError("Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
#endif
AssignAnimationIDs();
// Save the starting camera position and rotation
_cameraStartingPosition = CinemachineCameraTarget.transform.position;
_cameraStartingRotation = CinemachineCameraTarget.transform.rotation;
// reset our timeouts on start
_jumpTimeoutDelta = JumpTimeout;
_fallTimeoutDelta = FallTimeout;
}
private void Update()
{
_hasAnimator = TryGetComponent(out _animator);
JumpAndGravity();
GroundedCheck();
Move();
}
private void LateUpdate()
{
CameraRotation();
}
private void AssignAnimationIDs()
{
_animIDSpeed = Animator.StringToHash("Speed");
_animIDGrounded = Animator.StringToHash("Grounded");
_animIDJump = Animator.StringToHash("Jump");
_animIDFreeFall = Animator.StringToHash("FreeFall");
_animIDMotionSpeed = Animator.StringToHash("MotionSpeed");
}
private void GroundedCheck()
{
// set sphere position, with offset
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset,
transform.position.z);
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers,
QueryTriggerInteraction.Ignore);
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDGrounded, Grounded);
}
}
private void CameraRotation()
{
// if respawning, reset to starting position and rotation
if (IsRespawning)
{
_cinemachineTargetYaw = 0f; // Reset yaw to zero (or configure as needed)
_cinemachineTargetPitch = 0f;
// Reset Cinemachine Camera Target to its starting state
CinemachineCameraTarget.transform.position = _cameraStartingPosition;
CinemachineCameraTarget.transform.rotation = _cameraStartingRotation;
IsRespawning = false; // Reset the respawning flag
return;
}
// if there is an input and camera position is not fixed
if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
{
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
_cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier * LookSensitivity.x;
_cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier * LookSensitivity.y;
}
_cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
CinemachineCameraTarget.transform.rotation = Quaternion.Euler(
_cinemachineTargetPitch + CameraAngleOverride,
_cinemachineTargetYaw,
0.0f
);
}
private void Move()
{
// set target speed based on move speed, sprint speed and if sprint is pressed
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is no input, set the target speed to 0
if (_input.move == Vector2.zero) targetSpeed = 0.0f;
// a reference to the players current horizontal velocity
float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
float speedOffset = 0.1f;
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
// accelerate or decelerate to target speed
if (currentHorizontalSpeed < targetSpeed - speedOffset ||
currentHorizontalSpeed > targetSpeed + speedOffset)
{
// creates curved result rather than a linear one giving a more organic speed change
// note T in Lerp is clamped, so we don't need to clamp our speed
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude,
Time.deltaTime * SpeedChangeRate);
// round speed to 3 decimal places
_speed = Mathf.Round(_speed * 1000f) / 1000f;
}
else
{
_speed = targetSpeed;
}
_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
if (_animationBlend < 0.01f) _animationBlend = 0f;
// normalise input direction
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is a move input rotate player when the player is moving
if (_input.move != Vector2.zero)
{
_targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
_mainCamera.transform.eulerAngles.y;
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity,
RotationSmoothTime);
// rotate to face input direction relative to camera position
transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
}
Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
// move the player
_controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) +
new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
// update animator if using character
if (_hasAnimator)
{
_animator.SetFloat(_animIDSpeed, _animationBlend);
_animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
}
}
private void JumpAndGravity()
{
if (Grounded)
{
// reset the fall timeout timer
_fallTimeoutDelta = FallTimeout;
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDJump, false);
_animator.SetBool(_animIDFreeFall, false);
}
// stop our velocity dropping infinitely when grounded
if (_verticalVelocity < 0.0f)
{
_verticalVelocity = -2f;
}
// Jump
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
{
// the square root of H * -2 * G = how much velocity needed to reach desired height
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDJump, true);
}
}
// jump timeout
if (_jumpTimeoutDelta >= 0.0f)
{
_jumpTimeoutDelta -= Time.deltaTime;
}
}
else
{
// reset the jump timeout timer
_jumpTimeoutDelta = JumpTimeout;
// fall timeout
if (_fallTimeoutDelta >= 0.0f)
{
_fallTimeoutDelta -= Time.deltaTime;
}
else
{
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDFreeFall, true);
}
}
// if we are not grounded, do not jump
_input.jump = false;
}
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
if (_verticalVelocity < _terminalVelocity)
{
_verticalVelocity += Gravity * Time.deltaTime;
}
}
private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
{
if (lfAngle < -360f) lfAngle += 360f;
if (lfAngle > 360f) lfAngle -= 360f;
return Mathf.Clamp(lfAngle, lfMin, lfMax);
}
private void OnDrawGizmosSelected()
{
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
if (Grounded) Gizmos.color = transparentGreen;
else Gizmos.color = transparentRed;
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
Gizmos.DrawSphere(
new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z),
GroundedRadius);
}
private void OnFootstep(AnimationEvent animationEvent)
{
if (animationEvent.animatorClipInfo.weight > 0.5f)
{
if (FootstepAudioClips.Length > 0)
{
var index = Random.Range(0, FootstepAudioClips.Length);
AudioSource.PlayClipAtPoint(FootstepAudioClips[index], transform.TransformPoint(_controller.center), FootstepAudioVolume);
}
}
}
private void OnLand(AnimationEvent animationEvent)
{
if (animationEvent.animatorClipInfo.weight > 0.5f)
{
AudioSource.PlayClipAtPoint(LandingAudioClip, transform.TransformPoint(_controller.center), FootstepAudioVolume);
}
}
public void ResetCameraRotation(float targetYaw)
{
// Reset the yaw and pitch to default values (targetYaw for Y rotation, and 0 for pitch)
_cinemachineTargetYaw = targetYaw;
_cinemachineTargetPitch = 0f;
// Reset the camera target's rotation explicitly
CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch, _cinemachineTargetYaw, 0f);
Debug.Log($"Camera Yaw reset to {targetYaw} degrees.");
}
}
}
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using UnityEngine;
using TMPro;
using System; // Required for Type handling
public class UpdateCollectibleCount : MonoBehaviour
{
private TextMeshProUGUI collectibleText; // Reference to the TextMeshProUGUI component
void Start()
{
collectibleText = GetComponent<TextMeshProUGUI>();
if (collectibleText == null)
{
Debug.LogError("UpdateCollectibleCount script requires a TextMeshProUGUI component on the same GameObject.");
return;
}
UpdateCollectibleDisplay(); // Initial update on start
}
void Update()
{
UpdateCollectibleDisplay();
}
private void UpdateCollectibleDisplay()
{
int totalCollectibles = 0;
// Check and count objects of type Collectible
Type collectibleType = Type.GetType("Collectible");
if (collectibleType != null)
{
#if UNITY_6000_3_OR_NEWER
totalCollectibles += FindObjectsByType(collectibleType).Length;
#else
totalCollectibles += FindObjectsByType(collectibleType, FindObjectsSortMode.None).Length;
#endif
}
// Optionally, check and count objects of type Collectible2D as well if needed
Type collectible2DType = Type.GetType("Collectible2D");
if (collectible2DType != null)
{
#if UNITY_6000_3_OR_NEWER
totalCollectibles += FindObjectsByType(collectible2DType).Length;
#else
totalCollectibles += FindObjectsByType(collectible2DType, FindObjectsSortMode.None).Length;
#endif
}
// Update the collectible count display
collectibleText.text = $"Collectibles remaining: {totalCollectibles}";
}
}
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max: {x: 0, y: 0, z: 0}
value: {x: 0, y: 0, z: 0}
length: 0
modified: 0
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humanName: Right Middle Intermediate
limit:
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max: {x: 0, y: 0, z: 0}
value: {x: 0, y: 0, z: 0}
length: 0
modified: 0
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humanName: Right Middle Distal
limit:
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max: {x: 0, y: 0, z: 0}
value: {x: 0, y: 0, z: 0}
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modified: 0
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humanName: Right Ring Proximal
limit:
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max: {x: 0, y: 0, z: 0}
value: {x: 0, y: 0, z: 0}
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modified: 0
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humanName: Right Ring Intermediate
limit:
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humanName: Right Ring Distal
limit:
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max: {x: 0, y: 0, z: 0}
value: {x: 0, y: 0, z: 0}
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humanName: Right Little Proximal
limit:
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max: {x: 0, y: 0, z: 0}
value: {x: 0, y: 0, z: 0}
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limit:
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max: {x: 0, y: 0, z: 0}
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skeleton:
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parentName:
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scale: {x: 1, y: 1, z: 1}
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- name: Skeleton
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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position: {x: -0.08610317, y: -0.053458035, z: -0.011470641}
rotation: {x: 0.999839, y: -0.01775374, z: 0.000046300094, w: -0.0026074864}
scale: {x: 1, y: 1, z: 1}
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parentName: Left_UpperLeg
position: {x: -2.9864513e-16, y: 0.4133444, z: -5.4956034e-17}
rotation: {x: 0.034046065, y: 2.2687323e-19, z: 7.728622e-21, w: 0.9994203}
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rotation: {x: -0.035700925, y: 0.049957544, z: -0.019575229, w: 0.9979211}
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position: {x: 7.105427e-17, y: 0.07224803, z: -0.118065506}
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scale: {x: 1, y: 1, z: 1}
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position: {x: 0.0000004514609, y: -0.41334414, z: 0.000000025994435}
rotation: {x: 0.034046065, y: 2.2687323e-19, z: 7.728622e-21, w: 0.9994203}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0.7070656, y: -0.0076321815, z: -0.0076321815, w: 0.7070656}
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position: {x: -0, y: 0.058229383, z: 0.0012229546}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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parentName: Chest
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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position: {x: -0.0009571358, y: 0.19149224, z: -0.0087277945}
rotation: {x: -0.0049494267, y: -0.113521874, z: 0.043275386, w: 0.99258024}
scale: {x: 1, y: 1, z: 1}
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position: {x: -0.16743502, y: -5.684341e-16, z: -2.664535e-17}
rotation: {x: 0.12673509, y: 0.03332071, z: 0.6809724, w: 0.72048914}
scale: {x: 1, y: 1, z: 1}
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position: {x: -2.8421706e-16, y: 0.28508067, z: 0}
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scale: {x: 1, y: 1, z: 1}
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position: {x: -2.4123817e-10, y: 0.24036221, z: -1.4210853e-16}
rotation: {x: -0.047397237, y: -0.24003562, z: 0.013464749, w: 0.9695128}
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position: {x: 9.079803e-16, y: 0.04209777, z: 3.2607592e-16}
rotation: {x: 0.030199163, y: 0.00000005960465, z: -0.00000038841978, w: 0.9995439}
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rotation: {x: 0.03945603, y: 0.000000016383924, z: 0.0000000332638, w: 0.9992213}
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position: {x: -1.1581012e-16, y: 0.024609203, z: -6.661337e-17}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: -0.004090429, y: -0.6610811, z: -0.004001968, w: 0.7502927}
scale: {x: 1, y: 1, z: 1}
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position: {x: 2.7261607e-16, y: 0.051279362, z: 5.988264e-17}
rotation: {x: 0.026233751, y: -0.000000029802322, z: -0.0000007133931, w: 0.99965584}
scale: {x: 1, y: 1, z: 1}
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parentName: Left_MiddleIntermediate
position: {x: -7.199101e-17, y: 0.028284006, z: -4.93648e-17}
rotation: {x: 0.03347514, y: -0, z: -0, w: 0.9994396}
scale: {x: 1, y: 1, z: 1}
- name: Left_MiddleDistalEnd
parentName: Left_MiddleDistal
position: {x: -1.7763565e-16, y: 0.023346113, z: -7.105426e-17}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: -0.02007038, y: -0.5504896, z: -0.008246153, w: 0.83456}
scale: {x: 1, y: 1, z: 1}
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parentName: Left_PinkyProximal
position: {x: 1.9539922e-16, y: 0.032272622, z: -1.4210853e-16}
rotation: {x: 0.028115956, y: -0.00000008940699, z: -0.0000005941839, w: 0.9996047}
scale: {x: 1, y: 1, z: 1}
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parentName: Left_PinkyIntermediate
position: {x: -3.5527133e-17, y: 0.020224448, z: -7.1054265e-17}
rotation: {x: 0.03643686, y: 0.00000014611446, z: 0.00000018696, w: 0.999336}
scale: {x: 1, y: 1, z: 1}
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position: {x: -1.2434495e-16, y: 0.018519057, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: -0.017654313, y: -0.6026994, z: -0.0040520057, w: 0.79776275}
scale: {x: 1, y: 1, z: 1}
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position: {x: 3.3750777e-16, y: 0.043630484, z: -1.4210853e-16}
rotation: {x: 0.023556013, y: 0.00000026822087, z: 0.0000007636844, w: 0.99972254}
scale: {x: 1, y: 1, z: 1}
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parentName: Left_RingIntermediate
position: {x: 1.7763566e-17, y: 0.027115494, z: -1.065814e-16}
rotation: {x: 0.03908592, y: -0.000000019744585, z: 0.00000042049942, w: 0.9992359}
scale: {x: 1, y: 1, z: 1}
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parentName: Left_RingDistal
position: {x: -7.105426e-17, y: 0.02095726, z: -7.105426e-17}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0.1796032, y: 0.8841741, z: 0.4239896, w: -0.07881452}
scale: {x: 1, y: 1, z: 1}
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position: {x: 2.4357445e-15, y: 0.027578257, z: 0.0038183592}
rotation: {x: 0.1278054, y: -0, z: -0, w: 0.9917993}
scale: {x: 1, y: 1, z: 1}
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position: {x: -2.2737365e-15, y: 0.044597257, z: -0.006869915}
rotation: {x: -0.045421924, y: -0.00000036741366, z: -0.0000008691409, w: 0.9989679}
scale: {x: 1, y: 1, z: 1}
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parentName: Left_ThumbDistal
position: {x: -4.2632555e-16, y: 0.029458016, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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parentName: UpperChest
position: {x: -0, y: 0.25104657, z: -0.015329581}
rotation: {x: 0.060688436, y: -0, z: -0, w: 0.9981568}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: -0.060688436, y: 0, z: -0, w: 0.9981568}
scale: {x: 1, y: 1, z: 1}
- name: Jaw
parentName: Head
position: {x: -0, y: -0.00763539, z: 0.012895278}
rotation: {x: 0.15949209, y: 0.68888485, z: 0.15949209, w: 0.68888485}
scale: {x: 1, y: 1, z: 1}
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parentName: Head
position: {x: -0.03330326, y: 0.034598116, z: 0.0867403}
rotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068}
scale: {x: 1, y: 1, z: 1}
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parentName: Head
position: {x: 0.033303294, y: 0.03459628, z: 0.0867403}
rotation: {x: 0.7071068, y: 4.3297806e-17, z: 0.7071068, w: -4.3297806e-17}
scale: {x: 1, y: 1, z: 1}
- name: Neck_Twist_A
parentName: Neck
position: {x: -0, y: 0.063737005, z: 0}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Right_Shoulder
parentName: UpperChest
position: {x: 0.0009571358, y: 0.19149381, z: -0.008727803}
rotation: {x: 0.99258024, y: -0.04327539, z: -0.113521874, w: 0.004949396}
scale: {x: 1, y: 1, z: 1}
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parentName: Right_Shoulder
position: {x: 0.16743432, y: -0.0000022099182, z: 0.00000012213746}
rotation: {x: 0.1267345, y: 0.033320885, z: 0.68096745, w: 0.720494}
scale: {x: 1, y: 1, z: 1}
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parentName: Right_UpperArm
position: {x: 0.0000037273983, y: -0.285085, z: -0.00000035927226}
rotation: {x: 0.020541133, y: 0.008317431, z: -0.020620903, w: 0.99954176}
scale: {x: 1, y: 1, z: 1}
- name: Right_Hand
parentName: Right_LowerArm
position: {x: 0.0000014923929, y: -0.24036367, z: 0.0000017856368}
rotation: {x: -0.047397237, y: -0.24003562, z: 0.013464749, w: 0.9695128}
scale: {x: 1, y: 1, z: 1}
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position: {x: -0.0078223245, y: -0.0918393, z: -0.026574574}
rotation: {x: -0.00008773989, y: -0.7104814, z: -0.0063276542, w: 0.7036876}
scale: {x: 1, y: 1, z: 1}
- name: Right_IndexIntermediate
parentName: Right_IndexProximal
position: {x: 0.0000006924457, y: -0.04210151, z: -0.0000013631077}
rotation: {x: 0.03020306, y: -0.0000005662439, z: 0.000012195228, w: 0.99954385}
scale: {x: 1, y: 1, z: 1}
- name: Right_IndexDistal
parentName: Right_IndexIntermediate
position: {x: -0.00000032847043, y: -0.025139209, z: -0.0000005960629}
rotation: {x: 0.03948371, y: -0.000000052504312, z: -0.000005515076, w: 0.99922025}
scale: {x: 1, y: 1, z: 1}
- name: Right_IndexDistalEnd
parentName: Right_IndexDistal
position: {x: 0.00000023984484, y: -0.024609355, z: 0.0000006271131}
rotation: {x: -5.5511138e-17, y: 0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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position: {x: -0.012848663, y: -0.08609768, z: -0.0034359337}
rotation: {x: -0.0040856875, y: -0.6610817, z: -0.0040004994, w: 0.7502922}
scale: {x: 1, y: 1, z: 1}
- name: Right_MiddleIntermediate
parentName: Right_MiddleProximal
position: {x: 0.000000014272595, y: -0.051275954, z: 0.0000009747695}
rotation: {x: 0.026226329, y: -0.0000007450579, z: -0.0000027469353, w: 0.9996561}
scale: {x: 1, y: 1, z: 1}
- name: Right_MiddleDistal
parentName: Right_MiddleIntermediate
position: {x: 0.00000014287376, y: -0.028283618, z: 0.00000019378916}
rotation: {x: 0.03347514, y: -0, z: -0, w: 0.9994396}
scale: {x: 1, y: 1, z: 1}
- name: Right_MiddleDistalEnd
parentName: Right_MiddleDistal
position: {x: 0.000000038619483, y: -0.023345316, z: 0.0000005352584}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Right_PinkyProximal
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position: {x: -0.0044381507, y: -0.07288141, z: 0.029358566}
rotation: {x: -0.020058475, y: -0.55049545, z: -0.008249418, w: 0.83455646}
scale: {x: 1, y: 1, z: 1}
- name: Right_PinkyIntermediate
parentName: Right_PinkyProximal
position: {x: 0.00000045734515, y: -0.032268908, z: 0.00000088312623}
rotation: {x: 0.02811499, y: -0.0000035166731, z: -0.00000016298141, w: 0.9996047}
scale: {x: 1, y: 1, z: 1}
- name: Right_PinkyDistal
parentName: Right_PinkyIntermediate
position: {x: 0.00000023899057, y: -0.02022493, z: 0.00000055474345}
rotation: {x: 0.03642403, y: -0.0000024211556, z: -0.000008829222, w: 0.9993365}
scale: {x: 1, y: 1, z: 1}
- name: Right_PinkyDistalEnd
parentName: Right_PinkyDistal
position: {x: 0.000000632002, y: -0.018518865, z: 0.0000001154108}
rotation: {x: -1.7347236e-17, y: 0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Right_RingProximal
parentName: Right_Hand
position: {x: -0.00952738, y: -0.08161427, z: 0.012242128}
rotation: {x: -0.017649079, y: -0.6027014, z: -0.0040535578, w: 0.7977614}
scale: {x: 1, y: 1, z: 1}
- name: Right_RingIntermediate
parentName: Right_RingProximal
position: {x: 0.0000000695935, y: -0.04362872, z: 0.00000080048335}
rotation: {x: 0.023547903, y: 0.0000024139879, z: 0.0000069094813, w: 0.9997228}
scale: {x: 1, y: 1, z: 1}
- name: Right_RingDistal
parentName: Right_RingIntermediate
position: {x: -0.000000290747, y: -0.02711462, z: 0.0000000181098}
rotation: {x: 0.039100695, y: 0.00000009656897, z: -0.000004755179, w: 0.99923533}
scale: {x: 1, y: 1, z: 1}
- name: Right_RingDistalEnd
parentName: Right_RingDistal
position: {x: 0.00000008856214, y: -0.020957856, z: 0.0000005565459}
rotation: {x: 9.02056e-17, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Right_ThumbProximal
parentName: Right_Hand
position: {x: 0.00080341793, y: -0.028816395, z: -0.023514695}
rotation: {x: 0.17960793, y: 0.8841713, z: 0.42399347, w: -0.07881395}
scale: {x: 1, y: 1, z: 1}
- name: Right_ThumbIntermediate
parentName: Right_ThumbProximal
position: {x: 0.00000015009721, y: -0.02757781, z: -0.0038183848}
rotation: {x: 0.12780538, y: -0, z: -0, w: 0.9917993}
scale: {x: 1, y: 1, z: 1}
- name: Right_ThumbDistal
parentName: Right_ThumbIntermediate
position: {x: 0.0000007817755, y: -0.044594634, z: 0.0068707783}
rotation: {x: -0.04541878, y: -0.000003060937, z: 0.000004811603, w: 0.99896806}
scale: {x: 1, y: 1, z: 1}
- name: Right_ThumbDistalEnd
parentName: Right_ThumbDistal
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position: {x: -1.1581012e-16, y: 0.024609203, z: -6.661337e-17}
rotation: {x: 0, y: -0, z: -0, w: 1}
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position: {x: -7.199101e-17, y: 0.028284006, z: -4.93648e-17}
rotation: {x: 0.03347514, y: -0, z: -0, w: 0.9994396}
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rotation: {x: 0.020541133, y: 0.008317431, z: -0.020620903, w: 0.99954176}
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