- Added ability for players without camera permissions to watch camera output.

- Added a tablet spawner to let players view said camera output.
- Added many more reflection probes to the alleyway to try to fill in gaps.
- Moved round 2 signage around to fit in the camera view better.
- Round 2 sign text changed to use SDF textures for better clarity.
- Created better gizmo icons for CameraAnchor and CameraSwitcher.
- Light strip on modem now uses an already-available SDF texture.
- Performance mode is now the default camera mode.
This commit is contained in:
2026-04-23 03:50:44 -04:00
parent a6b3b840b2
commit 39e227f264
59 changed files with 4897 additions and 633 deletions
+28 -6
View File
@@ -165,13 +165,35 @@ public class CameraAnchor : UdonSharpBehaviour
public override void OnPlayerLeft(VRCPlayerApi LeavingPlayer)
{
//foreach (VRCPlayerApi FollowedPlayer in _FollowedPlayers)
//{
// if (FollowedPlayer.displayName == LeavingPlayer.displayName)
// {
bool LeavingIsInFollowed = false;
foreach (string FollowedPlayer in _FollowedPlayerNames)
{
if (FollowedPlayer == LeavingPlayer.displayName)
{
LeavingIsInFollowed = true;
break;
}
}
// }
//}
if (LeavingIsInFollowed)
{
string[] NewPlayerList = new string[_FollowedPlayerNames.Length - 1];
int Offset = 0;
for (int i = 0; i < _FollowedPlayerNames.Length; i++)
{
string PlayerName = _FollowedPlayerNames[i];
if (PlayerName != LeavingPlayer.displayName)
{
NewPlayerList[i-Offset] = PlayerName;
}
else
{
Offset++;
}
}
_FollowedPlayerNames = NewPlayerList;
_FollowPlayers_Synced();
}
base.OnPlayerLeft(LeavingPlayer);
}
+18 -18
View File
@@ -13,37 +13,37 @@ public class CameraControlSystem : UdonSharpBehaviour
public void CameraEnabled()
{
foreach (Camera Camera in _CameraSystem.camerasObjects)
{
Camera.enabled = true;
}
//foreach (Camera Camera in _CameraSystem.camerasObjects)
//{
// Camera.enabled = true;
//}
_Console.SetActive(true);
_CameraSystem.gameObject.SetActive(true);
//_CameraSystem.gameObject.SetActive(true);
_CameraSystem.Authorize();
foreach (Camera Cam in _CameraSystem.camerasObjects)
{
Cam.gameObject.SetActive(true);
}
//foreach (Camera Cam in _CameraSystem.camerasObjects)
//{
// Cam.gameObject.SetActive(true);
//}
}
public void CameraDisabled()
{
foreach (Camera Camera in _CameraSystem.camerasObjects)
{
Camera.enabled = false;
}
//foreach (Camera Camera in _CameraSystem.camerasObjects)
//{
// Camera.enabled = false;
//}
_Console.SetActive(false);
_CameraSystem.Deauthorize();
_CameraSystem.gameObject.SetActive(false);
//_CameraSystem.gameObject.SetActive(false);
foreach (Camera Cam in _CameraSystem.camerasObjects)
{
Cam.gameObject.SetActive(false);
}
//foreach (Camera Cam in _CameraSystem.camerasObjects)
//{
// Cam.gameObject.SetActive(false);
//}
}
}