diff --git a/.github/workflows/integration-test.yml b/.github/workflows/integration-test.yml index 437c0e15..8a2d5222 100644 --- a/.github/workflows/integration-test.yml +++ b/.github/workflows/integration-test.yml @@ -17,7 +17,7 @@ jobs: testMode: - editmode unityVersion: - - 2020.3.16f1 + - 2021.3.32f1 steps: - name: Checkout empty unity project repository uses: actions/checkout@v4 diff --git a/CHANGELOG.md b/CHANGELOG.md index ada94179..0e37b31c 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -3,6 +3,15 @@ All notable changes to this project will be documented in this file. This project adheres to [Semantic Versioning](http://semver.org/). +## [6.1.0] - 2024.03.04 + +### Updated +- AvatarMeshHelper now supports multiple mesh and material transfer. [#241](https://github.com/readyplayerme/rpm-unity-sdk-core/pull/241) + +### Added +- GetHeadMeshes method to AvatarMeshHelper to get head related meshes from an avatar. 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private GameObject selectedIcon; + + private GameObject _selectedIcon; + private GameObject selectedIcon + { + get + { + if (_selectedIcon) + { + return _selectedIcon; + } + _selectedIcon = Instantiate(selectedIconPrefab, buttonContainer); + selectedIcon.SetActive(false); + return _selectedIcon; + } + } + [Space(5)] [Header("Events")] @@ -28,12 +43,6 @@ public abstract class SelectionElement : MonoBehaviour protected Transform ButtonContainer => buttonContainer; - private void Start() - { - selectedIcon = Instantiate(selectedIconPrefab, buttonContainer); - selectedIcon.SetActive(false); - } - /// /// Creates button elements for each asset in the provided array. /// This function is generic and can work with any asset type that implements the IAssetData interface. diff --git a/Runtime/Core/Scripts/Utils/AvatarMeshHelper.cs b/Runtime/Core/Scripts/Utils/AvatarMeshHelper.cs index 87ff4823..ae0f7572 100644 --- a/Runtime/Core/Scripts/Utils/AvatarMeshHelper.cs +++ b/Runtime/Core/Scripts/Utils/AvatarMeshHelper.cs @@ -1,29 +1,103 @@ +using System; using UnityEngine; +using System.Linq; +using System.Collections.Generic; namespace ReadyPlayerMe.Core { public static class AvatarMeshHelper { + private static readonly string[] headMeshNames = { + "Renderer_Head", + "Renderer_Hair", + "Renderer_Hair", + "Renderer_Teeth", + "Renderer_Glasses", + "Renderer_EyeLeft", + "Renderer_EyeRight", + "Renderer_Headwear", + "Renderer_Facewear", + }; + + [Obsolete("Use TransferMesh(GameObject source, GameObject target) instead.")] public static void TransferMesh(GameObject source, SkinnedMeshRenderer[] targetMeshes, Animator targetAnimator) { + TransferMesh(source, targetMeshes[0].transform.parent.gameObject); + } + + /// + /// Transfers the mesh and material data from the source to the target avatar. + /// + /// Imported Ready Player Me avatar. + /// Photon Network Player Character. + public static void TransferMesh(GameObject source, GameObject target) + { + // store the relevant data of the source (downloaded) avatar + var rendererDict = new Dictionary(); + + var sourceRenderers = source.GetComponentsInChildren(); + var targetRenderers = target.GetComponentsInChildren(); + + foreach (var renderer in sourceRenderers) + { + rendererDict.Add(renderer.name, renderer); + } + + // transfer the data to the target skinning mesh renderers + foreach (var renderer in targetRenderers) + { + if (rendererDict.TryGetValue(renderer.name, out var sourceRenderer)) + { + renderer.sharedMesh = sourceRenderer.sharedMesh; + renderer.sharedMaterial = sourceRenderer.sharedMaterial; + + // transfer the bone data + foreach (var targetBone in renderer.bones) + { + foreach (var sourceBone in sourceRenderer.bones) + { + if (sourceBone.name == targetBone.name) + { + targetBone.position = sourceBone.position; + targetBone.rotation = sourceBone.rotation; + targetBone.localScale = sourceBone.localScale; + break; + } + } + } + } + else + { + renderer.sharedMesh = null; + renderer.material = null; + } + } + + // transfer the animation avatar var sourceAnimator = source.GetComponentInChildren(); - SkinnedMeshRenderer[] sourceMeshes = source.GetComponentsInChildren(); - for (var i = 0; i < targetMeshes.Length; i++) + var targetAnimator = target.GetComponentInChildren(); + targetAnimator.avatar = sourceAnimator.avatar; + } + + /// + /// Returns the meshes of the head of the avatar, such as glasses, hair, teeth, etc. + /// + /// A Ready Player Me Avatar. + /// Head meshes in a GameObject Array. + public static GameObject[] GetHeadMeshes(GameObject avatar) + { + var renderers = avatar.GetComponentsInChildren(); + var headMeshes = new List(); + + foreach (var renderer in renderers) { - if (i >= sourceMeshes.Length) + if (headMeshNames.Contains(renderer.name)) { - targetMeshes[i].enabled = false; - break; + headMeshes.Add(renderer.gameObject); } - Mesh mesh = sourceMeshes[i].sharedMesh; - targetMeshes[i].sharedMesh = mesh; - targetMeshes[i].enabled = true; - Material[] materials = sourceMeshes[i].sharedMaterials; - targetMeshes[i].sharedMaterials = materials; } - - Avatar avatar = sourceAnimator.avatar; - targetAnimator.avatar = avatar; + + return headMeshes.ToArray(); } } } diff --git a/Tests/Editor/AvatarRenderLoaderTests.cs b/Tests/Editor/AvatarRenderLoaderTests.cs index 81f8e010..c8031f68 100644 --- a/Tests/Editor/AvatarRenderLoaderTests.cs +++ b/Tests/Editor/AvatarRenderLoaderTests.cs @@ -10,7 +10,7 @@ public class AvatarRenderLoaderTests private const RenderCamera RENDER_SCENE = RenderCamera.FullBody; private const string RENDER_BLENDSHAPE = "mouthSmile"; private const float BLENDSHAPE_VALUE = 0.5f; - private const string RENDER_STRING = "pose=relaxed&blendShapes[mouthSmile]=0.5&camera=portrait&size=800&background=255,255,255"; + private const string RENDER_STRING = "blendShapes[mouthSmile]=0.5&camera=portrait&size=800&background=255,255,255"; [Test] public async Task RenderLoader_Load() diff --git a/Tests/Editor/HelperTests.cs b/Tests/Editor/HelperTests.cs index bb687650..a4e6140a 100644 --- a/Tests/Editor/HelperTests.cs +++ b/Tests/Editor/HelperTests.cs @@ -1,6 +1,7 @@ -using System.Collections.Generic; -using NUnit.Framework; using UnityEngine; +using NUnit.Framework; +using System.Threading.Tasks; +using System.Collections.Generic; namespace ReadyPlayerMe.Core.Tests { @@ -48,5 +49,41 @@ public void Setup_Animator_Halfbody() var animator = gameObject.GetComponent(); Assert.True(animator != null); } + + [Test] + public void AvatarMeshHelper_Check_Prefab_Meshes() + { + GameObject prefab = Resources.Load("RPM_Template_Avatar"); + var meshes = prefab.GetComponentsInChildren(); + + Assert.True(meshes.Length == 15); + } + + [Test] + public async Task AvatarMeshHelper_Transfer_Mesh() + { + GameObject source = null; + var loader = new AvatarObjectLoader(); + loader.OnCompleted += (sender, args) => { source = args.Avatar; }; + loader.AvatarConfig = new AvatarConfig() { TextureAtlas = TextureAtlas.None }; + loader.LoadAvatar(TestAvatarData.DefaultAvatarUri.ModelUrl); + + while (source == null) await Task.Yield(); + + var prefab = Resources.Load("RPM_Template_Avatar"); + var target = Object.Instantiate(prefab); + + AvatarMeshHelper.TransferMesh(source, target); + + var meshes = target.GetComponentsInChildren(); + + // Left eye + Assert.True(meshes[0].sharedMesh != null, "Left eye mesh is null"); + Assert.True(meshes[0].sharedMaterial != null, "Left eye material is null"); + + // Hair + Assert.True(meshes[4].sharedMesh != null, "Hair mesh is null"); + Assert.True(meshes[4].sharedMaterial != null, "Hair material is null"); + } } } diff --git a/Tests/Editor/TransferPrefabTests.cs b/Tests/Editor/TransferPrefabTests.cs index a927eba0..6065cd84 100644 --- a/Tests/Editor/TransferPrefabTests.cs +++ b/Tests/Editor/TransferPrefabTests.cs @@ -1,5 +1,6 @@ using NUnit.Framework; using ReadyPlayerMe.Core.Editor; +using System; using UnityEditor; using UnityEngine; @@ -9,7 +10,7 @@ public class TransferPrefabTests : MonoBehaviour { private const string PREFAB_ASSET_NAME = "t:prefab glTFast-TimeBudgetPerFramDeferAgent"; private const string INCORRECT_ASSET_NAME = "t:prefab asdaasdas"; - private const string NEW_PREFAB_PATH = "Assets/Tests/TestPrefab.prefab"; + private const string NEW_PREFAB_PATH = "Assets/TestPrefab.prefab"; [OneTimeTearDown] public void Cleanup() @@ -24,19 +25,11 @@ public void Cleanup() public void Transfer_Prefab_By_Guid() { var guids = AssetDatabase.FindAssets(PREFAB_ASSET_NAME); - if (guids.Length == 0) - { - Assert.Fail(); - } + Assert.Greater(guids.Length, 0, "No prefab found with the given name."); + PrefabHelper.TransferPrefabByGuid(guids[0], NEW_PREFAB_PATH); - if (AssetDatabase.LoadAssetAtPath(NEW_PREFAB_PATH, typeof(GameObject)) != null) - { - Assert.Pass(); - } - else - { - Assert.Fail(); - } + var prefab = AssetDatabase.LoadAssetAtPath(NEW_PREFAB_PATH, typeof(GameObject)); + Assert.IsNotNull(prefab, "Prefab at the given path not found."); } [Test] diff --git a/package.json b/package.json index e4f016cf..1709b9d7 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "com.readyplayerme.core", - "version": "6.0.1", + "version": "6.1.0", "displayName": "Ready Player Me Core", "description": "This Module contains all the core functionality required for using Ready Player Me avatars in Unity, including features such as: \n - Module management and automatic package setup logic\n - Avatar loading from .glb files \n - Avatar creation \n - Avatar and 2D render requests \n - Optional Analytics\n - Custom editor windows\n - Sample scenes and assets", "unity": "2020.3",