28 Commits

Author SHA1 Message Date
0e2fd5f9c3 Шапка проекта в настройках проекта 2025-03-22 15:30:54 +03:00
63608427cb Отключение плиток меню 2025-03-19 10:37:07 +03:00
7d624289cd Исправление грамматики 2025-03-19 10:36:41 +03:00
9886b22e26 Переделка меню 2025-03-18 14:20:30 +03:00
1d97ae072f Загрузка моделей с текстурами и LODами 2025-02-10 10:47:54 +03:00
3f13aa2da6 Добавлен максимальный счёт с сохранением 2025-01-31 14:44:57 +03:00
64d5577fd8 Добавлен гудок машинам 2025-01-31 14:00:16 +03:00
7dcd08212d Корректировка направлений машин на дороге 2025-01-31 12:40:37 +03:00
25144da5be Изменён текст 2025-01-31 11:49:49 +03:00
21d0dc79e5 Скрипт передвижения объектов при обновлении переходе дороги 2025-01-31 11:34:13 +03:00
d96e48e19b Исправление грамматики 2025-01-31 11:26:17 +03:00
e1ac66aa22 Применение к префабам дорог текстур 2025-01-31 10:54:41 +03:00
ad524fd627 Добавил двойную сплошную 2025-01-31 10:44:49 +03:00
695e82475a Переименование асфальта в асфальт3 2025-01-31 10:24:19 +03:00
ee7bfb9a66 Замена текстуры дорог 2025-01-31 10:13:39 +03:00
b47acd769f Исправление грамматических ошибок 2025-01-31 09:57:37 +03:00
b9c7bcb22f Добавлено меню с отказом от претензий 2025-01-30 14:35:02 +03:00
2ded056af2 Изменение слоя взаимодействия для прыжка
В ground все дороги и травку
2025-01-30 13:16:37 +03:00
5d4f7256f2 Добавлен прыжок 2025-01-30 13:03:20 +03:00
d973565f72 Трай сделать скрипт прыжка 2025-01-29 15:19:55 +03:00
b71551b827 Увеличена громкость и убран на меню прозрачность 2025-01-29 14:25:52 +03:00
765940c2c1 Скрипт случайной музыки 2025-01-29 14:11:06 +03:00
750045581e Изменение звуков машин 2025-01-29 13:51:49 +03:00
ccd02360e9 Дописывание скрипта рандомайза объектов 2025-01-29 10:30:00 +03:00
802960ab9b Скрипт случайного генератора объектов 2025-01-28 22:25:26 +03:00
fc630bfd33 Перемещение папки Sounds 2025-01-28 19:16:35 +03:00
a7c717058a Уменьшение кол-ва спавна тайлов 2025-01-28 15:06:45 +03:00
fb41902abb Переделка меню при сбитии 2025-01-28 14:46:25 +03:00
98 changed files with 27457 additions and 11185 deletions

31
Assets/CarBipScript.cs Normal file
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using UnityEngine;
using UnityEngine.Events;
public class CarBipScript : MonoBehaviour
{
[HideInInspector]
public UnityEvent<HitDetectorScript> PlayerEntered = new UnityEvent<HitDetectorScript>();
[HideInInspector]
public UnityEvent<HitDetectorScript> PlayerExited = new UnityEvent<HitDetectorScript>();
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Player")
{
Debug.Log("Player Enter");
HitDetectorScript hit = other.GetComponent<HitDetectorScript>();
PlayerEntered.Invoke(hit);
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.tag == "Player")
{
Debug.Log("Player Exit");
HitDetectorScript hit = other.GetComponent<HitDetectorScript>();
PlayerExited.Invoke(hit);
}
}
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@ -1,5 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
@ -25,15 +24,57 @@ public class CarControllerScript : MonoBehaviour
[SerializeField]
private float _High;
[SerializeField]
private CarBipScript _PlayerDetect;
[SerializeField]
private AudioSource _CarBip;
HitDetectorScript _HitDetector;
public float High
{
get => _High;
set => _High = value;
}
private bool _IsBeep = false;
private void Start()
{
_High = gameObject.transform.position.y;
_PlayerDetect.PlayerEntered.AddListener(StartBeep);
_PlayerDetect.PlayerExited.AddListener(StopBeep);
}
private void StartBeep(HitDetectorScript hit)
{
_HitDetector = hit;
_HitDetector.Dead.AddListener(StopBeep);
if (!_IsBeep && !_HitDetector.IsDead)
{
_CarBip.Play();
_IsBeep = true;
}
}
private void StopBeep()
{
if (_IsBeep)
{
_CarBip.Stop();
_IsBeep = false;
}
}
private void StopBeep(HitDetectorScript hit)
{
_HitDetector = hit;
if (_IsBeep)
{
_CarBip.Stop();
_IsBeep= false;
}
}
private void FixedUpdate()
@ -44,5 +85,4 @@ public class CarControllerScript : MonoBehaviour
}
}
}

View File

@ -1,13 +1,19 @@
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.XR.Interaction.Toolkit;
public class HitDetectorScript : MonoBehaviour
{
private bool _IsDead = false;
public bool IsDead
{
get { return _IsDead; }
}
[SerializeField] private GameObject _Menu;
[SerializeField] private GameObject _ForwardSource;
[SerializeField] private ActionBasedContinuousMoveProvider move;
[SerializeField] private CharacterController _CharacterController;
[Range(0f, 1f)]
[SerializeField] private float _Intensity;
@ -16,13 +22,39 @@ public class HitDetectorScript : MonoBehaviour
[SerializeField] XRBaseController _LeftController;
[SerializeField] XRBaseController _RightController;
[HideInInspector]
public UnityEvent Dead = new UnityEvent();
[SerializeField] private ScoreManagerScript _ScoreManager;
private void OnTriggerEnter(Collider other)
{
//Debug.Log(other.gameObject.name);
if (other.gameObject.CompareTag("Car") && !_IsDead)
{
if (PlayerPrefs.GetInt("Best score") < _ScoreManager.CurrentScore)
{
PlayerPrefs.SetInt("Best score", _ScoreManager.CurrentScore);
}
_IsDead = true;
Dead.Invoke();
move.enabled = false;
_CharacterController.enabled = false;
UISpawn();
TriggerHaptic(_LeftController);
TriggerHaptic(_RightController);
Debug.Log("Player was hitted car");
//SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
}
}
private void UISpawn()
{
Vector3 pos = _ForwardSource.transform.position;
Vector3 forward = _ForwardSource.transform.forward;
@ -35,17 +67,8 @@ public class HitDetectorScript : MonoBehaviour
// Меню смотрит в том же направлении, что и источник, но фиксируется по вертикали
Quaternion newRot = Quaternion.LookRotation(new Vector3(forward.x, 0, forward.z));
move.enabled = false;
// Создание объекта
Instantiate(_Menu, newPos, newRot);
TriggerHaptic(_LeftController);
TriggerHaptic (_RightController);
Debug.Log("Player was hitted car");
//SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
}
}
public void TriggerHaptic(XRBaseController controller)

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@ -1,10 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MenuScript : MonoBehaviour
{
[SerializeField] private int _BestScore;
[SerializeField] private TextMeshProUGUI _TextScore;
private void OnEnable()
{
_BestScore = PlayerPrefs.GetInt("Best score");
_TextScore.text = "Лучший счёт - " + _BestScore;
}
// Start is called before the first frame update
public void RestartGame()
{

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@ -0,0 +1,73 @@
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerJumpScript : MonoBehaviour
{
[SerializeField] private InputActionProperty _JumpButton;
[SerializeField] private float _JumpHeight = 0f; // Высота прыжка
[SerializeField] private CharacterController _CharacterController;
[SerializeField] private LayerMask _GroundLayers;
[SerializeField] private float rad = 0;
private float _verticalVelocity = 0f; // Вертикальная скорость
private float _gravity = Physics.gravity.y; // Гравитация
private bool _isGrounded;
private void Update()
{
_isGrounded = IsGrounded();
//if (_JumpButton.action.WasPressedThisFrame())
//{
// if (_isGrounded)
// {
// Debug.Log("Will Jump from gruond");
// }
// else
// {
// Debug.Log("Not Jump");
// }
//}
// Если персонаж на земле, обнуляем вертикальную скорость и проверяем прыжок
if (_isGrounded)
{
_verticalVelocity = -1f; // Небольшое значение, чтобы персонаж не зависал в воздухе
// Если кнопка прыжка нажата
if (_JumpButton.action.WasPressedThisFrame())
{
Jump();
}
}
else
{
// Применяем гравитацию, если персонаж не на земле
_verticalVelocity += _gravity * Time.deltaTime;
}
// Перемещение персонажа с учетом вертикальной скорости
Vector3 movement = new Vector3(0, _verticalVelocity, 0);
if (_CharacterController.enabled == true)
{
_CharacterController.Move(movement * Time.deltaTime);
}
}
private bool IsGrounded()
{
return Physics.CheckSphere(transform.position, rad, _GroundLayers); // Радиус может быть отрегулирован
}
private void Jump()
{
if (_isGrounded)
{
// Применяем силу прыжка
_verticalVelocity = Mathf.Sqrt(_JumpHeight * -2f * _gravity); // Формула для прыжка с заданной высотой
}
}
}

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@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(AudioSource))]
public class RandomMusicSelectScript : MonoBehaviour
{
[SerializeField] List<AudioClip> _MusicClipList;
private AudioSource _Audio;
// Start is called before the first frame update
void Start()
{
_Audio = GetComponent<AudioSource>();
_Audio.clip = GetRandomObject<AudioClip>(_MusicClipList);
_Audio.Play();
}
T GetRandomObject<T>(List<T> list)
{
// проверка на пустоту списка
if (list == null || list.Count == 0)
{
return default;
}
// Генерация случайного индекса
int randomIndex = UnityEngine.Random.Range(0, list.Count);
return list[randomIndex];
}
}

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@ -0,0 +1,11 @@
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@ -8,28 +8,41 @@ public class ScoreManagerScript : MonoBehaviour
{
// to do
// добавить коментарии ко всему
private TileManagerScript _tileManagerScript;
private TileManagerScript _TileManagerScript;
[SerializeField]
private Transform _PlayerTransform;
[SerializeField]
private float _Distance = 0f;
private int _CurrentScore = 0;
public int CurrentScore
{
get { return _CurrentScore; }
}
[SerializeField]
private TextMeshPro _ScoreText;
private void Awake()
{
_tileManagerScript = GameObject.FindGameObjectWithTag("Tile Manager").GetComponent<TileManagerScript>();
_TileManagerScript = GameObject.FindGameObjectWithTag("Tile Manager").GetComponent<TileManagerScript>();
if (_tileManagerScript != null)
if (_TileManagerScript != null)
{
_tileManagerScript.scoreManager = this;
}
_TileManagerScript.scoreManager = this;
}
private void Start()
{
}
private void Update()
{
UpdatePos();
}
public void Increase()
{
_CurrentScore += 1;
@ -41,9 +54,15 @@ public class ScoreManagerScript : MonoBehaviour
text.text = $"Счёт - {_CurrentScore}";
}
//public void UpdatePos()
//{
// Vector3 newVector = new Vector3(_ScoreText.gameObject.transform.position.x, _ScoreText.gameObject.transform.position.y, _ScoreText.gameObject.transform.position.z + _TileManagerScript.DistanceTiles);
// _ScoreText.gameObject.transform.position = newVector;
//}
public void UpdatePos()
{
Vector3 newVector = new Vector3(_ScoreText.gameObject.transform.position.x, _ScoreText.gameObject.transform.position.y, _ScoreText.gameObject.transform.position.z + _tileManagerScript.DistanceTiles);
Vector3 newVector = new Vector3(_ScoreText.gameObject.transform.position.x, _ScoreText.gameObject.transform.position.y, _PlayerTransform.position.z + _Distance);
_ScoreText.gameObject.transform.position = newVector;
}
}

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@ -0,0 +1,127 @@
using System.Collections.Generic;
using UnityEngine;
public class SpawnRandomObjectsScript : MonoBehaviour
{
[SerializeField] private List<GameObject> _Prefabs = new List<GameObject>();
[SerializeField] private Vector3 _SpawnArea;
[SerializeField] private float fixedDistance = 1f; // фиксированное расстояние между точками
private float MinX; // минимальная координата X
private float MaxX; // максимальная координата X
private float MinZ; // минимальная координата Z
private float MaxZ; // максимальная координата Z
private float Y;
// кол-во повторных проходов
[SerializeField] private int NumOfRep = 1;
// Структура Point теперь на плоскости X-Z
// Структура Point теперь на плоскости X-Z
public struct Point
{
public Vector3 Position; // позиция точки
public Point(float x, float y, float z)
{
Position = new Vector3(x, y, z); // плоскость 2D, Y-координата всегда 0
}
public float DistanceTo(Point other)
{
return Vector3.Distance(Position, other.Position); // возвращаем расстояние между точками
}
}
private List<Point> points = new List<Point>();
void Start()
{
MinX = -_SpawnArea.x / 2 + transform.position.x;
MaxX = _SpawnArea.x / 2 + transform.position.x;
MinZ = -_SpawnArea.z / 2 + transform.position.z;
MaxZ = _SpawnArea.z / 2 + transform.position.z;
Y = -_SpawnArea.y / 2 + transform.position.y;
GeneratePoints();
foreach (var point in points)
{
GameObject prefab = GetRandomObject<GameObject>(_Prefabs);
// Случайный поворот только по оси Y
Quaternion randomRotation = Quaternion.Euler(
0f, // угол по оси X
Random.Range(0f, 360f), // случайный угол по оси Y
0f // угол по оси Z
);
// Инстанцируем объект с случайным поворотом
Transform child = Instantiate(prefab, point.Position, randomRotation).transform;
child.SetParent(transform);
}
}
public void GeneratePoints()
{
// Размещение первой точки случайным образом в указанном диапазоне
points.Add(new Point(Random.Range(MinX, MaxX), Y, Random.Range(MinZ, MaxZ)));
for (int i = 0; i < NumOfRep; i++)
{
bool canAddPoint = true;
while (canAddPoint)
{
canAddPoint = false;
// Пробуем случайно разместить следующую точку в пределах нового диапазона
float newX = Random.Range(MinX, MaxX);
float newZ = Random.Range(MinZ, MaxZ);
Point newPoint = new Point(newX, Y, newZ);
bool valid = true;
foreach (var point in points)
{
if (newPoint.DistanceTo(point) < fixedDistance) // фиксированное расстояние
{
valid = false;
break;
}
}
// Если точка валидна (удовлетворяет условиям), добавляем её
if (valid)
{
points.Add(newPoint);
canAddPoint = true;
}
}
}
}
void OnDrawGizmos()
{
// Устанавливаем цвет Gizmos
Gizmos.color = Color.red;
// Рисуем сферу
Gizmos.DrawWireCube(transform.position, _SpawnArea);
}
T GetRandomObject<T>(List<T> list)
{
// проверка на пустоту списка
if (list == null || list.Count == 0)
{
return default;
}
// Генерация случайного индекса
int randomIndex = UnityEngine.Random.Range(0, list.Count);
return list[randomIndex];
}
}

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@ -0,0 +1,11 @@
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@ -14,6 +14,12 @@ public class TileManagerScript : MonoBehaviour
[HideInInspector]
public ScoreManagerScript scoreManager;
/// <summary>
/// to do
/// </summary>
[HideInInspector]
public MoveWithTileScript MoveWithTile;
/// <summary>
/// число тайлов, которые будут созданы
/// </summary>
@ -82,7 +88,7 @@ public class TileManagerScript : MonoBehaviour
//_PlayerSetup.SetActive(true);
_PlayerSetup.SetActive(true);
}
/// <summary>
@ -253,7 +259,9 @@ public class TileManagerScript : MonoBehaviour
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.Increase);
// в подпись передаётся функция перемещения счёта
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.UpdatePos);
//child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.UpdatePos);
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(MoveWithTile.UpdatePos);
// выход из цикла
break;

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@ -0,0 +1,51 @@
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class FirstMenuScript : MonoBehaviour
{
[SerializeField] private ActionBasedContinuousMoveProvider _Move;
[SerializeField] private CharacterController _CharacterController;
// список всех элементов UI для пролистывания
[SerializeField] private GameObject[] _UIPanel;
// индекс текущего элемента UI
private int _currentIndex = 0;
public void Init(ActionBasedContinuousMoveProvider move, CharacterController cc)
{
_Move = move;
_CharacterController = cc;
}
// Start is called before the first frame update
// действие на кнопку закончить
public void OnEnd()
{
_Move.enabled = true;
_CharacterController.enabled = true;
gameObject.SetActive(false);
}
// действие на кнопку продолжить
public void OnContinues()
{
if (_currentIndex == _UIPanel.Length-1)
{
OnEnd();
return;
}
_UIPanel[_currentIndex++].SetActive(false);
_UIPanel[_currentIndex].SetActive(true);
}
// public void UserDisagree()
// {
// Application.Quit();
// }
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveWithTileScript : MonoBehaviour
{
private TileManagerScript _TileManagerScript;
private void Awake()
{
_TileManagerScript = GameObject.FindGameObjectWithTag("Tile Manager").GetComponent<TileManagerScript>();
if (_TileManagerScript != null)
{
_TileManagerScript.MoveWithTile = this;
}
}
public void UpdatePos()
{
Vector3 newVector = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z + _TileManagerScript.DistanceTiles);
gameObject.transform.position = newVector;
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@ -0,0 +1,40 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class UIFirstMenuSpawnScript : MonoBehaviour
{
[SerializeField] private GameObject _Menu;
[SerializeField] private GameObject _ForwardSource;
[SerializeField] private ActionBasedContinuousMoveProvider move;
[SerializeField] private CharacterController _CharacterController;
void Start()
{
move.enabled = false;
_CharacterController.enabled = false;
_Menu.SetActive(true);
//UISpawn();
_Menu.GetComponent<FirstMenuScript>().Init(move, _CharacterController);
}
private void UISpawn()
{
Vector3 pos = _ForwardSource.transform.position;
Vector3 forward = _ForwardSource.transform.forward;
// Определите расстояние перед объектом
float distance = 1.0f;
// Вычислите новую позицию с учетом расстояния
Vector3 newPos = pos + forward.normalized * distance;
// Меню смотрит в том же направлении, что и источник, но фиксируется по вертикали
Quaternion newRot = Quaternion.LookRotation(new Vector3(forward.x, 0, forward.z));
// Создание объекта
GameObject newMenu = Instantiate(_Menu, newPos, newRot);
newMenu.GetComponent<FirstMenuScript>().Init(move, _CharacterController);
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 12adac03b8a8552459794dee4dca6c79
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -687,7 +687,7 @@
"name": "Select",
"type": "Button",
"id": "33754c03-48ec-46ef-9bc6-22ed6bfdd8e8",
"expectedControlType": "Button",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
@ -1483,7 +1483,7 @@
"name": "Select",
"type": "Button",
"id": "ac96c10b-c955-4a46-8e67-bf16bc069b53",
"expectedControlType": "Button",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
@ -1564,7 +1564,7 @@
"name": "Scale Toggle",
"type": "Button",
"id": "5ad73d15-99a4-4bce-a76f-f49815602416",
"expectedControlType": "Button",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
@ -1577,6 +1577,15 @@
"processors": "",
"interactions": "",
"initialStateCheck": true
},
{
"name": "Jump",
"type": "Button",
"id": "6f3ba83b-5a27-4d0c-ab18-c0d8a3bdafdf",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
"bindings": [
@ -1744,6 +1753,17 @@
"action": "Scale Delta",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "a8e593e4-9205-48c8-9286-603e076d5a31",
"path": "<XRController>{RightHand}/primaryButton",
"interactions": "",
"processors": "",
"groups": ";Generic XR Controller",
"action": "Jump",
"isComposite": false,
"isPartOfComposite": false
}
]
},

View File

@ -4,7 +4,10 @@
EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes: []
m_Scenes:
- enabled: 1
path: Assets/Crossy Road VR/Scenes/Game/Game Scence.unity
guid: 36ef3f733f54f0f4e92081e9c40663be
m_configObjects:
com.unity.xr.management.loader_settings: {fileID: 11400000, guid: 10cc2b8f8b7bd7d47844b0b212f3ddab, type: 2}
com.unity.xr.openxr.settings4: {fileID: 11400000, guid: b52963477cec96e4cb5192e84a2f113d, type: 2}

View File

@ -12,8 +12,8 @@ PlayerSettings:
targetDevice: 2
useOnDemandResources: 0
accelerometerFrequency: 60
companyName: DefaultCompany
productName: Crossy_Road
companyName: "SKB \xABKIT\xBB"
productName: Runner VR
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
@ -140,7 +140,7 @@ PlayerSettings:
loadStoreDebugModeEnabled: 0
visionOSBundleVersion: 1.0
tvOSBundleVersion: 1.0
bundleVersion: 0.1
bundleVersion: 1
preloadedAssets: []
metroInputSource: 0
wsaTransparentSwapchain: 0
@ -162,7 +162,8 @@ PlayerSettings:
androidSupportedAspectRatio: 1
androidMaxAspectRatio: 2.1
applicationIdentifier:
Standalone: com.DefaultCompany.Crossy-Road
Android: com.DefaultCompany.Crossy_Road
Standalone: com.SKB---KIT--.Runner-VR
buildNumber:
Standalone: 0
VisionOS: 0

View File

@ -20,7 +20,7 @@ TagManager:
-
- Water
- UI
-
- Ground
-
-
-