Browse Source

Rework pong, change colors

Nick Steyer 1 year ago
parent
commit
23f8e4502e
100 changed files with 5519 additions and 52 deletions
  1. 1 1
      Assembly-CSharp-Editor.csproj
  2. 63 4
      Assembly-CSharp.csproj
  3. 37 20
      Assets/Pong/Ball.cs
  4. 28 19
      Assets/Pong/Bumper.cs
  5. 56 4
      Assets/Pong/Pong.unity
  6. 189 0
      Assets/Pong/PongBehavior.cs
  7. 11 0
      Assets/Pong/PongBehavior.cs.meta
  8. 8 0
      Assets/Pong/Side.cs
  9. 11 0
      Assets/Pong/Side.cs.meta
  10. 1 1
      Assets/StreetLight/Calibration/Calibration.unity
  11. 0 1
      Assets/StreetLight/Calibration/CalibrationRecorderBehavior.cs
  12. 1 1
      Assets/StreetLight/Calibration/CalibrationTest.unity
  13. 1 1
      Assets/StreetLight/Calibration/RedMaterial.mat
  14. 12 0
      Assets/StreetLight/Scripts/PersonManager.cs
  15. 8 0
      Assets/TextMesh Pro.meta
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  61. 17 0
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  63. 9 0
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  64. 104 0
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+ 1 - 1
Assembly-CSharp-Editor.csproj

@@ -332,7 +332,7 @@
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     </Reference>
     <Reference Include="MathNet.Numerics">
-      <HintPath>Assets\MathNet.Numerics.dll</HintPath>
+      <HintPath>Assets\StreetLight\MathNet.Numerics.dll</HintPath>
     </Reference>
     <Reference Include="Unity.VisualScripting.Antlr3.Runtime">
       <HintPath>Library\PackageCache\com.unity.visualscripting@1.7.6\Runtime\VisualScripting.Flow\Dependencies\NCalc\Unity.VisualScripting.Antlr3.Runtime.dll</HintPath>

+ 63 - 4
Assembly-CSharp.csproj

@@ -54,7 +54,6 @@
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   <ItemGroup>
     <Analyzer Include="C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\Extensions\Microsoft\Visual Studio Tools for Unity\Analyzers\Microsoft.Unity.Analyzers.dll" />
-    <Analyzer Include="C:\Users\nick.steyer\SmartStreetLight\StreetLight\Assets\StreetLight\MathNet.Numerics.dll" />
   </ItemGroup>
   <ItemGroup>
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\ChooseTrackedObjectMenu.cs" />
@@ -62,7 +61,9 @@
     <Compile Include="Assets\Pong\Ball.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\ObjectDetection\DetectedObject.cs" />
     <Compile Include="Assets\ZED\Examples\SpatialMapping\Scripts\EnemyBehavior.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\SkewTextExample.cs" />
     <Compile Include="Assets\ZED\Examples\OpenCV ArUco Detection\Scripts\Core\MarkerObject_MoveToMarkerSimple.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\SimpleScript.cs" />
     <Compile Include="Assets\ZED\SDK\NativeInterface\ZEDCameraSettings.cs" />
     <Compile Include="Assets\ZED\Examples\Object Detection\Scripts\ZEDCustomObjDetection.cs" />
     <Compile Include="Assets\ZED\Examples\Dark Room\Scripts\RotateOnAxes.cs" />
@@ -70,6 +71,7 @@
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\TransformGrabbable.cs" />
     <Compile Include="Assets\ZED\Examples\OpenCV ArUco Detection\Scripts\Core\ZEDArUcoDetectionManager.cs" />
     <Compile Include="Assets\ZED\Examples\OpenCV ArUco Detection\Scripts\Core\MarkerObject_MoveToMarker.cs" />
+    <Compile Include="Assets\Pong\Side.cs" />
     <Compile Include="Assets\ZED\Examples\MultiCam\Scripts\ViewControl.cs" />
     <Compile Include="Assets\ZED\Examples\MultiCam\Scripts\EnableWhenReady.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\FrustumDisplay.cs" />
@@ -77,9 +79,11 @@
     <Compile Include="Assets\StreetLight\Scripts\PersonManager.cs" />
     <Compile Include="Assets\StreetLight\Configuration.cs" />
     <Compile Include="Assets\ZED\Examples\Plane Detection\Scripts\CapsuleFollower.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\Benchmark01_UGUI.cs" />
     <Compile Include="Assets\ZED\Examples\Planetarium\Scripts\SunCorona.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\CalibModeSwitcher.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Interactions\ZEDOffsetController.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_TextSelector_A.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\ObjectDetection\DetectionFrame.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\AutoCalibrationManager.cs" />
     <Compile Include="Assets\ZED\Examples\MultiCam\Scripts\CopyToSurface.cs" />
@@ -90,8 +94,10 @@
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Interactions\ZEDControllerTracker_DemoInputs.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\ZEDXRGrabber.cs" />
     <Compile Include="Assets\ZED\Examples\SpatialMapping\Scripts\EnemyManager.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\VertexShakeA.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\SkeletonTracking\ZEDSkeletonTrackingViewer.cs" />
     <Compile Include="Assets\ZED\Examples\Object Detection\Scripts\ZED2DObjectVisualizer.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\Benchmark04.cs" />
     <Compile Include="Assets\ZED\Examples\Drone Shooter\Scripts\Utilities\ILaserable.cs" />
     <Compile Include="Assets\ZED\Examples\Dark Room\Scripts\DisableUntilZEDReady.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\TranslateArrow.cs" />
@@ -100,10 +106,16 @@
     <Compile Include="Assets\ZED\Examples\Object Detection\Scripts\ZED3DObjectVisualizer.cs" />
     <Compile Include="Assets\ZED\SDK\NativeInterface\ZEDCamera.cs" />
     <Compile Include="Assets\ZED\Examples\OpenCV ArUco Detection\Scripts\Drone Wars\OscillatePosition.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\ChatController.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TextMeshProFloatingText.cs" />
+    <Compile Include="Assets\Pong\PongBehavior.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\RotateControl.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\AutoCalibBall.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\VertexShakeB.cs" />
     <Compile Include="Assets\ZED\Examples\Planetarium\Scripts\SunBursts.cs" />
     <Compile Include="Assets\ZED\Examples\Plane Detection\Scripts\BunnySpawner.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\EnvMapAnimator.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_UiFrameRateCounter.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\SpatialMapping\ZEDSpatialMapping.cs" />
     <Compile Include="Assets\ZED\Examples\Dark Room\Scripts\LightShow.cs" />
     <Compile Include="Assets\ZED\Examples\Drone Shooter\Scripts\Simple\LaserGun.cs" />
@@ -113,23 +125,31 @@
     <Compile Include="Assets\ZED\Examples\Planetarium\Scripts\PlanetMover.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\MR\ZEDMirror.cs" />
     <Compile Include="Assets\ZED\Examples\Object Detection\Scripts\BBox2DHandler.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\CameraController.cs" />
     <Compile Include="Assets\ZED\SDK\NativeInterface\ZEDCommon.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Utilities\ZEDSVOManager.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\ToggleGroup3D.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMPro_InstructionOverlay.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\SkeletonTracking\RigBone.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_ExampleScript_01.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TextConsoleSimulator.cs" />
     <Compile Include="Assets\ZED\Examples\Dark Room\Scripts\RandomDirLightManager.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\CreateZEDModel.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\ObjectSpin.cs" />
     <Compile Include="Assets\ZED\Examples\SpatialMapping\Scripts\RandomWalk.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Utilities\LoadingFade.cs" />
     <Compile Include="Assets\ZED\Examples\Plane Detection\Scripts\BunnyPlacement.cs" />
     <Compile Include="Assets\ZED\Examples\OpenCV ArUco Detection\Scripts\Drone Wars\OscillateRotation.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_TextInfoDebugTool.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\MR\ZEDMixedRealityPlugin.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_TextEventCheck.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Display\ZEDFusedPointCloudRenderer.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\RotateOnAxes_MRCalib.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\ZEDManager.cs" />
     <Compile Include="Assets\ZED\Examples\Drone Shooter\Resources\Muzzleflash_FX\WFX_Demo_DeleteAfterDelay.cs" />
     <Compile Include="Assets\ZED\Examples\SpatialMapping\Scripts\BallLauncher.cs" />
     <Compile Include="Assets\ZED\Examples\Planetarium\Scripts\AsteroidsManager.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\ShaderPropAnimator.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\Button3D.cs" />
     <Compile Include="Assets\ZED\Examples\Dark Room\Scripts\RandomDirectionMover.cs" />
     <Compile Include="Assets\ZED\Examples\Drone Shooter\Scripts\Simple\Drone.cs" />
@@ -137,10 +157,12 @@
     <Compile Include="Assets\ZED\Examples\Planetarium\Scripts\PlanetariumMover.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\TranslateControl.cs" />
     <Compile Include="Assets\ZED\Examples\Drone Shooter\Scripts\Utilities\ZEDProjectile.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\WarpTextExample.cs" />
     <Compile Include="Assets\ZED\Examples\Drone Shooter\Scripts\Simple\DroneSpawner.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\TransformControl.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\ToggleButton.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Utilities\ExportNavMesh.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_DigitValidator.cs" />
     <Compile Include="Assets\StreetLight\Calibration\CalibrationRecorderBehavior.cs" />
     <Compile Include="Assets\ZED\Examples\OpenCV ArUco Detection\Scripts\Core\MarkerObject_CreateObjectsAtMarkers.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\SpatialMapping\ZEDMeshRenderer.cs" />
@@ -153,9 +175,11 @@
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\IZEDManager.cs" />
     <Compile Include="Assets\ZED\SDK\NativeInterface\ZEDMat.cs" />
     <Compile Include="Assets\ZED\Examples\SpatialMapping\Scripts\NavMeshAgentController.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\Benchmark02.cs" />
     <Compile Include="Assets\ZED\Examples\Dark Room\Scripts\StrobeLight.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\ParentToGrandparentOnStart.cs" />
     <Compile Include="Assets\ZED\Examples\OpenCV ArUco Detection\Scripts\Core\MarkerObject.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TextMeshSpawner.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Utilities\ZEDDefineHandler.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\ChooseTrackedObjectButton.cs" />
     <Compile Include="Assets\ZED\Examples\Drone Shooter\Scripts\Utilities\DestroyAfterTime.cs" />
@@ -164,18 +188,23 @@
     <Compile Include="Assets\ZED\Examples\Object Detection\Scripts\BBox3DHandler.cs" />
     <Compile Include="Assets\ZED\Examples\Plane Detection\Scripts\Bunny.cs" />
     <Compile Include="Assets\StreetLight\Calibration\CalibrationMarkerBehavior.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\Benchmark03.cs" />
     <Compile Include="Assets\ZED\Examples\Plane Detection\Scripts\Capsule.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Interactions\ZEDControllerManager.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\RotateRing.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Lighting\ZEDLight.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Interactions\ZEDTransformController.cs" />
     <Compile Include="Assets\StreetLight\Adapters\ZedPersonDetector.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_FrameRateCounter.cs" />
     <Compile Include="Assets\ZED\Examples\OpenCV ArUco Detection\Scripts\Simple Placement\ScaleToMarkerSize.cs" />
     <Compile Include="Assets\ZED\Examples\Drone Shooter\Scripts\Simple\PlayerDamageReceiver.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\VertexJitter.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Interactions\ZEDControllerTracker.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_TextEventHandler.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Display\ZEDPointCloudManager.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\BellyMenu.cs" />
     <Compile Include="Assets\ZED\Examples\OpenCV ArUco Detection\Scripts\Core\OpenCVPackageDetector.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_TextSelector_B.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Display\HideFromWrongCameras.cs" />
     <Compile Include="Assets\ZED\Examples\OpenCV ArUco Detection\Scripts\Core\EnableIfOpenCVNotDetected.cs" />
     <Compile Include="Assets\ZED\Examples\SpatialMapping\Scripts\BallTrigger.cs" />
@@ -187,8 +216,13 @@
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Utilities\Utils.cs" />
     <Compile Include="Assets\ZED\Examples\GreenScreen\Scripts\GarbageMatte.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\SpotlightFollow.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\DropdownSample.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_PhoneNumberValidator.cs" />
     <Compile Include="Assets\ZED\SDK\NativeInterface\ZEDLayersManager.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\VertexColorCycler.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Utilities\LayerHandler.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TeleType.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\VertexZoom.cs" />
     <Compile Include="Assets\StreetLight\Interfaces\IPersonDetector.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Utilities\ZEDSupportFunctions.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Utilities\CappedStack.cs" />
@@ -196,32 +230,41 @@
     <Compile Include="Assets\ZED\Examples\Dark Room\Scripts\PitchOscillator.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Display\ZEDRenderingPlane.cs" />
     <Compile Include="Assets\ZED\Tools\Mixed Reality Calibration\Scripts\LookAtCameraPartialAxis.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\Benchmark01.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\PlaneDetection\ZEDPlaneDetectionManager.cs" />
     <Compile Include="Assets\ZED\SDK\Helpers\Scripts\Utilities\ZEDLogMessage.cs" />
   </ItemGroup>
   <ItemGroup>
+    <None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
     <None Include="Assets\ZED\Examples\GreenScreen\Shaders\Mask_Quad.shader" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
     <None Include="Assets\ZED\Examples\Object Detection\Materials\Mask2DDisplay.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\PointCloud\Disk.cginc" />
     <None Include="Assets\ZED\Examples\Plane Detection\Readme.txt" />
     <None Include="Assets\ZED\Examples\GreenScreen\Shaders\ComputeGreenScreen.shader" />
     <None Include="Assets\ZED\Tools\Mixed Reality Calibration\README.txt" />
     <None Include="Assets\ZED\Examples\Movie Screen\Readme.txt" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap.shader" />
     <None Include="Assets\ZED\Examples\Object Detection\Materials\TopBottomBBox.shader" />
     <None Include="Assets\ZED\SDK\Shaders\ZED_Unlit_BGRA.shader" />
     <None Include="Assets\ZED\Examples\Dark Room\ReadMe.txt" />
     <None Include="Assets\ZED\Examples\Planetarium\Resources\Earth\Shaders\Earth.shader" />
+    <None Include="Assets\TextMesh Pro\Examples &amp; Extras\Fonts\Oswald-Bold - OFL.txt" />
     <None Include="Assets\ZED\Examples\Planetarium\Resources\Saturn\Shader\Unliteferred.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\SpatialMapping\WireframeVideoOverlay.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\GUI\ZED_Fade.shader" />
+    <None Include="Assets\TextMesh Pro\Examples &amp; Extras\Fonts\Anton OFL.txt" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMPro_Mobile.cginc" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\Unlit\ZED_Unlit.shader" />
     <None Include="Assets\ZED\Examples\SpatialMapping\Shaders\Unlit_Transparent.shader" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF SSD.shader" />
     <None Include="Assets\ZED\Examples\Drone Shooter\Readme.txt" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\PostProcessing\ZED_Surface_PostProcessing.shader" />
     <None Include="Assets\ZED\Examples\Planetarium\Readme.txt" />
     <None Include="Assets\ZED\Examples\Plane Detection\Models\Readme.txt" />
     <None Include="Assets\ZED\Examples\Drone Shooter\Resources\explosion\Particle_Softrim_Dissolve_alpha.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Resources\PrefabsUI\Shader\OverlayCustom.shader" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Surface-Mobile.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\SpatialMapping\Postprocess_blend.shader" />
     <None Include="Assets\ZED\Examples\GreenScreen\Readme.txt" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\ZED_PointCloud.shader" />
@@ -231,11 +274,19 @@
     <None Include="Assets\ZED\SDK\Plugins\win64\sl_unitywrapper.dll" />
     <None Include="Assets\ZED\Examples\GreenScreen\Shaders\Outlined.shader" />
     <None Include="Assets\ZED\Examples\Planetarium\Resources\Self-Illumin.shader" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Surface.shader" />
     <None Include="Assets\ZED\Examples\Drone Shooter\Resources\Shaders\AlphaBlendTransition.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\Lighting\ZED_Forward_Lighting_URP.shader" />
     <None Include="Assets\ZED\Examples\GreenScreen\Shaders\GreenScreen.shader" />
+    <None Include="Assets\TextMesh Pro\Sprites\EmojiOne Attribution.txt" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap-Custom-Atlas.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\GUI\ZED_Default_OverlayNoZTest.shader" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF.shader" />
     <None Include="Assets\ZED\Examples\GreenScreen\Shaders\YUV.shader" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile SSD.shader" />
+    <None Include="Assets\TextMesh Pro\Resources\LineBreaking Leading Characters.txt" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMPro_Properties.cginc" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMPro_Surface.cginc" />
     <None Include="Assets\StreetLight\MathNet.Numerics.dll" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\PlaneDetection\GeometryWirePlane.shader" />
     <None Include="Assets\ZED\Examples\Planetarium\Resources\Sun\Shader\Sun.shader" />
@@ -243,12 +294,14 @@
     <None Include="Assets\ZED\SDK\Helpers\Shaders\Lighting\ZED_Forward.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\Lighting\ZED_Forward_Lighting.shader" />
     <None Include="Assets\ZED\Tools\Mixed Reality Calibration\Shaders\SurfaceDarkenable.shader" />
+    <None Include="Assets\TextMesh Pro\Resources\LineBreaking Following Characters.txt" />
     <None Include="Assets\ZED\Examples\SpatialMapping\ZomShooter\LICENSE.txt" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\PostProcessing\ZED_ComposeMask.shader" />
     <None Include="Assets\ZED\Tools\Mixed Reality Calibration\Shaders\UnlitDarkenable.shader" />
     <None Include="Assets\ZED\Examples\Drone Shooter\Resources\DamageSmoke_FX\PriorityParticleAdd.shader" />
     <None Include="Assets\ZED\Examples\Planetarium\Resources\Earth\Shaders\FresnelShader.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\PostProcessing\ZED_StencilToMask.shader" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Masking.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\Lighting\ZED_Lighting_URP.cginc" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\Lighting\ZED_Deferred_Lighting.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\PointCloud\Disk.shader" />
@@ -260,15 +313,21 @@
     <None Include="Assets\ZED\Examples\Drone Shooter\Resources\Muzzleflash_FX\WFX_S Particle AddSoft A8.shader" />
     <None Include="Assets\ZED\Examples\Planetarium\Resources\Sun\Shader\SunCorona.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\SpatialMapping\Textures.shader" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF Overlay.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\PostProcessing\ZED_Blit.shader" />
     <None Include="Assets\ZED\Examples\Plane Detection\Textures\Readme.txt" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap-Mobile.shader" />
     <None Include="Assets\ZED\Examples\SpatialMapping\README.txt" />
     <None Include="Assets\ZED\Examples\GreenScreen\Shaders\GreenScreen_URP.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\PostProcessing\ZED_Unlit_PostProcessing.shader" />
     <None Include="Assets\ZED\Tools\Mixed Reality Calibration\Shaders\ColorTexTransparent.shader" />
+    <None Include="Assets\TextMesh Pro\Fonts\LiberationSans - OFL.txt" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\Lighting\ZED_Deferred.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\Lighting\ZED_Hide.shader" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\Lighting\ZED_Lighting.cginc" />
+    <None Include="Assets\TextMesh Pro\Shaders\TMP_Sprite.shader" />
+    <None Include="Assets\TextMesh Pro\Examples &amp; Extras\Fonts\Bangers - OFL.txt" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\SpatialMapping\GeometryWireframe.shader" />
     <None Include="Assets\ZED\SDK\Helpers\Shaders\PostProcessing\ZED_Blur.shader" />
   </ItemGroup>
@@ -516,6 +575,9 @@
     <Reference Include="UnityEditor.UnityConnectModule">
       <HintPath>C:\Program Files\Unity\Hub\Editor\2021.3.2f1\Editor\Data\Managed\UnityEngine\UnityEditor.UnityConnectModule.dll</HintPath>
     </Reference>
+    <Reference Include="MathNet.Numerics">
+      <HintPath>Assets\StreetLight\MathNet.Numerics.dll</HintPath>
+    </Reference>
     <Reference Include="Unity.VisualScripting.Antlr3.Runtime">
       <HintPath>Library\PackageCache\com.unity.visualscripting@1.7.6\Runtime\VisualScripting.Flow\Dependencies\NCalc\Unity.VisualScripting.Antlr3.Runtime.dll</HintPath>
     </Reference>
@@ -525,9 +587,6 @@
     <Reference Include="Newtonsoft.Json">
       <HintPath>Library\PackageCache\com.unity.nuget.newtonsoft-json@3.0.2\Runtime\Newtonsoft.Json.dll</HintPath>
     </Reference>
-    <Reference Include="MathNet.Numerics">
-      <HintPath>Assets\StreetLight\MathNet.Numerics.dll</HintPath>
-    </Reference>
     <Reference Include="netstandard">
       <HintPath>C:\Program Files\Unity\Hub\Editor\2021.3.2f1\Editor\Data\NetStandard\ref\2.1.0\netstandard.dll</HintPath>
     </Reference>

+ 37 - 20
Assets/Pong/Ball.cs

@@ -1,29 +1,46 @@
-using System.Collections;
-using System.Collections.Generic;
-using System.Threading;
+using System;
+using System.ComponentModel;
 using UnityEngine;
+using Random = UnityEngine.Random;
 
-public class Ball : MonoBehaviour
+namespace Assets.Pong
 {
-    public bool IsInUse { get; private set; }
-    public float speed = 5f;
-
-    public void Recenter()
+    public class Ball : MonoBehaviour
     {
-        var component = GetComponent<Rigidbody>();
-        component.velocity = Vector3.zero;
-        component.transform.position = Vector3.zero;
+        public float speed = 5f;
 
-        IsInUse = false;
-    }
+        public event EventHandler<Side> GoalScored;
+        bool scored;
 
-    public void Kickoff()
-    {
-        float sx = Random.Range(0, 2) == 0 ? -1 : 1;
-        float sz = Random.Range(0, 2) == 0 ? -1 : 1;
+        public void Recenter()
+        {
+            var component = GetComponent<Rigidbody>();
+            component.velocity = Vector3.zero;
+            component.transform.position = Vector3.zero;
+            scored = false;
+        }
+
+        public void Kickoff()
+        {
+            float sx = Random.Range(0, 2) == 0 ? -1 : 1;
+            float sz = Random.Range(0, 2) == 0 ? -1 : 1;
 
-        GetComponent<Rigidbody>().velocity = new Vector3(speed * sx, 0f, speed * sz);
+            GetComponent<Rigidbody>().velocity = new Vector3(speed * sx, 0f, speed * sz);
+        }
 
-        IsInUse = true;
+        private void Update()
+        {
+            var xPosition = GetComponent<Rigidbody>().transform.position.x;
+            if (xPosition > 15 && !scored)
+            {
+                scored = true;
+                GoalScored.Invoke(this, Side.Right);
+            }
+            else if (xPosition < -15 && !scored)
+            {
+                scored = true;
+                GoalScored.Invoke(this, Side.Left);
+            }
+        }
     }
-}
+}

+ 28 - 19
Assets/Pong/Bumper.cs

@@ -1,31 +1,40 @@
 using Assets.StreetLight.Scripts;
 using System;
-using System.Collections;
-using System.Collections.Generic;
+using System.Linq;
 using UnityEngine;
 
-public class Bumper : MonoBehaviour
+namespace Assets.Pong
 {
-    public bool isBump1;
-    public float speed = 5f;
-
-    PersonManager PersonManager => personManagerLazy.Value;
-    Lazy<PersonManager> personManagerLazy;
-
-    private void Awake()
+    public class Bumper : MonoBehaviour
     {
-        personManagerLazy = new Lazy<PersonManager>(FindObjectOfType<PersonManager>);
-    }
+        public bool isBump1;
+        public float speed = 5f;
 
-    void Update()
-    {
-        if (isBump1)
+        PersonManager PersonManager => personManagerLazy.Value;
+        Lazy<PersonManager> personManagerLazy;
+
+        private void Awake()
         {
-            transform.Translate(0f, Input.GetAxis("Vertical") * speed * Time.deltaTime, 0f);
+            personManagerLazy = new Lazy<PersonManager>(FindObjectOfType<PersonManager>);
         }
-        else
+
+        void Update()
         {
-            //transform.Translate(0f, Input.GetAxis("Vertical2") * speed * Time.deltaTime, 0f);
+            if (PersonManager.Persons.Count == 1)
+            {
+                var person = PersonManager.Persons.Single();
+
+
+
+                //if (isBump1)
+                //{
+                //    transform.Translate(0f, Input.GetAxis("Vertical") * speed * Time.deltaTime, 0f);
+                //}
+                //else
+                //{
+                //    //transform.Translate(0f, Input.GetAxis("Vertical2") * speed * Time.deltaTime, 0f);
+                //}
+            }
         }
     }
-}
+}

+ 56 - 4
Assets/Pong/Pong.unity

@@ -123,6 +123,50 @@ NavMeshSettings:
     debug:
       m_Flags: 0
   m_NavMeshData: {fileID: 0}
+--- !u!1 &327091446
+GameObject:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  serializedVersion: 6
+  m_Component:
+  - component: {fileID: 327091448}
+  - component: {fileID: 327091447}
+  m_Layer: 0
+  m_Name: PongObject
+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
+--- !u!114 &327091447
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 327091446}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: dc648cdbd6b3aa846b04ab3e636c139e, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+--- !u!4 &327091448
+Transform:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 327091446}
+  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+  m_LocalPosition: {x: -2.965344, y: -9.646942, z: 0.48618793}
+  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_ConstrainProportionsScale: 0
+  m_Children: []
+  m_Father: {fileID: 0}
+  m_RootOrder: 8
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!1 &468695585
 GameObject:
   m_ObjectHideFlags: 0
@@ -323,7 +367,7 @@ Transform:
   m_GameObject: {fileID: 686810653}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: -9, y: 0, z: 0}
-  m_LocalScale: {x: 0.5, y: 1, z: 3}
+  m_LocalScale: {x: 0.5, y: 1, z: 5}
   m_ConstrainProportionsScale: 0
   m_Children: []
   m_Father: {fileID: 0}
@@ -660,7 +704,7 @@ Transform:
   m_GameObject: {fileID: 954312568}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 9, y: 0, z: 0}
-  m_LocalScale: {x: 0.5, y: 1, z: 3}
+  m_LocalScale: {x: 0.5, y: 1, z: 5}
   m_ConstrainProportionsScale: 0
   m_Children: []
   m_Father: {fileID: 0}
@@ -673,6 +717,14 @@ PrefabInstance:
   m_Modification:
     m_TransformParent: {fileID: 0}
     m_Modifications:
+    - target: {fileID: 3773430026728429215, guid: 520f07e4e9b1df3499037a602046fe08, type: 3}
+      propertyPath: inputType
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 3773430026728429215, guid: 520f07e4e9b1df3499037a602046fe08, type: 3}
+      propertyPath: svoInputFileName
+      value: C:/Users/nick.steyer/SmartStreetLight/Files/HD1080_SN39598725_16-48-21.svo
+      objectReference: {fileID: 0}
     - target: {fileID: 3876240157451764341, guid: 520f07e4e9b1df3499037a602046fe08, type: 3}
       propertyPath: m_Name
       value: PersonManager
@@ -855,8 +907,8 @@ Camera:
   m_GameObject: {fileID: 1319309825}
   m_Enabled: 1
   serializedVersion: 2
-  m_ClearFlags: 1
-  m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
+  m_ClearFlags: 2
+  m_BackGroundColor: {r: 0, g: 0, b: 0, a: 0}
   m_projectionMatrixMode: 1
   m_GateFitMode: 2
   m_FOVAxisMode: 0

+ 189 - 0
Assets/Pong/PongBehavior.cs

@@ -0,0 +1,189 @@
+using Assets.StreetLight.Poco;
+using Assets.StreetLight.Scripts;
+using System;
+using System.Collections;
+using System.Collections.Concurrent;
+using System.Collections.Generic;
+using System.Collections.Specialized;
+using System.IO;
+using System.Linq;
+using System.Threading.Tasks;
+using TMPro;
+using Unity.VisualScripting;
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Assets.Pong
+{
+    public class PongBehavior : MonoBehaviour
+    {
+        Person playerLeft;
+        Person playerRight;
+        State state = State.WaitingForPlayers;
+        Ball ball;
+
+        BlockingCollection<Action> taskQueue;
+        string logFileName;
+
+        enum State
+        {
+            WaitingForPlayers,
+            ReadyForKickoff,
+            Running
+        }
+
+        PersonManager PersonManager => personManagerLazy.Value;
+
+        public int ScoreLeft { get; set; }
+        public int ScoreRight { get; set; }
+
+        Lazy<PersonManager> personManagerLazy;
+
+        private void Awake()
+        {
+            personManagerLazy = new Lazy<PersonManager>(FindObjectOfType<PersonManager>);
+        }
+
+        private void Start()
+        {
+            PersonManager.PersonAppeared += PersonManager_PersonAppeared;
+            PersonManager.PersonDisappeared += PersonManager_PersonDisappeared;
+            var sphere = GameObject.Find("Sphere");
+            ball = sphere.GetComponent<Ball>();
+
+            taskQueue = new BlockingCollection<Action>();
+            logFileName = Path.Combine(@".\Logs", $"Log{DateTime.Now:yyyy-MM-dd_HH-mm-ss}.txt");
+
+            InitializeLogFile();
+        }
+
+        private void InitializeLogFile()
+        {
+            var directoryPath = Path.GetDirectoryName(logFileName);
+            if (!Directory.Exists(directoryPath))
+            {
+                Directory.CreateDirectory(directoryPath);
+            }
+
+            if (!File.Exists(logFileName))
+            {
+                File.WriteAllText(logFileName, string.Empty);
+            }
+        }
+
+        private void AppendNewLogEntry(string message)
+        {
+            taskQueue.Add(() => File.AppendAllLines(logFileName, new string[] { $"{DateTime.Now}: {message}" }));
+            Task.Run(() => taskQueue.Take().Invoke());
+        }
+
+        private void PersonManager_PersonDisappeared(object sender, Person e)
+        {
+            if (playerLeft.Id == e.Id)
+            {
+                playerLeft = null;
+                if (state == State.Running)
+                {
+                    EndGame();
+                }
+            }
+            else if (playerRight.Id == e.Id)
+            {
+                playerRight = null;
+                if (state == State.Running)
+                {
+                    EndGame();
+                }
+            }
+        }
+
+        private void EndGame()
+        {
+            AppendNewLogEntry($"Game ended with score {ScoreLeft}:{ScoreRight}.");
+            ScoreLeft = 0;
+            ScoreRight = 0;
+            ball.GoalScored -= Ball_GoalScored;
+            ball.Recenter();
+            state = State.WaitingForPlayers;
+        }
+
+        private void PersonManager_PersonAppeared(object sender, Person e)
+        {
+            if (playerLeft == null && playerRight == null)
+            {
+                if (e.GetUnityPosition().x > 0)
+                {
+                    playerRight = e;
+                    AppendNewLogEntry("Right player joined. Waiting for left player...");
+                }
+                else
+                {
+                    playerLeft = e;
+                    AppendNewLogEntry("Left player joined. Waiting for right player...");
+                }
+            }
+            else if (playerLeft == null)
+            {
+                playerLeft = e;
+                AppendNewLogEntry("All players joined. Let's go!");
+                StartGame();
+            }
+            else if (playerRight == null)
+            {
+                playerRight = e;
+                AppendNewLogEntry("All players joined. Let's go!");
+                StartGame();
+            }
+        }
+
+        private void StartGame()
+        {
+            state = State.Running;
+            AppendNewLogEntry($"New game started.");
+            ball.GoalScored += Ball_GoalScored;
+            ball.Kickoff();
+        }
+
+        private void Ball_GoalScored(object sender, Side e)
+        {
+            var ball = (Ball)sender;
+            if (e == Side.Left)
+            {
+                ScoreRight++;
+                AppendNewLogEntry($"Right player scored a goal. Current score: {ScoreLeft}:{ScoreRight}");
+            }
+            else
+            {
+                ScoreLeft++;
+                AppendNewLogEntry($"Left player scored a goal. Current score: {ScoreLeft}:{ScoreRight}");
+            }
+            ball.Recenter();
+            ball.Kickoff();
+        }
+
+        void Update()
+        {
+            if (playerLeft != null)
+            {
+                var bumper = GameObject.Find("Bump1");
+                bumper.transform.position = new Vector3(bumper.transform.position.x, bumper.transform.position.y, playerLeft.GetUnityPosition().z);
+            }
+            else
+            {
+                var bumper = GameObject.Find("Bump1");
+                bumper.transform.position = new Vector3(bumper.transform.position.x, bumper.transform.position.y, 0);
+            }
+
+            if (playerRight != null)
+            {
+                var bumper = GameObject.Find("Bump2");
+                bumper.transform.position = new Vector3(bumper.transform.position.x, bumper.transform.position.y, playerRight.GetUnityPosition().z);
+            }
+            else
+            {
+                var bumper = GameObject.Find("Bump2");
+                bumper.transform.position = new Vector3(bumper.transform.position.x, bumper.transform.position.y, 0);
+            }
+        }
+    }
+}

+ 11 - 0
Assets/Pong/PongBehavior.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: dc648cdbd6b3aa846b04ab3e636c139e
+MonoImporter:
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+  serializedVersion: 2
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+ 8 - 0
Assets/Pong/Side.cs

@@ -0,0 +1,8 @@
+namespace Assets.Pong
+{
+    public enum Side
+    {
+        Left,
+        Right
+    }
+}

+ 11 - 0
Assets/Pong/Side.cs.meta

@@ -0,0 +1,11 @@
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+ 1 - 1
Assets/StreetLight/Calibration/Calibration.unity

@@ -159,7 +159,7 @@ Camera:
   m_Enabled: 1
   serializedVersion: 2
   m_ClearFlags: 2
-  m_BackGroundColor: {r: 0.7273031, g: 1, b: 0.6179246, a: 0}
+  m_BackGroundColor: {r: 0, g: 0, b: 0, a: 0}
   m_projectionMatrixMode: 1
   m_GateFitMode: 2
   m_FOVAxisMode: 0

+ 0 - 1
Assets/StreetLight/Calibration/CalibrationRecorderBehavior.cs

@@ -60,7 +60,6 @@ namespace Assets
 
             taskQueue.Add(() => File.AppendAllLines(calibrationFileName, new string[] { line }));
             Task.Run(() => taskQueue.Take().Invoke());
-
         }
 
         private void MarkerBehavior_PathFinished(object sender, EventArgs e)

+ 1 - 1
Assets/StreetLight/Calibration/CalibrationTest.unity

@@ -159,7 +159,7 @@ Camera:
   m_Enabled: 1
   serializedVersion: 2
   m_ClearFlags: 2
-  m_BackGroundColor: {r: 0.7273031, g: 1, b: 0.6179246, a: 0}
+  m_BackGroundColor: {r: 0, g: 0, b: 0, a: 0}
   m_projectionMatrixMode: 1
   m_GateFitMode: 2
   m_FOVAxisMode: 0

+ 1 - 1
Assets/StreetLight/Calibration/RedMaterial.mat

@@ -77,5 +77,5 @@ Material:
     - _ZWrite: 1
     m_Colors:
     - _Color: {r: 1, g: 0, b: 0.71579885, a: 1}
-    - _EmissionColor: {r: 1, g: 0, b: 0.04131365, a: 1}
+    - _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
   m_BuildTextureStacks: []

+ 12 - 0
Assets/StreetLight/Scripts/PersonManager.cs

@@ -20,6 +20,16 @@ namespace Assets.StreetLight.Scripts
 
         public event EventHandler DetectionReady;
 
+        /// <summary>
+        /// Occurs when a new person has been detected that was not present before.
+        /// </summary>
+        public event EventHandler<Person> PersonAppeared;
+
+        /// <summary>
+        /// Occurs when a person can no longer be detected.
+        /// </summary>
+        public event EventHandler<Person> PersonDisappeared;
+
         void Start()
         {
             try
@@ -73,6 +83,7 @@ namespace Assets.StreetLight.Scripts
                 {
                     person = new Person(detectedPerson.Id, PositionCalculator);
                     Persons.Add(person);
+                    PersonAppeared?.Invoke(this, person);
                 }
                 person.WorldPosition = detectedPerson.WorldPosition;
                 detectedIds.Add(detectedPerson.Id);
@@ -82,6 +93,7 @@ namespace Assets.StreetLight.Scripts
             foreach (var person in personsToBeRemoved)
             {
                 Persons.Remove(person);
+                PersonDisappeared?.Invoke(this, person);
             }
         }
 

+ 8 - 0
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+ 93 - 0
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt

@@ -0,0 +1,93 @@
+Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
+with Reserved Font Name Anton.
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at:
+http://scripts.sil.org/OFL
+
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide
+development of collaborative font projects, to support the font creation
+efforts of academic and linguistic communities, and to provide a free and
+open framework in which fonts may be shared and improved in partnership
+with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and
+redistributed freely as long as they are not sold by themselves. The
+fonts, including any derivative works, can be bundled, embedded, 
+redistributed and/or sold with any software provided that any reserved
+names are not used by derivative works. The fonts and derivatives,
+however, cannot be released under any other type of license. The
+requirement for fonts to remain under this license does not apply
+to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright
+Holder(s) under this license and clearly marked as such. This may
+include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the
+copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as
+distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting,
+or substituting -- in part or in whole -- any of the components of the
+Original Version, by changing formats or by porting the Font Software to a
+new environment.
+
+"Author" refers to any designer, engineer, programmer, technical
+writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining
+a copy of the Font Software, to use, study, copy, merge, embed, modify,
+redistribute, and sell modified and unmodified copies of the Font
+Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components,
+in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled,
+redistributed and/or sold with any software, provided that each copy
+contains the above copyright notice and this license. These can be
+included either as stand-alone text files, human-readable headers or
+in the appropriate machine-readable metadata fields within text or
+binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font
+Name(s) unless explicit written permission is granted by the corresponding
+Copyright Holder. This restriction only applies to the primary font name as
+presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
+Software shall not be used to promote, endorse or advertise any
+Modified Version, except to acknowledge the contribution(s) of the
+Copyright Holder(s) and the Author(s) or with their explicit written
+permission.
+
+5) The Font Software, modified or unmodified, in part or in whole,
+must be distributed entirely under this license, and must not be
+distributed under any other license. The requirement for fonts to
+remain under this license does not apply to any document created
+using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are
+not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
+OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
+COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
+DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
+OTHER DEALINGS IN THE FONT SOFTWARE.

+ 8 - 0
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@@ -0,0 +1,8 @@
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+ 19 - 0
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+ 93 - 0
Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt

@@ -0,0 +1,93 @@
+Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
+with Reserved Font Name Bangers.
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at:
+http://scripts.sil.org/OFL
+
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide
+development of collaborative font projects, to support the font creation
+efforts of academic and linguistic communities, and to provide a free and
+open framework in which fonts may be shared and improved in partnership
+with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and
+redistributed freely as long as they are not sold by themselves. The
+fonts, including any derivative works, can be bundled, embedded, 
+redistributed and/or sold with any software provided that any reserved
+names are not used by derivative works. The fonts and derivatives,
+however, cannot be released under any other type of license. The
+requirement for fonts to remain under this license does not apply
+to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright
+Holder(s) under this license and clearly marked as such. This may
+include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the
+copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as
+distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting,
+or substituting -- in part or in whole -- any of the components of the
+Original Version, by changing formats or by porting the Font Software to a
+new environment.
+
+"Author" refers to any designer, engineer, programmer, technical
+writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining
+a copy of the Font Software, to use, study, copy, merge, embed, modify,
+redistribute, and sell modified and unmodified copies of the Font
+Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components,
+in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled,
+redistributed and/or sold with any software, provided that each copy
+contains the above copyright notice and this license. These can be
+included either as stand-alone text files, human-readable headers or
+in the appropriate machine-readable metadata fields within text or
+binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font
+Name(s) unless explicit written permission is granted by the corresponding
+Copyright Holder. This restriction only applies to the primary font name as
+presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
+Software shall not be used to promote, endorse or advertise any
+Modified Version, except to acknowledge the contribution(s) of the
+Copyright Holder(s) and the Author(s) or with their explicit written
+permission.
+
+5) The Font Software, modified or unmodified, in part or in whole,
+must be distributed entirely under this license, and must not be
+distributed under any other license. The requirement for fonts to
+remain under this license does not apply to any document created
+using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are
+not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
+OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
+COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
+DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
+OTHER DEALINGS IN THE FONT SOFTWARE.

+ 8 - 0
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Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF


+ 22 - 0
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@@ -0,0 +1,22 @@
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+ 92 - 0
Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt

@@ -0,0 +1,92 @@
+Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at:
+http://scripts.sil.org/OFL
+
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide
+development of collaborative font projects, to support the font creation
+efforts of academic and linguistic communities, and to provide a free and
+open framework in which fonts may be shared and improved in partnership
+with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and
+redistributed freely as long as they are not sold by themselves. The
+fonts, including any derivative works, can be bundled, embedded, 
+redistributed and/or sold with any software provided that any reserved
+names are not used by derivative works. The fonts and derivatives,
+however, cannot be released under any other type of license. The
+requirement for fonts to remain under this license does not apply
+to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright
+Holder(s) under this license and clearly marked as such. This may
+include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the
+copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as
+distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting,
+or substituting -- in part or in whole -- any of the components of the
+Original Version, by changing formats or by porting the Font Software to a
+new environment.
+
+"Author" refers to any designer, engineer, programmer, technical
+writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining
+a copy of the Font Software, to use, study, copy, merge, embed, modify,
+redistribute, and sell modified and unmodified copies of the Font
+Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components,
+in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled,
+redistributed and/or sold with any software, provided that each copy
+contains the above copyright notice and this license. These can be
+included either as stand-alone text files, human-readable headers or
+in the appropriate machine-readable metadata fields within text or
+binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font
+Name(s) unless explicit written permission is granted by the corresponding
+Copyright Holder. This restriction only applies to the primary font name as
+presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
+Software shall not be used to promote, endorse or advertise any
+Modified Version, except to acknowledge the contribution(s) of the
+Copyright Holder(s) and the Author(s) or with their explicit written
+permission.
+
+5) The Font Software, modified or unmodified, in part or in whole,
+must be distributed entirely under this license, and must not be
+distributed under any other license. The requirement for fonts to
+remain under this license does not apply to any document created
+using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are
+not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
+OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
+COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
+DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
+OTHER DEALINGS IN THE FONT SOFTWARE.

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