Browse Source

Dynamic IPD done

Marcel Zickler 3 years ago
parent
commit
fecdad1c48

+ 254 - 251
Assembly-CSharp-Editor.csproj

@@ -12,7 +12,7 @@
     <ProductVersion>10.0.20506</ProductVersion>
     <SchemaVersion>2.0</SchemaVersion>
     <RootNamespace></RootNamespace>
-    <ProjectGuid>{3e07a152-7790-71f7-ceeb-bb2f43a12ab3}</ProjectGuid>
+    <ProjectGuid>{dc46a56e-de64-8d30-c107-3a365da0ce9c}</ProjectGuid>
     <OutputType>Library</OutputType>
     <AppDesignerFolder>Properties</AppDesignerFolder>
     <AssemblyName>Assembly-CSharp-Editor</AssemblyName>
@@ -61,764 +61,767 @@
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      <Compile Include="Assets\Editor\Tests\QuartilesTest.cs" />
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEditor.TestRunner.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.TestRunner.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEngine.TestRunner.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.TestRunner.dll</HintPath>
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  <Reference Include="Unity.XR.Management">
- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.XR.Management.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.Management.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.RenderPipeline.Universal.ShaderLibrary.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipeline.Universal.ShaderLibrary.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.Subsystem.Registration.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Subsystem.Registration.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
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  <Reference Include="Unity.RenderPipelines.Universal.Shaders">
- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.RenderPipelines.Universal.Shaders.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.Universal.Shaders.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.VSCode.Editor.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.VSCode.Editor.dll</HintPath>
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.Editor.dll</HintPath>
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Formats.Fbx.Editor.dll</HintPath>
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Editor.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.InputSystem.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.InputSystem.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.Recorder.Editor.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Recorder.Editor.dll</HintPath>
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.Recorder.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.RenderPipelines.Universal.Editor.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.Universal.Editor.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.Searcher.Editor.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Searcher.Editor.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.Timeline.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Timeline.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.XR.Management.Editor.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.Management.Editor.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Autodesk.Fbx.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.ShaderGraph.Editor.dll</HintPath>
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.Core.ShaderLibrary.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.TextMeshPro.dll</HintPath>
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- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
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      <Compile Include="Assets\Scripts\Logging\Data\PolarAccDataLogger.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Mesgs\FieldCapabilitiesMesg.cs" />
+     <Compile Include="Assets\Scripts\SicknessReduction\DynamicReductionSource.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\AntPlusDeviceType.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Types\CameraEventType.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Mesgs\WorkoutMesg.cs" />
@@ -391,730 +392,730 @@
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.Management.dll</HintPath>
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipeline.Universal.ShaderLibrary.dll</HintPath>
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Subsystem.Registration.dll</HintPath>
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.Universal.Shaders.dll</HintPath>
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.Editor.dll</HintPath>
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Formats.Fbx.Editor.dll</HintPath>
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+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Runtime.dll</HintPath>
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   <ItemGroup>
     <ProjectReference Include="UniRx.csproj">
-      <Project>{c850c834-a79b-b5c3-aa9b-476ded9f3af6}</Project>
+      <Project>{2b1817d4-c7d1-8ee7-c0ea-2ee77c252624}</Project>
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     <ProjectReference Include="SteamVR_Actions.csproj">
-      <Project>{806186c8-c664-2ef0-a914-446507b36928}</Project>
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-      <Project>{a95c8a3e-61a4-b7ac-88cf-437458189db9}</Project>
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-      <Project>{84332faa-c693-3963-7224-30befa100592}</Project>
+      <Project>{e28ef438-8df2-bcdd-80b3-619ed7f38a17}</Project>
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-      <Project>{7f3aaf93-0e4d-b29d-6791-66b2405aeb3c}</Project>
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       <Name>SteamVR_Windows_EditorHelper</Name>
     </ProjectReference>
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+ 2 - 2
Assets/Materials/Vignette.mat

@@ -58,10 +58,10 @@ Material:
     - _GlossMapScale: 0
     - _Glossiness: 0
     - _GlossyReflections: 0
-    - _IFOV: 0.13199998
+    - _IFOV: 0.94482726
     - _InnerRadius: 0.15
     - _Metallic: 0
-    - _OFOV: 0.18199998
+    - _OFOV: 0.9948273
     - _OcclusionStrength: 1
     - _QueueOffset: 0
     - _ReceiveShadows: 1

File diff suppressed because it is too large
+ 113 - 111
Assets/Scenes/MainScene.unity


+ 13 - 8
Assets/Scripts/Controller/Bicycle/RbBicycleController.cs

@@ -15,10 +15,9 @@ namespace Controller.Bicycle
         private float currentLeaningAngle;
         private float currentSpeedSensed;
         private float currentSpeedAdjusted;
-        private float previousSpeedAdjusted;
         
-        //private float previousSpeedAdjusted;
-        //private float maxDifToPreviousSpeedDueToGradientPerSecond = 2f;
+        private float previousSpeedAdjusted;
+        private float maxDifToPreviousSpeedDueToGradientPerSecond = 3f;
 
         [Header("Slope Impact")] public bool adjustSpeedToSlope = true;
 
@@ -97,7 +96,7 @@ namespace Controller.Bicycle
 
         private void AdjustSpeedToGradientIfNeeded()
         {
-            //previousSpeedAdjusted = currentSpeedAdjusted;
+            previousSpeedAdjusted = currentSpeedAdjusted;
             var bikeAngle = rbTransform.localRotation.eulerAngles.x;
             if (!adjustSpeedToSlope || Mathf.Abs(bikeAngle) <= THRESHOLD_GRADIENT_ZERO)
             {
@@ -117,13 +116,19 @@ namespace Controller.Bicycle
             var gradientDeg = -bikeAngle;
             var gradient = Mathf.Tan(gradientDeg * Mathf.Deg2Rad);
 
-            //var maxDif = maxDifToPreviousSpeedDueToGradientPerSecond * Time.deltaTime;
-            //var dif = Math.Abs(currentSpeedSensed)
-            
-            currentSpeedAdjusted = gradient < 0
+            Debug.Log($"current speed sensed: {currentSpeedSensed}");
+            var adjusted = gradient < 0
                 ? currentSpeedSensed * 1.5f
                 : BicyclePhysics.SpeedAtGradientForSpeedAtFlat(currentSpeedSensed, rigidBody.mass,
                     gradient); //TODO make work for downhill - and lerp between the speeds!
+            Debug.Log($"caclulated adjusted: {adjusted}");
+            
+            var maxDif = maxDifToPreviousSpeedDueToGradientPerSecond * Time.deltaTime;
+            Debug.Log($"maxDif = {maxDif}");
+            var dif = Mathf.Clamp(currentSpeedSensed-adjusted, -maxDif, maxDif);
+            Debug.Log($"dif = {dif}");
+            currentSpeedAdjusted = currentSpeedSensed - dif;
+            Debug.Log($"Previous Speed Adjusted: {previousSpeedAdjusted} - Current Speed Adjusted: {currentSpeedAdjusted}");
         }
 
         private void ApplySteerAngleAndRotation()

+ 7 - 1
Assets/Scripts/Controller/GamepadBikeController.cs

@@ -23,6 +23,8 @@ namespace Controller
         private float steer;
         private IBicycleController bicycleController;
 
+        private float speed = 0f;
+
         private void Start()
         {
             bicycleController = GetComponent<IBicycleController>();
@@ -32,7 +34,11 @@ namespace Controller
         {
             if (useSteer) bicycleController.CurrentSteerAngle = steer;
             if (useLean) bicycleController.CurrentLeaningAngle = lean;
-            if (useSpeed) bicycleController.CurrentSpeed += acceleration * Time.deltaTime;
+            if (useSpeed)
+            {
+                speed += acceleration * Time.deltaTime;
+                bicycleController.CurrentSpeed = speed;
+            }
         }
 
         [UsedImplicitly]

+ 96 - 0
Assets/Scripts/SicknessReduction/DynamicReductionSource.cs

@@ -0,0 +1,96 @@
+using Controller.Bicycle;
+using SicknessReduction.Visual.Vignetting;
+using UnityEngine;
+
+namespace SicknessReduction
+{
+    public enum ReductionValueSource
+    {
+        AngularVelocity,
+        SteerAngle,
+        SteerAngleAndSpeed
+    }
+
+    //TODO: also based on slopes
+    public class DynamicReductionSource : MonoBehaviour
+    {
+        public RbBicycleController bikeController;
+
+        [Header("Restriction Data")] public ReductionValueSource reductionSource;
+        public float minValue = 0.3f;
+        public float maxValue = 0.7f;
+        public float maxValueChangePerSecond = 0.8f;
+
+        [Tooltip("Depending on Vignetting source -> deg or deg/s")]
+        public float threshold = 20f;
+
+        private ValueBasedRestrictionSuggestor steerAngleSuggestor;
+        private QueueBasedRestrictionSuggestorVector3 angularVelocitySuggestor;
+        private ValueBasedRestrictionSuggestor speedSuggestor;
+        
+        protected float currentValue;
+        protected float change;
+
+        public float CurrentValue => currentValue;
+
+        public float Change => change;
+
+        protected virtual void Start()
+        {
+            if (reductionSource == ReductionValueSource.AngularVelocity)
+            {
+                angularVelocitySuggestor =
+                    new QueueBasedRestrictionSuggestorVector3(threshold, minValue, maxValue, 180f); //deg/s 
+            }
+            else if (reductionSource == ReductionValueSource.SteerAngle || reductionSource == ReductionValueSource.SteerAngleAndSpeed)
+            {
+                steerAngleSuggestor =
+                    new ValueBasedRestrictionSuggestor(threshold, minValue, maxValue,
+                        bikeController.maxSteeringAngle); //deg
+                if (reductionSource == ReductionValueSource.SteerAngleAndSpeed)
+                {
+                    speedSuggestor = new ValueBasedRestrictionSuggestor(0, minValue,
+                        maxValue, 25f);
+                }
+            }
+        }
+
+        protected virtual void Update()
+        {
+            float desiredValue;
+
+            if (reductionSource == ReductionValueSource.AngularVelocity)
+            {
+                angularVelocitySuggestor.AddValue(bikeController.rigidBody.transform.localEulerAngles);
+                desiredValue = angularVelocitySuggestor.Suggestion;
+            }
+            else
+            {
+                steerAngleSuggestor.Value = bikeController.CurrentSteerAngle;
+                if (reductionSource == ReductionValueSource.SteerAngle)
+                {
+                    desiredValue = steerAngleSuggestor.Suggestion;
+                }
+                else
+                {
+                    speedSuggestor.Value = bikeController.CurrentSpeed;
+                    var steerSuggestion = steerAngleSuggestor.Suggestion;
+                    var speedSuggestion = speedSuggestor.Suggestion;
+                    if (steerSuggestion == 0)
+                    {
+                        desiredValue = 0f;
+                    }
+                    else
+                    {
+                        desiredValue = (2 * steerSuggestion + speedSuggestion) / 3;
+                    }
+                }
+                
+            }
+
+            var desiredChange = desiredValue - currentValue;
+            var maxChange = Time.deltaTime * maxValueChangePerSecond;
+            change = Mathf.Sign(desiredChange) * Mathf.Min(Mathf.Abs(desiredChange), maxChange);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/SicknessReduction/DynamicReductionSource.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 7f732feaed874302bbb3250ba86b94f1
+timeCreated: 1616841006

+ 87 - 12
Assets/Scripts/SicknessReduction/Haptic/VibrationController.cs

@@ -1,58 +1,133 @@
-using Sensors;
+using System;
+using System.Threading.Tasks;
+using Sensors;
 using UnityEngine;
 
 namespace SicknessReduction.Haptic
 {
+    public enum VibrationControllerMode
+    {
+        Continuous,
+        AlternatingFixed,
+        AlternatingCadenceBased
+    }
+
+    [RequireComponent(typeof(DynamicReductionSource))]
     public class VibrationController : EspController
     {
         private const string TOPIC_CYCLE = "Vibration/Control/Cycle";
         private const string TOPIC_CADENCE = "Vibration/Control/Cadence";
         private const int THRES_CADENCE_CHANGE = 4;
 
-        private const int CYCLE = 128;
+        public int cycle = 128; //vibro motor specs: 11000 ± 3,000rpm = 133.33 - 183.33 Hz 
+        public VibrationControllerMode mode;
+        public int fixedCycleRpm;
+
         private bool initialCyclePublished;
         private int previousCadence = -1;
+        private DynamicReductionSource reductionSource;
+
+        private int currentCycle = 0;
+
+        protected override void Start()
+        {
+            base.Start();
+            reductionSource = GetComponent<DynamicReductionSource>();
+        }
 
         protected override async void Update()
         {
             base.Update();
+
+            // > 0 while cornering
+            var correctedReductionValue = Mathf.Clamp(reductionSource.CurrentValue + reductionSource.Change, 0, 1);
+            Debug.Log($"CorrectedReductionValue = {correctedReductionValue}");
+
             if (!DoUpdate || PreviousUpdateActive) return;
+            if (correctedReductionValue > 0)
+            {
+                switch (mode)
+                {
+                    case VibrationControllerMode.Continuous:
+                        await VibrateContinuous((int) (correctedReductionValue * cycle));
+                        break;
+                    case VibrationControllerMode.AlternatingFixed:
+                        await VibrateAlternatingFixed((int) (correctedReductionValue * cycle));
+                        break;
+                    case VibrationControllerMode.AlternatingCadenceBased:
+                        await VibrateAlternatingCadenceBased();
+                        break;
+                    default:
+                        throw new ArgumentOutOfRangeException();
+                }
+            }
+            else
+            {
+                await StopVibrating();
+            }
+
+            PreviousUpdateActive = false;
+        }
+
+        private async Task StopVibrating()
+        {
+            Debug.Log("Stop Vibrating");
+            await Broker.Publish(TOPIC_CYCLE, "0");
+            currentCycle = 0;
+        }
+
+        private async Task VibrateAlternatingCadenceBased()
+        {
             var cadence = BikeSensorData.Instance.PowermeterData?.InstantaneousCadence;
             if (!cadence.HasValue) return;
             var c = cadence.Value;
-            
+
             PreviousUpdateActive = true; //flag to avoid concurrent updates
             //as soon as we have a cadence, we want the motors to vibrate
             if (!initialCyclePublished)
             {
-                //Debug.Log($"Sending cycle {CYCLE}");
-                await Broker.Publish(TOPIC_CYCLE, $"{CYCLE}");
+                await Broker.Publish(TOPIC_CYCLE, $"{cycle}");
                 initialCyclePublished = true;
             }
+
             //if the cadence changes to 0, we have to switch off vibration
             if (c == 0)
             {
-                //Debug.Log($"Sending cycle {CYCLE}");
                 await Broker.Publish(TOPIC_CYCLE, "0");
                 previousCadence = c;
             }
             //as soon as we have cadence again, we want to switch on vibration again, and then immediately set cadence again
             else if (previousCadence == 0)
             {
-                //Debug.Log($"Sending cycle {CYCLE}");
-                await Broker.Publish(TOPIC_CYCLE, $"{CYCLE}");
-                PublishCadence(c);
+                await Broker.Publish(TOPIC_CYCLE, $"{cycle}");
+                await PublishCadence(c);
             }
             //if we have never set cadence, or the change of cadence is high enough, we tell the ESP to change cadence
             else if (previousCadence < 0 || c - previousCadence > THRES_CADENCE_CHANGE)
             {
-                PublishCadence(c);
+                await PublishCadence(c);
             }
+        }
 
-            PreviousUpdateActive = false;
+        private async Task VibrateAlternatingFixed(int cycleValue)
+        {
+            if (Math.Abs(cycleValue - currentCycle) > 0)
+            {
+                await Broker.Publish(TOPIC_CYCLE, $"{cycleValue}");
+                await PublishCadence(fixedCycleRpm);
+            }
+        }
+
+        private async Task VibrateContinuous(int cycleValue)
+        {
+            if (Math.Abs(cycleValue - currentCycle) > 0)
+            {
+                Debug.Log($"Sending Cycle {cycleValue}");
+                await Broker.Publish(TOPIC_CYCLE, $"{cycleValue}");
+            }
         }
 
-        private async void PublishCadence(int cadence)
+        private async Task PublishCadence(int cadence)
         {
             Debug.Log($"Sending Cadence {cadence}");
             await Broker.Publish(TOPIC_CADENCE, $"{cadence}");

+ 9 - 75
Assets/Scripts/SicknessReduction/Visual/Vignetting/DynamicVignetting.cs

@@ -1,19 +1,14 @@
 using System.Linq;
 using Controller.Bicycle;
 using SicknessReduction.Visual.Rendering;
+using UnityEditor.Recorder.Input;
 using UnityEngine;
 using UnityEngine.Rendering.Universal;
 
 namespace SicknessReduction.Visual.Vignetting
 {
-    public enum VignettingSource
-    {
-        AngularVelocity,
-        SteerAngle,
-        SteerAngleAndSpeed
-    }
 
-    public class DynamicVignetting : MonoBehaviour
+    public class DynamicVignetting : DynamicReductionSource
     {
         //TODO: cite https://www.researchgate.net/publication/326760789_Assessing_vignetting_as_a_means_to_reduce_VR_sickness_during_amplified_head_rotations
         //TODO: there is a patent for this https://patents.google.com/patent/US9645395B2/en
@@ -21,29 +16,16 @@ namespace SicknessReduction.Visual.Vignetting
 
 
         [Header("Unity Objects")] public ForwardRendererData forwardRenderer;
-        public RbBicycleController bikeController;
         public Transform hmd;
-
-        [Header("Restriction Data")] public VignettingSource vignettingSource;
-        [Range(0, 1)] public float minRestriction = 0.3f;
-        [Range(0, 1)] public float maxRestriction = 0.7f;
+        
         [Range(0, 1)] public float distInnerOuterRadius = .05f;
-        public float maxRestrictionChangePerSecond = 0.8f;
-
-        [Tooltip("Depending on Vignetting source -> deg or deg/s")]
-        public float threshold = 20f;
 
         //TODO: figure out what angular velocity means in my context
         private MaterialBlitFeature blitFeature;
         private Material blitFeatureMaterial;
         private bool blitFeatureAvailable;
 
-        private ValueBasedRestrictionSuggestor steerAngleSuggestor;
-        private QueueBasedRestrictionSuggestorVector3 angularVelocitySuggestor;
-        private ValueBasedRestrictionSuggestor speedSuggestor;
-        private float currentRestriction;
-
-        private void Start()
+        protected override void Start()
         {
             blitFeature = (MaterialBlitFeature) forwardRenderer.rendererFeatures.FirstOrDefault(f =>
                 f is MaterialBlitFeature && f.name.Equals("VignetteBlitFilter"));
@@ -53,63 +35,15 @@ namespace SicknessReduction.Visual.Vignetting
             // ReSharper disable once PossibleNullReferenceException
             blitFeatureMaterial = blitFeature.settings.MaterialToBlit;
 
-            if (vignettingSource == VignettingSource.AngularVelocity)
-            {
-                angularVelocitySuggestor =
-                    new QueueBasedRestrictionSuggestorVector3(threshold, minRestriction, maxRestriction, 180f); //deg/s 
-            }
-            else if (vignettingSource == VignettingSource.SteerAngle || vignettingSource == VignettingSource.SteerAngleAndSpeed)
-            {
-                steerAngleSuggestor =
-                    new ValueBasedRestrictionSuggestor(threshold, minRestriction, maxRestriction,
-                        bikeController.maxSteeringAngle); //deg
-                if (vignettingSource == VignettingSource.SteerAngleAndSpeed)
-                {
-                    speedSuggestor = new ValueBasedRestrictionSuggestor(0, minRestriction,
-                        maxRestriction, 25f);
-                }
-            }
+            base.Start();
         }
 
-        private void Update()
+        protected override void Update()
         {
             if (!blitFeatureAvailable) return;
+            base.Update();
 
-            float desiredRestriction;
-
-            if (vignettingSource == VignettingSource.AngularVelocity)
-            {
-                angularVelocitySuggestor.AddValue(bikeController.rigidBody.transform.localEulerAngles);
-                desiredRestriction = angularVelocitySuggestor.Suggestion;
-            }
-            else
-            {
-                steerAngleSuggestor.Value = bikeController.CurrentSteerAngle;
-                if (vignettingSource == VignettingSource.SteerAngle)
-                {
-                    desiredRestriction = steerAngleSuggestor.Suggestion;
-                }
-                else
-                {
-                    speedSuggestor.Value = bikeController.CurrentSpeed;
-                    var steerSuggestion = steerAngleSuggestor.Suggestion;
-                    var speedSuggestion = speedSuggestor.Suggestion;
-                    if (steerSuggestion == 0)
-                    {
-                        desiredRestriction = 0f;
-                    }
-                    else
-                    {
-                        desiredRestriction = (2 * steerSuggestion + speedSuggestion) / 3;
-                    }
-                }
-                
-            }
-
-            var desiredChange = desiredRestriction - currentRestriction;
-            var maxChange = Time.deltaTime * maxRestrictionChangePerSecond;
-            var change = Mathf.Sign(desiredChange) * Mathf.Min(Mathf.Abs(desiredChange), maxChange);
-            var correctedRestriction = Mathf.Clamp(currentRestriction + change, 0, 1);
+            var correctedRestriction = Mathf.Clamp(currentValue + change, 0, 1);
 
             if (correctedRestriction > 0f)
             {
@@ -123,7 +57,7 @@ namespace SicknessReduction.Visual.Vignetting
 
         private void UpdateMaterial(float restriction)
         {
-            currentRestriction = restriction;
+            currentValue = restriction;
             var r = Mathf.Clamp(1 - restriction, 0, 1);
             blitFeatureMaterial.SetFloat("_OFOV", r);
             blitFeatureMaterial.SetFloat("_IFOV", Mathf.Clamp(r - distInnerOuterRadius, 0, 1));

+ 9 - 5
Assets/Scripts/SicknessReduction/Visual/VirtualNose.cs

@@ -1,4 +1,5 @@
-using UnityEngine;
+using System;
+using UnityEngine;
 
 namespace SicknessReduction.Visual
 {
@@ -8,7 +9,8 @@ namespace SicknessReduction.Visual
         public Vector3 padding;
 
         public bool adjustToIpd = true;
-        public float ipdFactor = 15.15f;
+        public Vector3 scaleAt58;
+        public Vector3 scaleAt68;
 
         private Camera cam;
         private GameObject nose;
@@ -30,7 +32,7 @@ namespace SicknessReduction.Visual
                 Debug.LogError("No IPD Info found as parent of virtual nose");
             }
 
-            if(adjustToIpd) ipdInfo.onIpdChanged += AdjustToIpd;
+            if (adjustToIpd) ipdInfo.onIpdChanged += AdjustToIpd;
 
             nose = Instantiate(prefabToSpawn, cam.transform);
             nose.transform.localPosition = Vector3.forward * cam.nearClipPlane + padding;
@@ -39,9 +41,11 @@ namespace SicknessReduction.Visual
 
         private void AdjustToIpd(float ipdMeters)
         {
-            Debug.Log($"Scaling nose with factor {ipdMeters * ipdFactor}");
+            var ipdMm = Mathf.Round(ipdMeters / 1000f);
+            nose.transform.localScale = Vector3.Lerp(scaleAt58, scaleAt68, (ipdMm - 58f) / 10f);
+            /*Debug.Log($"Scaling nose with factor {ipdMeters * ipdFactor}");
             var newScale = initalLocalScale * (ipdMeters * ipdFactor * ipdFactor);
-            nose.transform.localScale = newScale;
+            nose.transform.localScale = newScale;*/
         }
 
         private void OnDisable()

+ 210 - 207
SteamVR.csproj

@@ -12,7 +12,7 @@
     <ProductVersion>10.0.20506</ProductVersion>
     <SchemaVersion>2.0</SchemaVersion>
     <RootNamespace></RootNamespace>
-    <ProjectGuid>{84332faa-c693-3963-7224-30befa100592}</ProjectGuid>
+    <ProjectGuid>{e28ef438-8df2-bcdd-80b3-619ed7f38a17}</ProjectGuid>
     <OutputType>Library</OutputType>
     <AppDesignerFolder>Properties</AppDesignerFolder>
     <AssemblyName>SteamVR</AssemblyName>
@@ -246,621 +246,624 @@
      <None Include="Assets\SteamVR\SteamVR.asmdef" />
      <None Include="Assets\SteamVR\Resources\SteamVR_Fade.shader" />
  <Reference Include="Unity.XR.OpenVR">
- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.SpatialTracking">
- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll</HintPath>
  </Reference>
  <Reference Include="UnityEditor.UI">
- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.UI">
- <HintPath>C:/Users/student/Desktop/VRCyling/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.AIModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.ARModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ARModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ARModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.AccessibilityModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AccessibilityModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AccessibilityModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.AndroidJNIModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AndroidJNIModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AndroidJNIModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.AnimationModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AnimationModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AnimationModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.AssetBundleModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AssetBundleModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AssetBundleModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.AudioModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AudioModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.AudioModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.ClothModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClothModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClothModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.ClusterInputModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterInputModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterInputModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.ClusterRendererModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterRendererModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterRendererModule.dll</HintPath>
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  <Reference Include="UnityEngine.CoreModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.CoreModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.CoreModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.CrashReportingModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.CrashReportingModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.CrashReportingModule.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.DSPGraphModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.DSPGraphModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.DSPGraphModule.dll</HintPath>
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  <Reference Include="UnityEngine.DirectorModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.DirectorModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.DirectorModule.dll</HintPath>
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  <Reference Include="UnityEngine.GameCenterModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.GameCenterModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.GameCenterModule.dll</HintPath>
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  <Reference Include="UnityEngine.GridModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.GridModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.GridModule.dll</HintPath>
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  <Reference Include="UnityEngine.HotReloadModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.HotReloadModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.HotReloadModule.dll</HintPath>
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- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.IMGUIModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.IMGUIModule.dll</HintPath>
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  <Reference Include="UnityEngine.ImageConversionModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ImageConversionModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ImageConversionModule.dll</HintPath>
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- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.InputModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.InputModule.dll</HintPath>
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  <Reference Include="UnityEngine.InputLegacyModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.InputLegacyModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.InputLegacyModule.dll</HintPath>
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+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.JSONSerializeModule.dll</HintPath>
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- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.LocalizationModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.LocalizationModule.dll</HintPath>
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  <Reference Include="UnityEngine.ParticleSystemModule">
- <HintPath>C:/Program Files/Unity/Hub/Editor/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ParticleSystemModule.dll</HintPath>
+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.ParticleSystemModule.dll</HintPath>
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+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.PerformanceReportingModule.dll</HintPath>
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+ <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.PhysicsModule.dll</HintPath>
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+ 214 - 211
SteamVR_Editor.csproj

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+ 210 - 207
SteamVR_Windows_EditorHelper.csproj

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