I. Introduction
II. Mods: Do I Need Them?
III. Creating Your Character
IV. Character Growth and Progression
V. Effective Spell Design
VI. Advanced Enchanting Guide
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using UnityEngine; | |
using UnityEngine.AI; | |
namespace AIEngineTest | |
{ | |
public class Archetype : MonoBehaviour, | |
IHiraBotArchetype<NavMeshAgent>, | |
IHiraBotArchetype<Animator>, | |
IHiraBotArchetype<ConsolidatedSensor>, | |
IHiraBotArchetype<HiraLGOAPRealtimeBot>, |
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using UnityEngine; | |
namespace AIEngineTest | |
{ | |
public class CurveController : MonoBehaviour | |
{ | |
private static CurveController s_Instance = null; | |
private const float k_StraightDistanceClamp = 50f; | |
private const float k_CurvatureClamp = 10f; |
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using UnityEngine; | |
namespace AIEngineTest | |
{ | |
public class CurveController : MonoBehaviour | |
{ | |
private static CurveController s_Instance = null; | |
private const float k_StraightDistanceClamp = 50f; | |
private const float k_CurvatureClamp = 10f; |
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Shader "Universal Render Pipeline/Post-Processing/Pixelated" | |
{ | |
Properties | |
{ | |
[MainTex] [HideInInspector] _MainTex ("Base Map", 2D) = "white" { } | |
_Width ("Width", Int) = 320 | |
_Height ("Height", Int) = 180 | |
_PixelRadius ("Pixel Radius", Range(0, 0.5)) = 0.25 | |
} | |
SubShader |
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Shader "Universal Render Pipeline/Post-Processing/EdgeDetection" | |
{ | |
Properties | |
{ | |
[Toggle(ENABLED)] __enabled("Enabled", Float) = 1 | |
[MainTex] [HideInInspector] _MainTex ("Base Map", 2D) = "white" { } | |
[MainColor] _Color ("Color", Color) = (1, 1, 1, 1) | |
_Thickness ("Thickness", Float) = 0 | |
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Shader "SimpleLit/Glass" | |
{ | |
Properties | |
{ | |
[MainTex] _BaseMap ("Base Map", 2D) = "white" { } | |
[MainColor][HDR] _Color ("Color", Color) = (1, 1, 1, 1) | |
_BlurStrength("Blur Strength", Range(0, 1)) = 1 | |
_Gloss("Gloss", Range(0, 1)) = 1 | |
_Thickness("Thickness", Range(0, 1)) = 0.5 | |
} |
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using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
using UnityEngine.UIElements; | |
namespace HiraEditor | |
{ |
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Shader "HiraEngine/URP/InteriorMapping" | |
{ | |
Properties | |
{ | |
_Cubemap("Cubemap", CUBE) = "" {} | |
_Depth("Depth", Float) = 0 | |
} | |
SubShader | |
{ |