2021년 4학년 1학기 기업연계프로젝트2 컴퓨터소프트웨어공학과 <원광투어팀> 팀장 : 송유진 팀원 : 김나영, 이경희, 한유진
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  1. {
  2. "name": "com.htc.upm.vive-input-utility",
  3. "version": "1.12.1-preview",
  4. "displayName": "VIVE Input Utility",
  5. "description": "The VIVE Input Utility (VIU) is a toolkit for developing VR experiences in Unity, especially with the VIVE/VIVE Pro but also targeting many platforms from a common code base including Oculus Rift, Rift S Go, Quest, Google Daydream, VIVE Wave SDK (e.g. VIVE Focus standalone) and additional VR platforms as supported by Unity such as Microsoft's 'Mixed Reality' VR headsets and more.\n\nCompatible with SteamVR 2.4.0+ and Oculus Integration 16.0+.\n\nView license:\nhttps://github.com/ViveSoftware/ViveInputUtility-Unity/blob/develop/LICENSE.md",
  6. "keywords": [
  7. "HTC",
  8. "VR",
  9. "Input",
  10. "VIVE",
  11. "Oculus",
  12. "WaveVR",
  13. "Daydream",
  14. "OpenVR",
  15. "Microsoft Mixed Reality"
  16. ],
  17. "author": {
  18. "name": "HTC Corporation",
  19. "email": "vivesoftware@htc.com",
  20. "url": "https://www.htc.com"
  21. },
  22. "homepage": "https://github.com/ViveSoftware/ViveInputUtility-Unity",
  23. "repository": {
  24. "type": "git",
  25. "url": "https://github.com/ViveSoftware/ViveInputUtility-Unity.git"
  26. },
  27. "documentationUrl": "https://github.com/ViveSoftware/ViveInputUtility-Unity/wiki",
  28. "samples": [
  29. {
  30. "displayName": "0. Tutorial",
  31. "description": "This example shows how to build up the basic environment that can interact with Unity built-in UI component.",
  32. "path": "ViveInputUtility/Examples/0.Tutorial"
  33. },
  34. {
  35. "displayName": "1. UGUI",
  36. "description": "This example extends from 0.Tutorial example to introduce more UI components and developers also can re-use UGUI components from their previous projects to work with Vive Input Utility seamlessly.",
  37. "path": "ViveInputUtility/Examples/1.UGUI"
  38. },
  39. {
  40. "displayName": "2. 2DDragDrop",
  41. "description": "This example introduces drag and drop action with scripts. Developers can use Vive Controllers to drag and drop game objects in this scene.",
  42. "path": "ViveInputUtility/Examples/2.2DDragDrop"
  43. },
  44. {
  45. "displayName": "3. 3DDrag",
  46. "description": "",
  47. "path": "ViveInputUtility/Examples/3.3DDrag"
  48. },
  49. {
  50. "displayName": "4. Teleport",
  51. "description": "This example introduces teleport in 3D space. Developers can use Trackpad to teleport in this scene.",
  52. "path": "ViveInputUtility/Examples/4.Teleport"
  53. },
  54. {
  55. "displayName": "5. ColliderEvent",
  56. "description": "This example introduces various types of collider events and using Rigidbody script to allow developers to apply forces to the object and control it in a physically realistic way.",
  57. "path": "ViveInputUtility/Examples/5.ColliderEvent"
  58. },
  59. {
  60. "displayName": "6. ControllerManagerSample",
  61. "description": "This example introduces various ways of controller interactions.",
  62. "path": "ViveInputUtility/Examples/6.ControllerManagerSample"
  63. },
  64. {
  65. "displayName": "7. RoleBindingExample",
  66. "description": "",
  67. "path": "ViveInputUtility/Examples/7.RoleBindingExample"
  68. }
  69. ],
  70. "unity": "2019.3",
  71. "publishConfig": {
  72. "registry": "https://npm-registry.vive.com"
  73. }
  74. }