Advanced POC - portals, dialogue system + floating words, room loading

This commit is contained in:
2026-01-26 20:31:27 +01:00
parent b5ca4763b3
commit 203b00578a
426 changed files with 123482 additions and 29 deletions
@@ -0,0 +1,734 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.Universal;
using Unheimlich.Managers;
using Unheimlich.Utility;
namespace Unheimlich.Gameplay.Portals
{
/// <summary>
/// Core component of the seamless portal system.
/// Creates a real-time view through to a linked portal and handles object teleportation.
///
/// How it works:
/// 1. Renders the view from the linked portal's perspective to a texture
/// 2. Displays that texture on this portal's screen mesh
/// 3. Tracks objects (PortalTravellers) that enter the portal
/// 4. Teleports them when they cross the portal plane
/// 5. Uses shader-based slicing to prevent visual artifacts during crossing
/// </summary>
[RequireComponent(typeof(BoxCollider))]
public class Portal : MonoBehaviour
{
/// <summary>Global list of all active portals in the scene</summary>
public static List<Portal> AllPortals = new List<Portal>();
[Header("Main Settings")]
[SerializeField] private string _portalId = "";
[SerializeField] private Portal _linkedPortal;
[SerializeField] private MeshRenderer _screen;
[SerializeField] private int _recursionLimit = 3;
[Header("Advanced Settings")]
[SerializeField] private float _nearClipOffset = 0.05f;
[SerializeField] private float _nearClipLimit = 0.2f;
[SerializeField] private float _transitionDistance = 0.5f;
[SerializeField] private float _loadRoomDistance = 30f;
[Header("Room Loading")]
[SerializeField] private GameObject _roomPrefabToLoad;
[SerializeField] private Transform _roomSpawnPoint;
[SerializeField] private string _linkedPortalPathInRoom = "Portal";
[SerializeField] private string _linkedPortalId = "";
private RenderTexture _viewTexture;
private Camera _portalCam;
private Camera _playerCam;
private List<PortalTraveller> _trackedTravellers;
private MeshFilter _screenMeshFilter;
private GameObject _loadedRoomInstance;
private string _roomId;
private PortalDoor _door;
private int _lastRenderedFrame = -1;
private bool _playerIsTeleporting = false;
public event Action RoomLoaded;
public event Action RoomUnloaded;
public Portal LinkedPortal => _linkedPortal;
public GameObject LoadedRoomInstance => _loadedRoomInstance;
public bool IsDoorOpen => _door == null || _door.IsOpen;
private void Awake()
{
_playerCam = Camera.main;
_portalCam = GetComponentInChildren<Camera>();
// Create portal camera if one doesn't exist
if (_portalCam == null)
{
GameObject camObj = new GameObject(PortalConstants.PORTAL_CAMERA_NAME);
camObj.transform.SetParent(transform);
camObj.transform.localPosition = Vector3.zero;
camObj.transform.localRotation = Quaternion.identity;
_portalCam = camObj.AddComponent<Camera>();
}
// Configure portal camera to match player camera settings
_portalCam.enabled = false;
_portalCam.depth = _playerCam.depth - 1;
_portalCam.clearFlags = _playerCam.clearFlags;
_portalCam.backgroundColor = _playerCam.backgroundColor;
_portalCam.farClipPlane = _playerCam.farClipPlane;
_portalCam.nearClipPlane = _playerCam.nearClipPlane;
_portalCam.fieldOfView = _playerCam.fieldOfView;
_portalCam.cullingMask = _playerCam.cullingMask;
_portalCam.allowHDR = _playerCam.allowHDR;
_portalCam.allowMSAA = _playerCam.allowMSAA;
_portalCam.useOcclusionCulling = _playerCam.useOcclusionCulling;
// Configure URP camera data for shadows and better quality
var urpCamData = _portalCam.GetUniversalAdditionalCameraData();
if (urpCamData != null)
{
// Copy main camera URP settings
var mainCamData = _playerCam.GetUniversalAdditionalCameraData();
if (mainCamData != null)
{
urpCamData.renderType = CameraRenderType.Base;
urpCamData.renderShadows = mainCamData.renderShadows;
urpCamData.requiresDepthOption = mainCamData.requiresDepthOption;
urpCamData.requiresColorOption = mainCamData.requiresColorOption;
urpCamData.requiresDepthTexture = mainCamData.requiresDepthTexture;
urpCamData.requiresColorTexture = mainCamData.requiresColorTexture;
urpCamData.renderPostProcessing = false;
urpCamData.antialiasing = mainCamData.antialiasing;
urpCamData.antialiasingQuality = mainCamData.antialiasingQuality;
urpCamData.volumeLayerMask = 0;
}
else
{
// Fallback if main camera doesn't have URP data
urpCamData.renderType = CameraRenderType.Base;
urpCamData.renderShadows = true;
urpCamData.requiresDepthTexture = true;
urpCamData.renderPostProcessing = false;
urpCamData.volumeLayerMask = 0;
}
}
_trackedTravellers = new List<PortalTraveller>();
_screenMeshFilter = _screen.GetComponent<MeshFilter>();
_screen.material.SetInt(PortalConstants.SHADER_PROPERTY_DISPLAY_MASK, 1);
_door = GetComponentInChildren<PortalDoor>();
if (_roomPrefabToLoad != null)
{
_roomId = $"{gameObject.name}_{_roomPrefabToLoad.name}";
}
}
private void OnEnable()
{
if (!AllPortals.Contains(this))
AllPortals.Add(this);
}
private void OnDisable()
{
if (AllPortals.Contains(this))
AllPortals.Remove(this);
}
private void Start()
{
if (PortalRoomManager.Instance != null && _roomPrefabToLoad != null)
{
PortalRoomManager.Instance.RegisterPortal(this);
}
}
private void OnDestroy()
{
if (PortalRoomManager.Instance != null && _roomPrefabToLoad != null)
{
PortalRoomManager.Instance.UnregisterPortal(this);
}
}
private void LateUpdate()
{
TryFindLinkedPortal();
HandleTravellers();
}
/// <summary>
/// Attempts to find and link to a portal in a dynamically loaded room.
/// Called each frame until a link is established.
/// </summary>
private void TryFindLinkedPortal()
{
if (_linkedPortal != null || PortalRoomManager.Instance == null || _roomPrefabToLoad == null)
return;
GameObject loadedRoom = PortalRoomManager.Instance.GetLoadedRoom(_roomId);
if (loadedRoom != null)
{
_loadedRoomInstance = loadedRoom;
FindLinkedPortalInRoom(loadedRoom);
}
}
/// <summary>
/// Searches for the linked portal within a loaded room.
/// First tries to find by portal ID, then falls back to path-based search.
/// </summary>
private void FindLinkedPortalInRoom(GameObject room)
{
Portal foundPortal = null;
// Try to find portal by ID first
if (!string.IsNullOrEmpty(_linkedPortalId))
{
Portal[] portalsInRoom = room.GetComponentsInChildren<Portal>();
foreach (Portal portal in portalsInRoom)
{
if (portal._portalId == _linkedPortalId)
{
foundPortal = portal;
break;
}
}
if (foundPortal == null)
{
Debug.LogWarning($"[{name}] Could not find portal with ID '{_linkedPortalId}' in room '{room.name}'. Falling back to path search.");
}
}
// Fallback to path-based search
if (foundPortal == null && !string.IsNullOrEmpty(_linkedPortalPathInRoom))
{
Transform portalTransform = room.transform.Find(_linkedPortalPathInRoom);
if (portalTransform != null)
{
foundPortal = portalTransform.GetComponent<Portal>();
}
}
// Establish bidirectional link
if (foundPortal != null)
{
_linkedPortal = foundPortal;
_linkedPortal.SetLinkedPortal(this);
if (_viewTexture != null && _linkedPortal._screen != null)
{
_linkedPortal._screen.material.SetTexture(PortalConstants.SHADER_PROPERTY_MAIN_TEXTURE, _viewTexture);
}
}
else
{
Debug.LogError($"[{name}] Could not find any portal to link in room '{room.name}'!");
}
}
/// <summary>
/// Tracks all travellers in the portal and teleports them when they cross the portal plane.
///
/// How crossing detection works:
/// 1. Calculate which side of the portal the traveller is on using dot product
/// 2. Compare with previous frame's side
/// 3. If side changed = traveller crossed the portal plane
/// 4. Transform traveller's position/rotation through portal transformation matrix
/// 5. Teleport to the linked portal
/// </summary>
private void HandleTravellers()
{
if (_linkedPortal == null)
{
return;
}
for (int i = 0; i < _trackedTravellers.Count; i++)
{
PortalTraveller traveller = _trackedTravellers[i];
Transform travellerT = traveller.transform;
// Calculate transformation matrix: from this portal's space to linked portal's space
var m = _linkedPortal.transform.localToWorldMatrix * transform.worldToLocalMatrix * travellerT.localToWorldMatrix;
// Determine which side of portal the traveller is on
Vector3 offsetFromPortal = travellerT.position - transform.position;
int portalSide = Math.Sign(Vector3.Dot(offsetFromPortal, transform.forward));
int portalSideOld = Math.Sign(Vector3.Dot(traveller.PreviousOffsetFromPortal, transform.forward));
// If side changed, traveller has crossed the portal
if (portalSide != portalSideOld)
{
if (traveller.CompareTag("Player"))
{
_playerIsTeleporting = true;
_linkedPortal._playerIsTeleporting = true;
}
// Hide both original and clone during teleport
traveller.SetGraphicsVisibility(false);
traveller.SetCloneVisibility(false);
// Teleport with transformed position and rotation
traveller.Teleport(transform, _linkedPortal.transform, m.GetColumn(3), m.rotation);
Physics.SyncTransforms();
// Show traveller at new location
traveller.SetGraphicsVisibility(true);
// Transfer tracking to the linked portal
_linkedPortal.OnTravellerEnterPortal(traveller);
_trackedTravellers.RemoveAt(i);
i--;
}
else
{
// Update clone position to match transformed position
traveller.GraphicsClone.transform.SetPositionAndRotation(m.GetColumn(3), m.rotation);
traveller.PreviousOffsetFromPortal = offsetFromPortal;
}
}
}
/// <summary>
/// Called before rendering. Updates shader slicing parameters for all tracked travellers.
/// </summary>
public void PrePortalRender()
{
if (_linkedPortal == null)
return;
foreach (var traveller in _trackedTravellers)
{
UpdateSliceParams(traveller);
}
}
/// <summary>
/// Main portal rendering function.
/// Creates a virtual camera at the linked portal's position and renders the view to a texture.
/// Supports recursive rendering (portal looking at portal looking at portal...).
/// </summary>
public void Render()
{
// Prevent rendering same portal multiple times per frame
if (_lastRenderedFrame == Time.frameCount)
return;
_lastRenderedFrame = Time.frameCount;
// Special case: player is teleporting, render without screen
if (_playerIsTeleporting)
{
_screen.enabled = false;
_portalCam.Render();
_screen.enabled = true;
_playerIsTeleporting = false;
return;
}
if (_linkedPortal == null)
{
if (_roomPrefabToLoad != null)
{
// Silently skip rendering while waiting for room to load
return;
}
}
if (_linkedPortal == null || _linkedPortal._screen == null)
{
if (_roomPrefabToLoad != null)
{
// Silently skip rendering while waiting for linked portal
return;
}
Debug.LogError($"[{name}] Cannot render: linked portal is null or has NULL _screen!");
return;
}
float distanceToCamera = Vector3.Distance(_playerCam.transform.position, transform.position);
Vector3 offsetFromPortal = _playerCam.transform.position - transform.position;
float dotToPortal = Vector3.Dot(offsetFromPortal.normalized, transform.forward);
// Don't render screen when player is crossing through
bool playerCrossingPortal = distanceToCamera < 0.5f && dotToPortal > 0.5f;
if (playerCrossingPortal)
{
_screen.enabled = false;
return;
}
// Don't render during transition to avoid flickering
if (distanceToCamera < _transitionDistance && dotToPortal > 0.5f)
{
return;
}
// Frustum culling: don't render if portal screen not visible
if (!PortalCameraUtility.VisibleFromCamera(_linkedPortal._screen, _playerCam))
{
return;
}
CreateViewTexture();
if (!_viewTexture.IsCreated())
{
_viewTexture.Create();
}
// Calculate recursive portal positions (for portal-in-portal effect)
var localToWorldMatrix = _playerCam.transform.localToWorldMatrix;
var renderPositions = new Vector3[_recursionLimit];
var renderRotations = new Quaternion[_recursionLimit];
int startIndex = 0;
_portalCam.projectionMatrix = _playerCam.projectionMatrix;
// Calculate transform matrices for each recursion level
for (int i = 0; i < _recursionLimit; i++)
{
if (i > 0)
{
// Stop recursion if screens don't overlap
if (!PortalCameraUtility.BoundsOverlap(_screenMeshFilter, _linkedPortal._screenMeshFilter, _portalCam))
break;
}
// Transform camera through portal pair
localToWorldMatrix = transform.localToWorldMatrix * _linkedPortal.transform.worldToLocalMatrix * localToWorldMatrix;
int renderOrderIndex = _recursionLimit - i - 1;
renderPositions[renderOrderIndex] = localToWorldMatrix.GetColumn(3);
renderRotations[renderOrderIndex] = localToWorldMatrix.rotation;
_portalCam.transform.SetPositionAndRotation(renderPositions[renderOrderIndex], renderRotations[renderOrderIndex]);
startIndex = renderOrderIndex;
}
_screen.enabled = false; // Hide current portal screen so camera can see through
// Render from each recursion depth
for (int i = startIndex; i < _recursionLimit; i++)
{
_portalCam.transform.SetPositionAndRotation(renderPositions[i], renderRotations[i]);
SetNearClipPlane();
HandleClipping();
_linkedPortal._screen.enabled = false;
_portalCam.Render();
_linkedPortal._screen.enabled = true;
}
_screen.enabled = true;
_linkedPortal._screen.material.mainTexture = _viewTexture;
}
/// <summary>
/// Handles shader-based clipping for travellers during rendering.
/// Determines which parts of original and clone should be visible based on portal positions.
/// Prevents visual artifacts when objects cross portal boundaries.
/// </summary>
private void HandleClipping()
{
const float hideDst = -1000;
const float showDst = 1000;
float screenThickness = _linkedPortal.ProtectScreenFromClipping(_portalCam.transform.position);
// Handle clipping for this portal's travellers
foreach (var traveller in _trackedTravellers)
{
// Original: hide if on same side as portal camera
if (SameSideOfPortal(traveller.transform.position, PortalCamPos))
traveller.SetSliceOffsetDst(hideDst, false);
else
traveller.SetSliceOffsetDst(showDst, false);
// Clone: adjust based on linked portal position
int cloneSideOfLinkedPortal = -SideOfPortal(traveller.transform.position);
bool camSameSideAsClone = _linkedPortal.SideOfPortal(PortalCamPos) == cloneSideOfLinkedPortal;
if (camSameSideAsClone)
traveller.SetSliceOffsetDst(screenThickness, true);
else
traveller.SetSliceOffsetDst(-screenThickness, true);
}
// Handle clipping for linked portal's travellers
foreach (var linkedTraveller in _linkedPortal._trackedTravellers)
{
var travellerPos = linkedTraveller.GraphicsObject.transform.position;
bool cloneOnSameSideAsCam = _linkedPortal.SideOfPortal(travellerPos) != SideOfPortal(PortalCamPos);
if (cloneOnSameSideAsCam)
linkedTraveller.SetSliceOffsetDst(hideDst, true);
else
linkedTraveller.SetSliceOffsetDst(showDst, true);
bool camSameSideAsTraveller = _linkedPortal.SameSideOfPortal(linkedTraveller.transform.position, PortalCamPos);
if (camSameSideAsTraveller)
linkedTraveller.SetSliceOffsetDst(screenThickness, false);
else
linkedTraveller.SetSliceOffsetDst(-screenThickness, false);
}
}
/// <summary>
/// Called after all portals have rendered. Resets clipping parameters.
/// </summary>
public void PostPortalRender()
{
foreach (var traveller in _trackedTravellers)
UpdateSliceParams(traveller);
ProtectScreenFromClipping(_portalCam.transform.position);
}
/// <summary>
/// Creates or recreates the render texture used to display the portal view.
/// Automatically adjusts to screen resolution changes.
/// </summary>
private void CreateViewTexture()
{
if (_viewTexture == null || _viewTexture.width != Screen.width || _viewTexture.height != Screen.height)
{
if (_viewTexture != null)
_viewTexture.Release();
// Use DefaultHDR for better shadow and lighting compatibility in URP
_viewTexture = new RenderTexture(Screen.width, Screen.height, 24, RenderTextureFormat.DefaultHDR);
_viewTexture.filterMode = FilterMode.Bilinear;
_viewTexture.antiAliasing = 1;
_viewTexture.Create();
_portalCam.targetTexture = _viewTexture;
_linkedPortal._screen.material.mainTexture = _viewTexture;
_linkedPortal._screen.material.SetInt(PortalConstants.SHADER_PROPERTY_DISPLAY_MASK, 1);
}
}
/// <summary>
/// Adjusts the portal screen's thickness to prevent camera near-clip plane from cutting through it.
/// The thickness is calculated based on the camera's near clip distance and FOV.
/// Returns the calculated thickness for use in clipping calculations.
/// </summary>
private float ProtectScreenFromClipping(Vector3 viewPoint)
{
float halfHeight = _playerCam.nearClipPlane * Mathf.Tan(_playerCam.fieldOfView * 0.5f * Mathf.Deg2Rad);
float halfWidth = halfHeight * _playerCam.aspect;
float dstToNearClipPlaneCorner = new Vector3(halfWidth, halfHeight, _playerCam.nearClipPlane).magnitude;
float screenThickness = dstToNearClipPlaneCorner;
Transform screenT = _screen.transform;
bool camFacingSameDirAsPortal = Vector3.Dot(transform.forward, transform.position - viewPoint) > 0;
screenT.localScale = new Vector3(screenT.localScale.x, screenT.localScale.y, screenThickness);
return screenThickness;
}
/// <summary>
/// Updates shader parameters for slicing a traveller's graphics at the portal plane.
/// Sets the slice position, normal, and offset for both original and clone materials.
/// This creates the effect of objects being "cut" by the portal surface.
/// </summary>
private void UpdateSliceParams(PortalTraveller traveller)
{
int side = SideOfPortal(traveller.transform.position);
Vector3 sliceNormal = transform.forward * -side;
Vector3 cloneSliceNormal = _linkedPortal.transform.forward * side;
Vector3 slicePos = transform.position;
Vector3 cloneSlicePos = _linkedPortal.transform.position;
float sliceOffsetDst = 0;
float cloneSliceOffsetDst = 0;
float screenThickness = _screen.transform.localScale.z;
// Adjust slicing based on player and traveller relative positions
bool playerSameSideAsTraveller = SameSideOfPortal(_playerCam.transform.position, traveller.transform.position);
if (!playerSameSideAsTraveller)
sliceOffsetDst = -screenThickness;
bool playerSameSideAsCloneAppearing = side != _linkedPortal.SideOfPortal(_playerCam.transform.position);
if (!playerSameSideAsCloneAppearing)
cloneSliceOffsetDst = -screenThickness;
// Apply slicing parameters to all materials
for (int i = 0; i < traveller.OriginalMaterials.Length; i++)
{
traveller.OriginalMaterials[i].SetVector(PortalConstants.SHADER_PROPERTY_SLICE_CENTER, slicePos);
traveller.OriginalMaterials[i].SetVector(PortalConstants.SHADER_PROPERTY_SLICE_NORMAL, sliceNormal);
traveller.OriginalMaterials[i].SetFloat(PortalConstants.SHADER_PROPERTY_SLICE_OFFSET, sliceOffsetDst);
traveller.CloneMaterials[i].SetVector(PortalConstants.SHADER_PROPERTY_SLICE_CENTER, cloneSlicePos);
traveller.CloneMaterials[i].SetVector(PortalConstants.SHADER_PROPERTY_SLICE_NORMAL, cloneSliceNormal);
traveller.CloneMaterials[i].SetFloat(PortalConstants.SHADER_PROPERTY_SLICE_OFFSET, cloneSliceOffsetDst);
}
}
/// <summary>
/// Sets up an oblique projection matrix to use the portal surface as the near clip plane.
/// This prevents objects between the camera and portal from being rendered.
/// Uses camera-space calculations to create a custom projection matrix.
/// </summary>
private void SetNearClipPlane()
{
Transform clipPlane = transform;
int dot = Math.Sign(Vector3.Dot(clipPlane.forward, transform.position - _portalCam.transform.position));
// Transform portal plane to camera space
Vector3 camSpacePos = _portalCam.worldToCameraMatrix.MultiplyPoint(clipPlane.position);
Vector3 camSpaceNormal = _portalCam.worldToCameraMatrix.MultiplyVector(clipPlane.forward) * dot;
float camSpaceDst = -Vector3.Dot(camSpacePos, camSpaceNormal) + _nearClipOffset;
// Only use oblique projection if far enough from portal
if (Mathf.Abs(camSpaceDst) > _nearClipLimit)
{
Vector4 clipPlaneCameraSpace = new Vector4(camSpaceNormal.x, camSpaceNormal.y, camSpaceNormal.z, camSpaceDst);
_portalCam.projectionMatrix = _playerCam.CalculateObliqueMatrix(clipPlaneCameraSpace);
}
else
_portalCam.projectionMatrix = _playerCam.projectionMatrix;
}
/// <summary>
/// Called when a traveller enters this portal's trigger zone.
/// Initializes tracking and creates the visual clone.
/// </summary>
private void OnTravellerEnterPortal(PortalTraveller traveller)
{
if (!_trackedTravellers.Contains(traveller))
{
traveller.EnterPortalThreshold();
traveller.PreviousOffsetFromPortal = traveller.transform.position - transform.position;
_trackedTravellers.Add(traveller);
}
}
/// <summary>
/// Unity physics callback when object enters portal's trigger collider.
/// </summary>
private void OnTriggerEnter(Collider other)
{
var traveller = other.GetComponent<PortalTraveller>();
if (traveller)
OnTravellerEnterPortal(traveller);
}
/// <summary>
/// Unity physics callback when object exits portal's trigger collider.
/// Cleans up the clone if traveller exits without teleporting.
/// </summary>
private void OnTriggerExit(Collider other)
{
var traveller = other.GetComponent<PortalTraveller>();
if (traveller && _trackedTravellers.Contains(traveller))
{
traveller.ExitPortalThreshold();
_trackedTravellers.Remove(traveller);
}
}
public void SetLinkedPortal(Portal portal)
{
_linkedPortal = portal;
}
public GameObject GetRoomPrefab() => _roomPrefabToLoad;
public string GetRoomId() => _roomId;
public string GetLinkedPortalPath() => _linkedPortalPathInRoom;
/// <summary>
/// Returns the world position where the room should be spawned.
/// Uses room spawn point if set, otherwise calculates based on portal position.
/// </summary>
public Vector3 GetRoomSpawnPosition()
{
if (_roomSpawnPoint != null)
return _roomSpawnPoint.position;
return transform.position + (transform.up + transform.right).normalized * _loadRoomDistance;
}
/// <summary>
/// Returns the rotation for spawning the room.
/// </summary>
public Quaternion GetRoomSpawnRotation()
{
if (_roomSpawnPoint != null)
return _roomSpawnPoint.rotation;
return transform.rotation;
}
/// <summary>
/// Called by PortalRoomManager when the associated room is loaded.
/// </summary>
public void OnRoomLoaded(GameObject room)
{
_loadedRoomInstance = room;
RoomLoaded?.Invoke();
}
/// <summary>
/// Called by PortalRoomManager when the associated room is unloaded.
/// Clears the linked portal reference.
/// </summary>
public void OnRoomUnloaded()
{
RoomUnloaded?.Invoke();
_loadedRoomInstance = null;
if (_roomPrefabToLoad != null)
_linkedPortal = null;
}
/// <summary>
/// Determines which side of the portal a position is on.
/// Returns +1 if in front (same direction as portal forward), -1 if behind.
/// Uses dot product to compare position relative to portal plane.
/// </summary>
public int SideOfPortal(Vector3 pos)
{
return Math.Sign(Vector3.Dot(pos - transform.position, transform.forward));
}
/// <summary>
/// Checks if two positions are on the same side of the portal.
/// </summary>
public bool SameSideOfPortal(Vector3 posA, Vector3 posB)
{
return SideOfPortal(posA) == SideOfPortal(posB);
}
public Portal GetLinkedPortal() => _linkedPortal;
public string GetPortalId() => _portalId;
public string GetLinkedPortalId() => _linkedPortalId;
public PortalDoor GetDoor() => _door;
public float GetRoomLoadDistance() => _loadRoomDistance;
private Vector3 PortalCamPos => _portalCam.transform.position;
/// <summary>
/// Unity editor callback to maintain bidirectional portal links in the inspector.
/// </summary>
private void OnValidate()
{
if (_linkedPortal != null)
_linkedPortal._linkedPortal = this;
}
}
}
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@@ -0,0 +1,45 @@
using UnityEngine;
using Unheimlich.Gameplay.Environment;
namespace Unheimlich.Gameplay.Portals
{
/// <summary>
/// A door that is synchronized between linked portals.
/// When opened/closed, it automatically syncs the state with the door on the other side.
/// </summary>
public class PortalDoor : DoorInteractable
{
private Portal _parentPortal;
protected override void Start()
{
base.Start();
_parentPortal = GetComponentInParent<Portal>();
}
/// <summary>
/// Handles interaction with the door.
/// Toggles both this door and the linked portal's door simultaneously.
/// </summary>
public override void Interact(GameObject interactor)
{
SyncToggle();
}
/// <summary>
/// Toggles this door and synchronizes the state with the linked portal's door.
/// Ensures both doors open/close together for a consistent experience.
/// </summary>
private void SyncToggle()
{
ToggleDoor();
if (_parentPortal != null && _parentPortal.GetLinkedPortal() != null)
{
PortalDoor linkedDoor = _parentPortal.GetLinkedPortal().GetDoor();
if (linkedDoor != null)
linkedDoor.ToggleDoor();
}
}
}
}
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fileFormatVersion: 2
guid: f96b3c121a38b8e4784628da571e6c5b
@@ -0,0 +1,67 @@
using UnityEngine;
using UnityEngine.Rendering;
namespace Unheimlich.Gameplay.Portals
{
/// <summary>
/// Main orchestrator for the portal rendering system.
/// Attach this to the main camera to enable seamless portal rendering.
/// Manages the render pipeline for all active portals in the scene.
///
/// URP-compatible version using RenderPipelineManager callbacks.
/// </summary>
public class PortalMainCamera : MonoBehaviour
{
private Camera _mainCamera;
private void Awake()
{
_mainCamera = GetComponent<Camera>();
}
private void OnEnable()
{
RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
}
private void OnDisable()
{
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
}
/// <summary>
/// Called before each camera renders in URP pipeline.
/// This is where we inject the portal rendering logic before the main camera renders.
/// </summary>
private void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera)
{
// Only render portals for the main camera, not for portal cameras themselves
if (camera != _mainCamera)
return;
// Phase 1: Prepare all portals for rendering (update shader clipping parameters)
for (int i = 0; i < Portal.AllPortals.Count; i++)
{
var p = Portal.AllPortals[i];
if (p != null && p.isActiveAndEnabled)
p.PrePortalRender();
}
// Phase 2: Render all portals (create the view through each portal)
for (int i = 0; i < Portal.AllPortals.Count; i++)
{
var p = Portal.AllPortals[i];
if (p != null && p.isActiveAndEnabled)
p.Render();
}
// Phase 3: Clean up after portal rendering
for (int i = 0; i < Portal.AllPortals.Count; i++)
{
var p = Portal.AllPortals[i];
if (p != null && p.isActiveAndEnabled)
p.PostPortalRender();
}
}
}
}
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using System.Collections.Generic;
using UnityEngine;
namespace Unheimlich.Gameplay.Portals
{
/// <summary>
/// Component that allows an object to travel through portals.
/// Handles teleportation, visual cloning when crossing, and shader-based slicing.
/// Attach this to any object that should be able to pass through portals (player, NPCs, etc.)
/// </summary>
[RequireComponent(typeof(CharacterController))]
public class PortalTraveller : MonoBehaviour
{
/// <summary>The visual representation of this traveller (mesh renderers)</summary>
public GameObject GraphicsObject;
/// <summary>Clone created when traveller enters portal threshold</summary>
public GameObject GraphicsClone { get; set; }
/// <summary>Tracks position relative to portal from previous frame to detect crossing</summary>
public Vector3 PreviousOffsetFromPortal { get; set; }
/// <summary>Materials of the original graphics (used for shader slicing)</summary>
public Material[] OriginalMaterials { get; set; }
/// <summary>Materials of the clone (used for shader slicing)</summary>
public Material[] CloneMaterials { get; set; }
private CharacterController _characterController;
private void Awake()
{
_characterController = GetComponent<CharacterController>();
}
/// <summary>
/// Teleports this traveller through a portal.
/// Temporarily disables CharacterController to prevent physics conflicts during teleport.
/// </summary>
/// <param name="fromPortal">The portal being exited</param>
/// <param name="toPortal">The destination portal</param>
/// <param name="pos">New world position</param>
/// <param name="rot">New world rotation</param>
public virtual void Teleport(Transform fromPortal, Transform toPortal, Vector3 pos, Quaternion rot)
{
if (_characterController != null)
_characterController.enabled = false;
transform.position = pos;
transform.rotation = rot;
if (_characterController != null)
{
_characterController.enabled = true;
Physics.SyncTransforms();
}
}
/// <summary>
/// Called when the traveller enters the portal's trigger zone.
/// Creates a visual clone that will appear on the other side of the portal.
/// </summary>
public virtual void EnterPortalThreshold()
{
if (GraphicsClone == null)
{
GraphicsClone = Instantiate(GraphicsObject);
GraphicsClone.transform.parent = GraphicsObject.transform.parent;
GraphicsClone.transform.localScale = GraphicsObject.transform.localScale;
OriginalMaterials = GetMaterials(GraphicsObject);
CloneMaterials = GetMaterials(GraphicsClone);
}
else
GraphicsClone.SetActive(true);
}
/// <summary>
/// Called when the traveller exits the portal's trigger zone without teleporting.
/// Hides the clone and resets shader slicing parameters.
/// </summary>
public virtual void ExitPortalThreshold()
{
GraphicsClone.SetActive(false);
for (int i = 0; i < OriginalMaterials.Length; i++)
OriginalMaterials[i].SetVector(PortalConstants.SHADER_PROPERTY_SLICE_NORMAL, Vector3.zero);
}
/// <summary>
/// Sets the slice offset distance for shader-based clipping.
/// Used to hide/show parts of the traveller based on portal plane position.
/// </summary>
/// <param name="dst">Distance offset for slicing plane</param>
/// <param name="clone">If true, applies to clone materials; otherwise to original</param>
public void SetSliceOffsetDst(float dst, bool clone)
{
for (int i = 0; i < OriginalMaterials.Length; i++)
{
if (clone)
CloneMaterials[i].SetFloat(PortalConstants.SHADER_PROPERTY_SLICE_OFFSET, dst);
else
OriginalMaterials[i].SetFloat(PortalConstants.SHADER_PROPERTY_SLICE_OFFSET, dst);
}
}
/// <summary>
/// Collects all materials from MeshRenderers in the graphics object hierarchy.
/// These materials will be modified with shader slicing parameters.
/// </summary>
private Material[] GetMaterials(GameObject g)
{
var renderers = g.GetComponentsInChildren<MeshRenderer>();
var matList = new List<Material>();
foreach (var renderer in renderers)
{
foreach (var mat in renderer.materials)
matList.Add(mat);
}
return matList.ToArray();
}
/// <summary>
/// Shows or hides the original graphics by enabling/disabling renderers.
/// </summary>
public void SetGraphicsVisibility(bool visible)
{
var renderers = GraphicsObject.GetComponentsInChildren<Renderer>();
foreach (var renderer in renderers)
renderer.enabled = visible;
}
/// <summary>
/// Shows or hides the clone graphics by enabling/disabling renderers.
/// </summary>
public void SetCloneVisibility(bool visible)
{
if (GraphicsClone != null)
{
var renderers = GraphicsClone.GetComponentsInChildren<Renderer>();
foreach (var renderer in renderers)
renderer.enabled = visible;
}
}
}
}
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