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private bool playerCurrentlyInZone = false; // Ta flaga jest kluczowa dla logiki ponownego wejścia + private bool playerCurrentlyInZone = false; private float currentLoopProgress = 0f; private float currentFadeProgress = 0f; @@ -108,7 +108,7 @@ public class PoisonZone : MonoBehaviour } } - if (playerCurrentlyInZone && currentPlayerInZone != null) // Upewnij się, że currentPlayerInZone nie jest null + if (playerCurrentlyInZone && currentPlayerInZone != null) { timeSinceLastDamage += Time.deltaTime; if (timeSinceLastDamage >= damageInterval) @@ -134,26 +134,22 @@ public class PoisonZone : MonoBehaviour Player enteredPlayer = other.GetComponent(); if (enteredPlayer != null) { - // Ta logika powinna poprawnie obsługiwać ponowne wejście tego samego gracza - // oraz wejście nowego gracza. if (currentPlayerInZone != enteredPlayer || !playerCurrentlyInZone) { - // Jeśli to faktycznie nowy gracz LUB ten sam gracz, ale nie był 'aktywny' (playerCurrentlyInZone było false) if (currentPlayerInZone != enteredPlayer) { - currentPlayerInZone = enteredPlayer; // Zaktualizuj referencję tylko jeśli to inny gracz + currentPlayerInZone = enteredPlayer; } - playerCurrentlyInZone = true; // Zawsze ustawiaj na true przy "aktywnym" wejściu + playerCurrentlyInZone = true; timeSinceLastDamage = 0f; timeSinceLastCough = 0f; - currentLoopProgress = 0f; // Resetuj pętlę animacji Volume + currentLoopProgress = 0f; if (coughSound != null) { PlayCoughSound(); } - // Debug.Log($"{enteredPlayer.name} ENTERED/RE-ENTERED zone. playerCurrentlyInZone: {playerCurrentlyInZone}"); } } } @@ -161,12 +157,9 @@ public class PoisonZone : MonoBehaviour void OnTriggerExit(Collider other) { Player exitedPlayer = other.GetComponent(); - // Sprawdzamy, czy to TEN gracz, który był aktywnie śledzony w strefie i właśnie opuszcza. if (exitedPlayer != null && exitedPlayer == currentPlayerInZone && playerCurrentlyInZone) { - playerCurrentlyInZone = false; // Oznacz, że gracz (ten konkretny) już nie jest aktywnie w strefie - // Debug.Log($"{exitedPlayer.name} EXITED zone. playerCurrentlyInZone: {playerCurrentlyInZone}"); - // Nie zerujemy currentPlayerInZone, aby OnTriggerEnter mogło poprawnie wykryć powrót tego samego gracza. + playerCurrentlyInZone = false; } } @@ -177,13 +170,13 @@ public class PoisonZone : MonoBehaviour var healthController = currentPlayerInZone.ThirdPersonController; if (healthController != null && !healthController.isDead) { - // Ta linia jest kluczowa dla pomijania animacji hita. - // Zakłada, że masz zmodyfikowany vDamage.cs (z polem ignoreHitEffects) - // oraz odpowiednie warunki w Player.cs i vHealthController.cs. + // >>> TUTAJ ZMIANA <<< + // Używamy konstruktora vDamage(int damageAmount, bool ignoreReactionAndAllEffects) + // Przekazujemy 'true', aby zasygnalizować, że chcemy pominąć wszystkie efekty trafienia. vDamage damageInstance = new vDamage(damageAmount, true); - // Jeśli vDamage(int, bool) nie istnieje, a vDamage.cs jest zmodyfikowane: - // vDamage damageInstance = new vDamage(damageAmount); - // damageInstance.ignoreHitEffects = true; + + // Opcjonalnie: ustaw typ obrażeń dla dodatkowej logiki lub debugowania + damageInstance.damageType = "Poison"; healthController.TakeDamage(damageInstance); } diff --git a/Assets/ThirdParty/Foot_Step_Water_Splashes/FBX/Materials/Poison_foot.mat b/Assets/ThirdParty/Foot_Step_Water_Splashes/FBX/Materials/Poison_foot.mat index 2e03e5c10..9eaf62996 100644 --- a/Assets/ThirdParty/Foot_Step_Water_Splashes/FBX/Materials/Poison_foot.mat +++ b/Assets/ThirdParty/Foot_Step_Water_Splashes/FBX/Materials/Poison_foot.mat @@ -9,7 +9,14 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: Poison_foot m_Shader: {fileID: 4800000, guid: 4775e5a8f344d6348adf934e722da85d, type: 3} - m_ValidKeywords: [] + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: + - BlendAlpha + - Clip_OFF + - FrameBlend_OFF + - FresnelFade_OFF + - VertLight_OFF m_InvalidKeywords: - SoftParticles_OFF m_LightmapFlags: 1 @@ -18,6 +25,7 @@ Material: m_CustomRenderQueue: 2450 stringTagMap: {} disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -86,3 +94,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _TintColor: {r: 0.135141, g: 1.7207954, b: 0, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Assets/ThirdParty/Foot_Step_Water_Splashes/FBX/Materials/Poison_splash.mat b/Assets/ThirdParty/Foot_Step_Water_Splashes/FBX/Materials/Poison_splash.mat index c1b0347d7..06785139e 100644 --- a/Assets/ThirdParty/Foot_Step_Water_Splashes/FBX/Materials/Poison_splash.mat +++ b/Assets/ThirdParty/Foot_Step_Water_Splashes/FBX/Materials/Poison_splash.mat @@ -9,6 +9,8 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: Poison_splash m_Shader: {fileID: 4800000, guid: 4775e5a8f344d6348adf934e722da85d, type: 3} + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 m_ValidKeywords: - BlendAlpha - Clip_OFF @@ -25,6 +27,7 @@ Material: disabledShaderPasses: - DepthOnly - SHADOWCASTER + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -127,3 +130,4 @@ Material: - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _TintColor: {r: 0.16041078, g: 1.319508, b: 0, a: 0.5} m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Assets/ThirdParty/Invector-3rdPersonController/Basic Locomotion/Scripts/Generic/Health/vHealthController.cs b/Assets/ThirdParty/Invector-3rdPersonController/Basic Locomotion/Scripts/Generic/Health/vHealthController.cs index eece1cd05..16e542d67 100644 --- a/Assets/ThirdParty/Invector-3rdPersonController/Basic Locomotion/Scripts/Generic/Health/vHealthController.cs +++ b/Assets/ThirdParty/Invector-3rdPersonController/Basic Locomotion/Scripts/Generic/Health/vHealthController.cs @@ -1,75 +1,69 @@ using System; using System.Collections; using System.Collections.Generic; -using System.Linq.Expressions; using UnityEngine; -using UnityEngine.Events; +using UnityEngine.Events; // Nadal potrzebne dla UnityEvent ogĂłlnego uĹĽytku namespace Invector { + // Prawdopodobnie te typy sÄ… zdefiniowane gdzieĹ› globalnie w namespace Invector + // lub w plikach interfejsĂłw. JeĹ›li nie, trzeba by je tu zdefiniować, + // ale zakĹ‚adam, ĹĽe kompilator je znajdzie, skoro vDamageReceiver ich uĹĽywa. + // [System.Serializable] public class OnReceiveDamage : UnityEvent { } // JeĹ›li potrzebna definicja + // [System.Serializable] public class OnDead : UnityEvent { } // JeĹ›li potrzebna definicja + [vClassHeader("HealthController", iconName = "HealthControllerIcon")] - public class vHealthController : vMonoBehaviour, vIHealthController + public class vHealthController : vMonoBehaviour, vIHealthController // Upewnij siÄ™, ĹĽe to jest poprawny interfejs { #region Variables [vEditorToolbar("Health", order = 0)] - [SerializeField] [vReadOnly] protected bool _isDead; - [vBarDisplay("maxHealth")] [SerializeField] protected float _currentHealth; + [SerializeField][vReadOnly] protected bool _isDead; + [vBarDisplay("maxHealth")][SerializeField] protected float _currentHealth; public bool isImmortal = false; [vHelpBox("If you want to start with different value, uncheck this and make sure that the current health has a value greater zero")] public bool fillHealthOnStart = true; public int maxHealth = 100; public int MaxHealth { - get - { - return maxHealth; - } - protected set - { - maxHealth = value; - } + get { return maxHealth; } + protected set { maxHealth = value; } } public float currentHealth { - get - { - return _currentHealth; - } + get { return _currentHealth; } protected set { if (_currentHealth != value) { _currentHealth = value; - onChangeHealth.Invoke(_currentHealth); - } - - if (!_isDead && _currentHealth <= 0) - { - //_isDead = true; - isDead = true; - onDead.Invoke(gameObject); - } - else if (isDead && _currentHealth > 0) - { - isDead = false; + if (onChangeHealth != null) onChangeHealth.Invoke(_currentHealth); } + if (!_isDead && _currentHealth <= 0) { isDead = true; } + else if (isDead && _currentHealth > 0) { isDead = false; } } } public virtual bool isDead { get { - if (!_isDead && currentHealth <= 0) + if (!_isDead && _currentHealth <= 0) { _isDead = true; - onDead.Invoke(gameObject); + if (_onDead != null) _onDead.Invoke(gameObject); } return _isDead; } set { - _isDead = value; + if (_isDead != value) + { + _isDead = value; + if (_isDead) + { + if (_onDead != null) _onDead.Invoke(gameObject); + } + } } } public float healthRecovery = 0f; @@ -78,38 +72,46 @@ namespace Invector public float currentHealthRecoveryDelay; [vEditorToolbar("Events", order = 100)] public List checkHealthEvents = new List(); + + // UĹĽywamy typĂłw zdarzeĹ„ zdefiniowanych przez Invector (OnReceiveDamage, OnDead) [SerializeField] protected OnReceiveDamage _onStartReceiveDamage = new OnReceiveDamage(); [SerializeField] protected OnReceiveDamage _onReceiveDamage = new OnReceiveDamage(); - [SerializeField] protected OnDead _onDead = new OnDead(); - public ValueChangedEvent onChangeHealth; + [SerializeField] protected OnDead _onDead = new OnDead(); // ZakĹ‚adajÄ…c, ĹĽe typ OnDead istnieje + + [System.Serializable] + public class ValueChangedEvent : UnityEvent { } + public ValueChangedEvent onChangeHealth = new ValueChangedEvent(); + public UnityEvent onResetHealth = new UnityEvent(); // Standardowy UnityEvent - public OnReceiveDamage onStartReceiveDamage { get { return _onStartReceiveDamage; } protected set { _onStartReceiveDamage = value; } } - public OnReceiveDamage onReceiveDamage { get { return _onReceiveDamage; } protected set { _onReceiveDamage = value; } } - public OnDead onDead { get { return _onDead; } protected set { _onDead = value; } } - public UnityEvent onResetHealth; internal bool inHealthRecovery; + // WĹ‚aĹ›ciwoĹ›ci implementujÄ…ce interfejs, uĹĽywajÄ…c typĂłw Invectora + public OnReceiveDamage onStartReceiveDamage { get { return _onStartReceiveDamage; } } // UsuniÄ™to 'protected set' aby pasowaĹ‚o do get-only interfejsu + public OnReceiveDamage onReceiveDamage { get { return _onReceiveDamage; } } // UsuniÄ™to 'protected set' + public OnDead onDead { get { return _onDead; } } // UsuniÄ™to 'protected set' + #endregion protected virtual void Start() { - if (fillHealthOnStart) - currentHealth = maxHealth; + if (fillHealthOnStart) currentHealth = maxHealth; currentHealthRecoveryDelay = healthRecoveryDelay; } protected virtual bool canRecoverHealth { - get - { - return (currentHealth >= 0 && healthRecovery > 0 && currentHealth < maxHealth); - } + get { return (_currentHealth >= 0 && healthRecovery > 0 && _currentHealth < maxHealth && !_isDead); } } - + protected virtual IEnumerator RecoverHealth() { inHealthRecovery = true; - while (canRecoverHealth && !isDead) + while (currentHealthRecoveryDelay > 0 && !_isDead) + { + currentHealthRecoveryDelay -= Time.deltaTime; + yield return null; + } + while (canRecoverHealth) { HealthRecovery(); yield return null; @@ -119,149 +121,122 @@ namespace Invector protected virtual void HealthRecovery() { - if (!canRecoverHealth||isDead) return; - if (currentHealthRecoveryDelay > 0) - currentHealthRecoveryDelay -= Time.deltaTime; - else + if (!canRecoverHealth) return; + if (_currentHealth < maxHealth) { - if (currentHealth > maxHealth) - currentHealth = maxHealth; - if (currentHealth < maxHealth) - currentHealth += healthRecovery * Time.deltaTime; + _currentHealth += healthRecovery * Time.deltaTime; + _currentHealth = Mathf.Min(_currentHealth, maxHealth); + if (onChangeHealth != null) onChangeHealth.Invoke(_currentHealth); } } - /// - /// Increase or decrease currentHealth (Positive or Negative Values) - /// - /// Value to change - public virtual void AddHealth(int value) - { - currentHealth += value; - currentHealth = Mathf.Clamp(currentHealth, 0, maxHealth); - if (!isDead && currentHealth <= 0) - { - isDead = true; - onDead.Invoke(gameObject); - } - HandleCheckHealthEvents(); - } - - /// - /// Change the currentHealth of Character - /// - /// - public virtual void ChangeHealth(int value) - { - currentHealth = value; - currentHealth = Mathf.Clamp(currentHealth, 0, maxHealth); - if (!isDead && currentHealth <= 0) - { - isDead = true; - onDead.Invoke(gameObject); - } - HandleCheckHealthEvents(); - } - - /// - /// Reset's current health to specific health value - /// - /// target health + public virtual void AddHealth(int value) { currentHealth += value; } + public virtual void ChangeHealth(int value) { currentHealth = value; } public virtual void ResetHealth(float health) { - currentHealth = health; - onResetHealth.Invoke(); - if (isDead) isDead = false; + currentHealth = Mathf.Clamp(health, 0, maxHealth); + if (onResetHealth != null) onResetHealth.Invoke(); + if (_isDead && _currentHealth > 0) isDead = false; } - /// - /// Reset's current health to max health - /// public virtual void ResetHealth() { currentHealth = maxHealth; - onResetHealth.Invoke(); - if (isDead) isDead = false; + if (onResetHealth != null) onResetHealth.Invoke(); + if (_isDead) isDead = false; } - - /// - /// Change the MaxHealth of Character - /// - /// public virtual void ChangeMaxHealth(int value) { maxHealth += value; - if (maxHealth < 0) - maxHealth = 0; + if (maxHealth < 0) maxHealth = 0; + if (_currentHealth > maxHealth) currentHealth = maxHealth; } - - /// - /// Set a value to HealthRecovery to start recovering health - /// - /// public virtual void SetHealthRecovery(float value) { healthRecovery = value; - StartCoroutine(RecoverHealth()); + if (!inHealthRecovery && canRecoverHealth && gameObject.activeInHierarchy) + { + StartCoroutine(RecoverHealth()); + } } - /// - /// Apply Damage to Current Health - /// - /// damage public virtual void TakeDamage(vDamage damage) { - if (damage != null) - { - onStartReceiveDamage.Invoke(damage); - currentHealthRecoveryDelay = currentHealth <= 0 ? 0 : healthRecoveryDelay; + if (damage != null && !_isDead) + { + if (inHealthRecovery) + { + StopCoroutine(RecoverHealth()); + inHealthRecovery = false; + } + currentHealthRecoveryDelay = healthRecoveryDelay; - if (currentHealth > 0 && !isImmortal) - { - currentHealth -= damage.damageValue; + // UĹĽyj flagi ignoreAllHitEffects zdefiniowanej w Twoim zmodyfikowanym vDamage.cs + if (_onStartReceiveDamage != null && !damage.ignoreAllHitEffects) + { + _onStartReceiveDamage.Invoke(damage); + } + + if (_currentHealth > 0 && !isImmortal) + { + _currentHealth -= damage.damageValue; + if (onChangeHealth != null) onChangeHealth.Invoke(_currentHealth); + } + + // UĹĽyj flagi ignoreAllHitEffects zdefiniowanej w Twoim zmodyfikowanym vDamage.cs + if (damage.damageValue > 0 && _onReceiveDamage != null && !damage.ignoreAllHitEffects) + { + _onReceiveDamage.Invoke(damage); + } + + if (_currentHealth <= 0 && !_isDead) + { + isDead = true; } - if (damage.damageValue > 0) - onReceiveDamage.Invoke(damage); HandleCheckHealthEvents(); + + if (!_isDead && healthRecovery > 0 && !inHealthRecovery && gameObject.activeInHierarchy) + { + StartCoroutine(RecoverHealth()); + } } } protected virtual void HandleCheckHealthEvents() { - var events = checkHealthEvents.FindAll(e => (e.healthCompare == CheckHealthEvent.HealthCompare.Equals && currentHealth.Equals(e.healthToCheck)) || - (e.healthCompare == CheckHealthEvent.HealthCompare.HigherThan && currentHealth > (e.healthToCheck)) || - (e.healthCompare == CheckHealthEvent.HealthCompare.LessThan && currentHealth < (e.healthToCheck))); - - for (int i = 0; i < events.Count; i++) + if (checkHealthEvents == null) return; + for (int i = 0; i < checkHealthEvents.Count; i++) { - events[i].OnCheckHealth.Invoke(); + var e = checkHealthEvents[i]; + if (e == null || e.OnCheckHealth == null) continue; + bool conditionMet = false; + switch (e.healthCompare) + { + case CheckHealthEvent.HealthCompare.Equals: + conditionMet = Mathf.Approximately(_currentHealth, e.healthToCheck); + break; + case CheckHealthEvent.HealthCompare.HigherThan: + conditionMet = _currentHealth > e.healthToCheck; + break; + case CheckHealthEvent.HealthCompare.LessThan: + conditionMet = _currentHealth < e.healthToCheck; + break; + } + if (conditionMet) + { + e.OnCheckHealth.Invoke(); + } } - if (currentHealth < maxHealth && this.gameObject.activeInHierarchy && !inHealthRecovery) - StartCoroutine(RecoverHealth()); } [System.Serializable] public class CheckHealthEvent { - public int healthToCheck; + public float healthToCheck; public bool disableEventOnCheck; - - public enum HealthCompare - { - Equals, - HigherThan, - LessThan - } - + public enum HealthCompare { Equals, HigherThan, LessThan } public HealthCompare healthCompare = HealthCompare.Equals; - - public UnityEngine.Events.UnityEvent OnCheckHealth; - } - - [System.Serializable] - public class ValueChangedEvent : UnityEvent - { - + public UnityEvent OnCheckHealth = new UnityEvent(); } } -} +} \ No newline at end of file diff --git a/Assets/ThirdParty/Invector-3rdPersonController/Basic Locomotion/Scripts/ObjectDamage/vDamage.cs b/Assets/ThirdParty/Invector-3rdPersonController/Basic Locomotion/Scripts/ObjectDamage/vDamage.cs index 3e636fea3..518f561e4 100644 --- a/Assets/ThirdParty/Invector-3rdPersonController/Basic Locomotion/Scripts/ObjectDamage/vDamage.cs +++ b/Assets/ThirdParty/Invector-3rdPersonController/Basic Locomotion/Scripts/ObjectDamage/vDamage.cs @@ -1,4 +1,5 @@ using UnityEngine; + namespace Invector { [System.Serializable] @@ -14,7 +15,7 @@ namespace Invector public bool ignoreDefense; [Tooltip("Activated Ragdoll when hit the Character")] public bool activeRagdoll; - [vHideInInspector("activeRagdoll"),Tooltip("Time to keep Ragdoll active")] + [vHideInInspector("activeRagdoll"), Tooltip("Time to keep Ragdoll active")] public float senselessTime; [HideInInspector] public Transform sender; @@ -22,7 +23,7 @@ namespace Invector public Transform receiver; [HideInInspector] public Vector3 hitPosition; - public bool hitReaction = true; + public bool hitReaction = true; // To pole Invectora pozostaje [HideInInspector] public int recoil_id = 0; [HideInInspector] @@ -30,32 +31,65 @@ namespace Invector public string damageType; [HideInInspector] public Vector3 force; + // >>> NASZE NOWE POLE <<< + [Tooltip("If true, will attempt to bypass standard hit reaction animations, sounds, and events like OnReceiveDamage.")] + public bool ignoreAllHitEffects = false; + public vDamage() { this.damageValue = 15; this.staminaBlockCost = 5; this.staminaRecoveryDelay = 1; this.hitReaction = true; + this.ignoreAllHitEffects = false; // DomyĹ›lnie efekty sÄ… włączone } public vDamage(int value) { this.damageValue = value; this.hitReaction = true; + this.ignoreAllHitEffects = false; // DomyĹ›lnie efekty sÄ… włączone } - public vDamage(int value, bool ignoreReaction) + // Ten konstruktor juĹĽ istniaĹ‚, zmodyfikujemy go lekko + // lub dodamy nowy, jeĹ›li chcemy zachować stary w niezmienionej formie. + // Dla uproszczenia, zmodyfikujmy ten, aby przyjmowaĹ‚ naszÄ… nowÄ… flagÄ™. + // JeĹ›li `ignoreReactionOrEffects` jest true, ustawiamy obie flagi. + public vDamage(int value, bool ignoreReactionAndAllEffects) { this.damageValue = value; - this.hitReaction = !ignoreReaction; - if (ignoreReaction) + this.ignoreAllHitEffects = ignoreReactionAndAllEffects; // Ustawiamy naszÄ… nowÄ… flagÄ™ + + if (ignoreReactionAndAllEffects) + { + this.hitReaction = false; // JeĹ›li ignorujemy wszystkie efekty, to reakcjÄ™ teĹĽ + this.recoil_id = -1; + this.reaction_id = -1; + } + else + { + this.hitReaction = true; // W przeciwnym razie standardowa reakcja + } + } + + // MoĹĽesz teĹĽ dodać bardziej specyficzny konstruktor tylko dla naszej flagi, + // jeĹ›li chcesz mieć wiÄ™kszÄ… kontrolÄ™: + /* + public vDamage(int value, bool setHitReaction, bool setIgnoreAllHitEffects) + { + this.damageValue = value; + this.hitReaction = setHitReaction; + this.ignoreAllHitEffects = setIgnoreAllHitEffects; + if (!setHitReaction) // JeĹ›li hitReaction jest false { this.recoil_id = -1; this.reaction_id = -1; - } + } } + */ - public vDamage(vDamage damage) + + public vDamage(vDamage damage) // Konstruktor kopiujÄ…cy { this.damageValue = damage.damageValue; this.staminaBlockCost = damage.staminaBlockCost; @@ -70,6 +104,9 @@ namespace Invector this.hitPosition = damage.hitPosition; this.senselessTime = damage.senselessTime; this.force = damage.force; + this.hitReaction = damage.hitReaction; // Skopiuj oryginalne pole hitReaction + // >>> SKOPIUJ NASZE NOWE POLE <<< + this.ignoreAllHitEffects = damage.ignoreAllHitEffects; } /// diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 1712a819c..6ea72e093 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -845,7 +845,7 @@ PlayerSettings: webWasm2023: 0 scriptingDefineSymbols: : UNITY_POST_PROCESSING_STACK_V2 - Android: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;USE_TIMELINE;USE_NEW_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;TMP_PRESENT;ENEMIES_DISABLED + Android: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;USE_TIMELINE;USE_NEW_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;TMP_PRESENT CloudRendering: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER EmbeddedLinux: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER GameCoreScarlett: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER @@ -857,12 +857,12 @@ PlayerSettings: QNX: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER ReservedCFE: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER Stadia: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER - Standalone: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;INVECTOR_BASIC;INVECTOR_MELEE;TOUCH_REACT;GAIA_2_PRESENT;INVECTOR_AI_TEMPLATE;UPPipeline;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;URP_OUTLINE;ODIN_INSPECTOR;ODIN_INSPECTOR_3;TMP_PRESENT;USE_TIMELINE;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3;ENEMIES_DISABLED + Standalone: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;INVECTOR_BASIC;INVECTOR_MELEE;TOUCH_REACT;GAIA_2_PRESENT;INVECTOR_AI_TEMPLATE;UPPipeline;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;URP_OUTLINE;ODIN_INSPECTOR;ODIN_INSPECTOR_3;TMP_PRESENT;USE_TIMELINE;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3 VisionOS: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER WebGL: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER Windows Store Apps: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER XboxOne: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER - iPhone: CROSS_PLATFORM_INPUT;INVECTOR_BASIC;INVECTOR_MELEE;GAIA_2_PRESENT;GAIA_PRO_PRESENT;UPPipeline;UNITY_POST_PROCESSING_STACK_V2;TOUCH_REACT;INVECTOR_AI_TEMPLATE;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;URP_OUTLINE;ODIN_INSPECTOR;ODIN_INSPECTOR_3;TMP_PRESENT;USE_INVECTOR_INVENTORY;USE_TIMELINE;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3;ENEMIES_DISABLED + iPhone: CROSS_PLATFORM_INPUT;INVECTOR_BASIC;INVECTOR_MELEE;GAIA_2_PRESENT;GAIA_PRO_PRESENT;UPPipeline;UNITY_POST_PROCESSING_STACK_V2;TOUCH_REACT;INVECTOR_AI_TEMPLATE;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;URP_OUTLINE;ODIN_INSPECTOR;ODIN_INSPECTOR_3;TMP_PRESENT;USE_INVECTOR_INVENTORY;USE_TIMELINE;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3 tvOS: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER additionalCompilerArguments: {} platformArchitecture: {}