Added basic character controller via importing Starter Assets from Unity.
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using System.Linq;
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using UnityEditor;
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using UnityEditor.PackageManager;
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using UnityEngine;
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using UnityEngine.Rendering;
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#if USE_URP
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using UnityEngine.Rendering.Universal;
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#endif
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public class URPWizard : EditorWindow
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{
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[InitializeOnLoadMethod]
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static void OnInitialize()
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{
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URPCheck();
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}
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static void URPCheck()
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{
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if (GraphicsSettings.currentRenderPipeline != null)
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return;
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var request = Client.List();
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while (!request.IsCompleted) { }
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if (request.Status != StatusCode.Success)
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return;
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if (request.Result.All(info => info.name != "com.unity.render-pipelines.universal"))
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{
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var addRequest = Client.Add("com.unity.render-pipelines.universal");
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while (!addRequest.IsCompleted) { }
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Client.Resolve();
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}
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else
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{
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FindAndAssignPipeline();
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}
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}
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#if USE_URP
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static void FindAndAssignPipeline()
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{
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var existingPipelines = AssetDatabase.FindAssets("t:UniversalRenderPipelineAsset");
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if (existingPipelines.Length == 0)
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{
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Debug.LogError($"Universal Render Pipeline Asset was not found.\n" +
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$"Please create one and assign under the Project Settings > Graphics > Scriptable Render Pipeline Settings.");
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return;
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}
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var pipeline = AssetDatabase.LoadAssetAtPath<UniversalRenderPipelineAsset>(AssetDatabase.GUIDToAssetPath(existingPipelines[0]));
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GraphicsSettings.defaultRenderPipeline = pipeline;
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}
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class PipelineAssetProcessor : AssetPostprocessor
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{
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static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload)
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{
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//if we have no pipeline set, we try to find one as one may have been imported
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if (GraphicsSettings.currentRenderPipeline != null)
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return;
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FindAndAssignPipeline();
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}
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}
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#else
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static void FindAndAssignPipeline(){}
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#endif
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}
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