LaspVfx is a Unity example that shows how to use LASP to create audio reactive effects with Visual Effect Graph.
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# Original Matlab code https://cs.nyu.edu/~silberman/datasets/nyu_depth_v2.html | |
# | |
# | |
# Python port of depth filling code from NYU toolbox | |
# Speed needs to be improved | |
# | |
# Uses 'pypardiso' solver | |
# | |
import scipy | |
import skimage |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using Microsoft.MixedReality.Toolkit.UI; | |
public class ObjectsManager : MonoBehaviour | |
{ | |
public GameObject cube; | |
public void OnButtonClicked() |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using Microsoft.MixedReality.Toolkit.UI; | |
public class ManipulationHandlerManager : MonoBehaviour | |
{ | |
public AppBar appBar; | |
private AppBar.AppBarStateEnum state; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class ColorManager : MonoBehaviour { | |
public GameObject cube; | |
private Vector4 pink; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class ColorManager : MonoBehaviour { | |
public GameObject cube; | |
public void SetColorRed() | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using HoloToolkit.Unity.InputModule; | |
using UnityEngine; | |
public class ThrowingObject : MonoBehaviour, IInputClickHandler | |
{ | |
public float thrust; | |
public GameObject obj; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// M5Stack Text-to-Speech demo using AquesTalk pico for ESP32 | |
// see: http://blog-yama.a-quest.com/?eid=970188 | |
#include <M5Stack.h> | |
#include "driver/i2s.h" | |
#include "aquestalk.h" | |
#define LEN_FRAME 32 | |
uint32_t workbuf[AQ_SIZE_WORKBUF]; | |
void setup() { |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import ui | |
import console | |
import requests | |
import base64 | |
isRecording = False | |
url = "192.168.0." # Input Device Portal url | |
token = "" | |
def btnAuth_tapped(sender): |
NewerOlder