unity-hri-visualization
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UnityRoboticsProject/
├── Assets/
│ ├── Scripts/
│ │ ├── RobotControl/
│ │ ├── Visualization/
│ │ └── Communication/
│ ├── Models/
│ │ ├── HumanoidRobot/
│ │ └── Environments/
│ ├── Materials/
│ ├── Prefabs/
│ └── Scenes/
└── Packages/
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// Example setup script for Unity Robotics
using UnityEngine;
using Unity.Robotics.ROSTCPConnector;
public class RobotVisualizationManager : MonoBehaviour
{
[SerializeField] private string rosIPAddress = "127.0.0.1";
[SerializeField] private int rosPort = 10000;
private ROSConnection rosConnection;
void Start()
{
// Connect to ROS
rosConnection = ROSConnection.instance;
rosConnection.rosIPAddress = rosIPAddress;
rosConnection.rosPort = rosPort;
// Subscribe to robot state topics
rosConnection.Subscribe<sensor_msgs.JointStateMsg>("joint_states", OnJointStateReceived);
rosConnection.Subscribe<geometry_msgs.TwistMsg>("cmd_vel", OnVelocityCommandReceived);
}
void OnJointStateReceived(sensor_msgs.JointStateMsg jointState)
{
// Update robot visualization based on joint states
UpdateRobotJoints(jointState);
}
void OnVelocityCommandReceived(geometry_msgs.TwistMsg cmdVel)
{
// Update robot visualization based on velocity commands
UpdateRobotMotion(cmdVel);
}
void UpdateRobotJoints(sensor_msgs.JointStateMsg jointState)
{
// Find robot parts and update their positions
for (int i = 0; i < jointState.name.Length; i++)
{
Transform joint = transform.Find(jointState.name[i]);
if (joint != null)
{
// Apply joint position to transform
joint.localRotation = Quaternion.Euler(0, 0, jointState.position[i] * Mathf.Rad2Deg);
}
}
}
}
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// Scripts/HumanoidRobot.cs
using UnityEngine;
public class HumanoidRobot : MonoBehaviour
{
[Header("Body Parts")]
public Transform torso;
public Transform head;
public Transform leftArm;
public Transform rightArm;
public Transform leftLeg;
public Transform rightLeg;
[Header("Joint Configuration")]
public float headRotationLimit = 45f;
public float armRotationLimit = 90f;
public float legRotationLimit = 60f;
void Start()
{
ValidateSetup();
}
void ValidateSetup()
{
if (torso == null) torso = transform.Find("torso");
if (head == null) head = transform.Find("head");
if (leftArm == null) leftArm = transform.Find("left_arm");
if (rightArm == null) rightArm = transform.Find("right_arm");
if (leftLeg == null) leftLeg = transform.Find("left_leg");
if (rightLeg == null) rightLeg = transform.Find("right_leg");
}
public void SetJointPositions(float headYaw, float leftArmAngle, float rightArmAngle,
float leftLegAngle, float rightLegAngle)
{
if (head != null)
{
head.localRotation = Quaternion.Euler(0, Mathf.Clamp(headYaw, -headRotationLimit, headRotationLimit), 0);
}
if (leftArm != null)
{
leftArm.localRotation = Quaternion.Euler(0, 0, Mathf.Clamp(leftArmAngle, -armRotationLimit, armRotationLimit));
}
if (rightArm != null)
{
rightArm.localRotation = Quaternion.Euler(0, 0, Mathf.Clamp(rightArmAngle, -armRotationLimit, armRotationLimit));
}
if (leftLeg != null)
{
leftLeg.localRotation = Quaternion.Euler(0, 0, Mathf.Clamp(leftLegAngle, -legRotationLimit, legRotationLimit));
}
if (rightLeg != null)
{
rightLeg.localRotation = Quaternion.Euler(0, 0, Mathf.Clamp(rightLegAngle, -legRotationLimit, legRotationLimit));
}
}
public void SetTorsoPosition(Vector3 position)
{
transform.position = position;
}
}
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// Scripts/AdvancedHumanoidController.cs
using UnityEngine;
using UnityEngine.Animations.Rigging;
[RequireComponent(typeof(Animator))]
public class AdvancedHumanoidController : MonoBehaviour
{
private Animator animator;
private RigBuilder rigBuilder;
[Header("Rig Configuration")]
public bool useRigging = true;
public Rig[] rigs;
[Header("IK Targets")]
public Transform leftHandTarget;
public Transform rightHandTarget;
public Transform leftFootTarget;
public Transform rightFootTarget;
void Start()
{
animator = GetComponent<Animator>();
rigBuilder = GetComponent<RigBuilder>();
SetupRigging();
}
void SetupRigging()
{
if (useRigging && rigBuilder != null)
{
rigBuilder.Build();
}
}
void Update()
{
if (useRigging)
{
UpdateIKTargets();
}
}
void UpdateIKTargets()
{
// Update inverse kinematics targets based on external input
// This could come from ROS messages or other sources
}
public void SetIKPositions(Vector3 leftHandPos, Vector3 rightHandPos,
Vector3 leftFootPos, Vector3 rightFootPos)
{
if (leftHandTarget != null) leftHandTarget.position = leftHandPos;
if (rightHandTarget != null) rightHandTarget.position = rightHandPos;
if (leftFootTarget != null) leftFootTarget.position = leftFootPos;
if (rightFootTarget != null) rightFootTarget.position = rightFootPos;
}
}
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// Scripts/RoomEnvironment.cs
using UnityEngine;
public class RoomEnvironment : MonoBehaviour
{
[Header("Room Dimensions")]
public Vector3 roomSize = new Vector3(10f, 5f, 8f);
[Header("Furniture")]
public GameObject[] furniturePrefabs;
public Transform furnitureParent;
[Header("Lighting")]
public Light mainLight;
public Color ambientColor = Color.gray;
[Header("Interactive Elements")]
public GameObject[] interactiveObjects;
void Start()
{
CreateRoomStructure();
AddFurniture();
SetupLighting();
ConfigureInteractiveElements();
}
void CreateRoomStructure()
{
// Create floor
CreateRoomWall(Vector3.zero, new Vector3(roomSize.x, 0.1f, roomSize.z), "Floor");
// Create walls
CreateRoomWall(new Vector3(0, roomSize.y / 2, 0),
new Vector3(roomSize.x, roomSize.y, 0.1f), "BackWall");
CreateRoomWall(new Vector3(0, roomSize.y / 2, roomSize.z),
new Vector3(roomSize.x, roomSize.y, 0.1f), "FrontWall");
CreateRoomWall(new Vector3(-roomSize.x / 2, roomSize.y / 2, roomSize.z / 2),
new Vector3(0.1f, roomSize.y, roomSize.z), "LeftWall");
CreateRoomWall(new Vector3(roomSize.x / 2, roomSize.y / 2, roomSize.z / 2),
new Vector3(0.1f, roomSize.y, roomSize.z), "RightWall");
}
GameObject CreateRoomWall(Vector3 position, Vector3 size, string name)
{
GameObject wall = GameObject.CreatePrimitive(PrimitiveType.Cube);
wall.name = name;
wall.transform.position = position;
wall.transform.localScale = size;
// Remove collider if it's the floor to allow robot movement
if (name != "Floor")
{
wall.AddComponent<BoxCollider>();
}
else
{
// Make floor a trigger for robot detection
wall.GetComponent<BoxCollider>().isTrigger = true;
}
return wall;
}
void AddFurniture()
{
if (furniturePrefabs.Length > 0 && furnitureParent != null)
{
// Randomly place furniture in the room
foreach (GameObject prefab in furniturePrefabs)
{
if (prefab != null)
{
Vector3 randomPos = new Vector3(
Random.Range(-roomSize.x / 3, roomSize.x / 3),
0,
Random.Range(0, roomSize.z / 2)
);
GameObject furniture = Instantiate(prefab, randomPos, Quaternion.identity, furnitureParent);
furniture.AddComponent<Rigidbody>(); // Make physics-enabled
}
}
}
}
void SetupLighting()
{
if (mainLight != null)
{
mainLight.type = LightType.Directional;
mainLight.color = Color.white;
mainLight.intensity = 1f;
}
RenderSettings.ambientLight = ambientColor;
}
void ConfigureInteractiveElements()
{
foreach (GameObject obj in interactiveObjects)
{
if (obj != null)
{
// Add interaction components
obj.AddComponent<InteractiveObject>();
}
}
}
}
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// Scripts/HRIInterface.cs
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class HRIInterface : MonoBehaviour
{
[Header("Robot Status Display")]
public TextMeshProUGUI statusText;
public Slider batterySlider;
public TextMeshProUGUI positionText;
[Header("Control Inputs")]
public Button moveForwardButton;
public Button moveBackwardButton;
public Button turnLeftButton;
public Button turnRightButton;
public Button stopButton;
[Header("Gesture Controls")]
public Button waveButton;
public Button pointButton;
public Button gestureMenuButton;
[Header("Camera Controls")]
public Button firstPersonButton;
public Button thirdPersonButton;
public Button birdEyeButton;
[Header("Visualization Settings")]
public Toggle showPathToggle;
public Toggle showSensorsToggle;
public Slider transparencySlider;
private HumanoidRobot robot;
void Start()
{
robot = FindObjectOfType<HumanoidRobot>();
SetupUIEvents();
UpdateStatusDisplay();
}
void SetupUIEvents()
{
// Movement controls
moveForwardButton.onClick.AddListener(() => MoveRobot(Vector3.forward));
moveBackwardButton.onClick.AddListener(() => MoveRobot(Vector3.back));
turnLeftButton.onClick.AddListener(() => TurnRobot(-1f));
turnRightButton.onClick.AddListener(() => TurnRobot(1f));
stopButton.onClick.AddListener(StopRobot);
// Gesture controls
waveButton.onClick.AddListener(() => PerformGesture("wave"));
pointButton.onClick.AddListener(() => PerformGesture("point"));
// Camera controls
firstPersonButton.onClick.AddListener(() => SwitchCamera("first"));
thirdPersonButton.onClick.AddListener(() => SwitchCamera("third"));
birdEyeButton.onClick.AddListener(() => SwitchCamera("bird"));
// Visualization toggles
showPathToggle.onValueChanged.AddListener(OnPathToggleChanged);
showSensorsToggle.onValueChanged.AddListener(OnSensorsToggleChanged);
transparencySlider.onValueChanged.AddListener(OnTransparencyChanged);
}
void MoveRobot(Vector3 direction)
{
if (robot != null)
{
robot.SetTorsoPosition(robot.transform.position + direction * Time.deltaTime * 2f);
UpdateStatusDisplay();
}
}
void TurnRobot(float direction)
{
if (robot != null)
{
robot.transform.Rotate(Vector3.up, direction * 90f * Time.deltaTime);
UpdateStatusDisplay();
}
}
void StopRobot()
{
// Stop robot movement
UpdateStatusDisplay();
}
void PerformGesture(string gestureName)
{
switch (gestureName)
{
case "wave":
// Animate waving gesture
StartCoroutine(AnimateWaveGesture());
break;
case "point":
// Animate pointing gesture
StartCoroutine(AnimatePointGesture());
break;
}
}
System.Collections.IEnumerator AnimateWaveGesture()
{
// Example wave animation
if (robot != null)
{
for (float t = 0; t < 1f; t += Time.deltaTime)
{
float angle = Mathf.Sin(t * Mathf.PI * 4) * 30f;
robot.SetJointPositions(0, angle, -angle, 0, 0);
yield return null;
}
// Return to neutral position
robot.SetJointPositions(0, 0, 0, 0, 0);
}
}
System.Collections.IEnumerator AnimatePointGesture()
{
// Example pointing animation
if (robot != null)
{
robot.SetJointPositions(0, 45, -45, 0, 0);
yield return new WaitForSeconds(1f);
robot.SetJointPositions(0, 0, 0, 0, 0);
}
}
void SwitchCamera(string cameraMode)
{
// Implement camera switching logic
switch (cameraMode)
{
case "first":
// Switch to first-person view
break;
case "third":
// Switch to third-person view
break;
case "bird":
// Switch to bird's eye view
break;
}
}
void OnPathToggleChanged(bool isOn)
{
// Show/hide robot path visualization
}
void OnSensorsToggleChanged(bool isOn)
{
// Show/hide sensor visualization
}
void OnTransparencyChanged(float value)
{
// Adjust robot transparency
if (robot != null)
{
SetTransparency(robot.gameObject, value);
}
}
void SetTransparency(GameObject obj, float transparency)
{
Renderer[] renderers = obj.GetComponentsInChildren<Renderer>();
foreach (Renderer renderer in renderers)
{
Color color = renderer.material.color;
color.a = 1f - transparency;
renderer.material.color = color;
}
}
void UpdateStatusDisplay()
{
if (robot != null && statusText != null)
{
statusText.text = $"Status: Active\nPosition: {robot.transform.position}";
positionText.text = $"X: {robot.transform.position.x:F2}, Y: {robot.transform.position.y:F2}, Z: {robot.transform.position.z:F2}";
}
}
}
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// Scripts/SensorVisualization.cs
using UnityEngine;
public class SensorVisualization : MonoBehaviour
{
[Header("Sensor Configuration")]
public float lidarRange = 10f;
public int lidarBeams = 360;
public float cameraFOV = 60f;
public float cameraRange = 5f;
[Header("Visualization Settings")]
public Color lidarColor = Color.red;
public Color cameraColor = Color.blue;
public bool showSensors = true;
private LineRenderer lidarRenderer;
private GameObject cameraVisualization;
void Start()
{
SetupLidarVisualization();
SetupCameraVisualization();
}
void SetupLidarVisualization()
{
lidarRenderer = gameObject.AddComponent<LineRenderer>();
lidarRenderer.material = new Material(Shader.Find("Sprites/Default"));
lidarRenderer.color = lidarColor;
lidarRenderer.startWidth = 0.02f;
lidarRenderer.endWidth = 0.02f;
lidarRenderer.positionCount = lidarBeams + 1; // +1 to close the circle
}
void SetupCameraVisualization()
{
cameraVisualization = new GameObject("CameraVisualization");
cameraVisualization.transform.SetParent(transform);
// Create pyramid mesh to represent camera view frustum
}
void Update()
{
if (showSensors)
{
UpdateLidarVisualization();
UpdateCameraVisualization();
}
}
void UpdateLidarVisualization()
{
if (lidarRenderer != null)
{
Vector3[] positions = new Vector3[lidarBeams + 1];
for (int i = 0; i < lidarBeams; i++)
{
float angle = (float)i / lidarBeams * Mathf.PI * 2f;
Vector3 direction = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle));
// Perform raycast to find obstacles
if (Physics.Raycast(transform.position, direction, out RaycastHit hit, lidarRange))
{
positions[i] = hit.point;
}
else
{
positions[i] = transform.position + direction * lidarRange;
}
}
// Close the circle
positions[lidarBeams] = positions[0];
lidarRenderer.SetPositions(positions);
}
}
void UpdateCameraVisualization()
{
// Update camera frustum visualization based on current position and orientation
}
}
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// Scripts/VisualizationOptimizer.cs
using UnityEngine;
public class VisualizationOptimizer : MonoBehaviour
{
[Header("Performance Settings")]
public float maxFramerate = 60f;
public bool useLOD = true;
public float lodDistance = 10f;
public bool cullDistantObjects = true;
[Header("Quality Settings")]
public bool enableShadows = true;
public bool enableReflections = true;
public int textureQuality = 2; // 0=low, 1=medium, 2=high
private Camera mainCamera;
void Start()
{
mainCamera = Camera.main;
ApplyQualitySettings();
Application.targetFrameRate = Mathf.RoundToInt(maxFramerate);
}
void ApplyQualitySettings()
{
QualitySettings.shadowDistance = enableShadows ? 50f : 10f;
QualitySettings.shadowResolution = enableShadows ? ShadowResolution.High : ShadowResolution.Low;
// Set texture quality
QualitySettings.masterTextureLimit = 3 - textureQuality; // 0=full, 3=1/8 resolution
}
void Update()
{
if (useLOD)
{
UpdateLOD();
}
if (cullDistantObjects)
{
CullDistantObjects();
}
}
void UpdateLOD()
{
// Example LOD system
LODGroup[] lodGroups = FindObjectsOfType<LODGroup>();
foreach (LODGroup lodGroup in lodGroups)
{
float distance = Vector3.Distance(mainCamera.transform.position, lodGroup.transform.position);
lodGroup.animateCrossFading = distance < lodDistance * 2f;
}
}
void CullDistantObjects()
{
Renderer[] renderers = FindObjectsOfType<Renderer>();
foreach (Renderer renderer in renderers)
{
float distance = Vector3.Distance(mainCamera.transform.position, renderer.transform.position);
renderer.enabled = distance < lodDistance * 3f;
}
}
}
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// Scripts/ROSIntegration.cs
using UnityEngine;
using Unity.Robotics.ROSTCPConnector;
using RosMessageTypes.Sensor;
using RosMessageTypes.Geometry;
public class ROSIntegration : MonoBehaviour
{
private ROSConnection ros;
private HumanoidRobot robot;
[Header("ROS Topics")]
public string jointStateTopic = "joint_states";
public string robotCommandTopic = "robot_command";
public string sensorDataTopic = "sensor_data";
void Start()
{
ros = ROSConnection.instance;
robot = FindObjectOfType<HumanoidRobot>();
// Subscribe to ROS topics
ros.Subscribe<sensor_msgs.JointStateMsg>(jointStateTopic, OnJointStateReceived);
ros.Subscribe<geometry_msgs.TwistMsg>(robotCommandTopic, OnRobotCommandReceived);
}
void OnJointStateReceived(sensor_msgs.JointStateMsg jointState)
{
// Update Unity robot visualization based on ROS joint states
if (robot != null)
{
// Update each joint position based on ROS message
for (int i = 0; i < jointState.name.Length && i < jointState.position.Length; i++)
{
robot.SetJointPosition(jointState.name[i], jointState.position[i]);
}
}
}
void OnRobotCommandReceived(geometry_msgs.TwistMsg cmd)
{
// Update visualization based on robot commands
if (robot != null)
{
// Visualize intended movement
robot.SetTargetVelocity(new Vector3((float)cmd.linear.x, (float)cmd.linear.y, (float)cmd.linear.z));
}
}
public void SendRobotCommand(geometry_msgs.TwistMsg command)
{
ros.Publish(robotCommandTopic, command);
}
}
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