Developer One 2024-05-28
20240528
@fd90b645c9b1166f8f2c807deb11c284517fb79c
VRTK/Assets/00.MAINSTREAM/Scenes/InitScene.unity
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VRTK/Assets/00.MAINSTREAM/Scenes/PlayScene.unity
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VRTK/Assets/00.MAINSTREAM/Scripts/Manager/LoadManager.cs (deleted)
--- VRTK/Assets/00.MAINSTREAM/Scripts/Manager/LoadManager.cs
@@ -1,196 +0,0 @@
-/* ================================================================================================================================================================
- *  이 코드는 (주)메타모션 임직원에 의해 작성되었으며, 이 코드와 관련한 모든 권리는 (주)메타모션에 귀속됩니다.
- *  Copyright © MetaMotion Inc. All rights reserved.
- * ================================================================================================================================================================ */
-using Oculus.Platform.Models;
-using Oculus.Platform;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.SceneManagement;
-using System.Linq;
-using TMPro;
-
-/// <summary>
-///     로드 및 패칭을 담당하는 클래스
-/// </summary>
-public class LoadManager : MonoBehaviour
-{
-    public string nextScene;                        //  불러야 할 다음 씬의 이름
-    public string[] requiredAssetBundles;           //  받아야 하는 에셋번들의 이름 String Array 
-    public TMPro.TMP_Text nowPresentTxt;            //  현재 진행 사항을 표시할 텍스트
-    public LoadingImg loadingImg;                   //  로딩 이미지 오브젝트
-    public TMP_Text debugTxt;                       //  디버그용 텍스트 오브젝트
-
-    /// <summary>
-    ///     클래스 내 변수 초기화 및 데이터 로드 명령
-    /// </summary>
-    /// <param name="sceneName"> 호출할 다음 신 이름 </param>
-    public void LoadData(string sceneName)
-    {
-        nextScene = sceneName;
-        Init();
-    }
-
-    /// <summary>
-    ///     클래스 내 변수 초기화 메소드
-    /// </summary>
-    private void Init()
-    {
-        requiredAssetBundles = null;
-        loadingImg.StartLoadingImg();
-        nowPresentTxt.gameObject.SetActive(false);
-
-        StartCoroutine(StartQueueLoading());
-    }
-
-    /// <summary>
-    ///     필요한 에셋번들이 전부 에셋파일로 다운받아졌는지 확인하는 메소드
-    /// </summary>
-    /// <returns> 필요한 에셋번들이 전부 존재하면 True </returns>
-    private bool AssetBundleAllExist()
-    {
-        if (AppDataRepo.Instance.CheckDeveloperMode()) return true;
-
-        int totalRequired = requiredAssetBundles.Length;
-        debugTxt.text += $"START #: {totalRequired}\n";
-        List<AssetFileUnitForm> assetList_ = AppDataRepo.Instance.GetAssetFileList();
-        foreach (AssetFileUnitForm af in assetList_)
-        {
-            debugTxt.text += $"FILE: {af.fileName}\n";
-            if (requiredAssetBundles.Contains(af.fileName)) { totalRequired--; }
-            debugTxt.text += $"#: {totalRequired}\n";
-        }
-        debugTxt.text += $"END #: {totalRequired}\n";
-        return (totalRequired <= 0);
-    }
-
-    /// <summary>
-    ///     에셋번들명 리스트를 받아서 해당 에셋파일이 있는지 확인 후 로딩 실시
-    /// </summary>
-    /// <returns> yield return </returns>
-    IEnumerator StartQueueLoading()
-    {
-        nowPresentTxt.gameObject.SetActive(true);
-        loadingImg.gameObject.SetActive(true);
-
-        nowPresentTxt.text = "Checking File Integrity...";
-        List<AssetBundleNameUnit> abNameList_ = AppDataRepo.Instance.GetAssetBundleNameList().datalist;
-        foreach (AssetBundleNameUnit ab in abNameList_)
-        {
-            if (ab.scene.CompareTo(nextScene) == 0)
-            {
-                requiredAssetBundles = ab.bundleName;
-                break;
-            }
-        }
-        if (requiredAssetBundles == null || !AssetBundleAllExist())
-        {
-            debugTxt.text += "ERROR ENTERED!";
-            Debug.LogError("REQUIRED FILES LOADING ERROR. PLEASE REINSTALL THE APP.");
-#if !UNITY_EDITOR
-            // UnityEngine.Application.Quit();   
-#endif
-        }
-
-        nowPresentTxt.text = "Loading Files...";
-        foreach (string str in requiredAssetBundles)
-        {
-            debugTxt.text += $"{str}\n";
-            yield return StartCoroutine(MMHelper.AsyncLoader(str));
-        }
-
-        debugTxt.text += $"VRUI #: {AssetBundleRepo.Instance.GetAssetBundleList(1).Count}\n";
-        debugTxt.text += $"VROBJ #: {AssetBundleRepo.Instance.GetAssetBundleList(2).Count}\n";
-        debugTxt.text += $"VRMAP #: {AssetBundleRepo.Instance.GetAssetBundleList(3).Count}\n";
-        debugTxt.text += $"VRTAEKWONDO #: {AssetBundleRepo.Instance.GetAssetBundleList(4).Count}\n";
-        debugTxt.text += $"PARTICLE #: {AssetBundleRepo.Instance.GetAssetBundleList(5).Count}\n";
-
-        nowPresentTxt.text = "Loading Complete!";
-        
-        // StartCoroutine(StartLoadingScene(nextScene));
-    }
-
-    // 씬 호출 코루틴
-    IEnumerator StartLoadingScene(string sceneName)
-    {
-        
-        AsyncOperation op_ = SceneManager.LoadSceneAsync(sceneName);
-
-        // 장면이 준비된 즉시 장면이 활성화되는 것을 허용하는 옵션 활성화
-        op_.allowSceneActivation = false;
-
-
-        // 동작이 완료될 때까지 반복한다.
-        while (!op_.isDone)
-        {
-            yield return null;
-
-            if (0.9f <= op_.progress)
-            {
-                op_.allowSceneActivation = true;                
-            }
-        }
-    }
-      
-
-    /// <summary>
-    ///     AssetBundleDLC
-    ///     
-    ///     파일 이름을 받아서 해당 파일 에셋을 다운로드 처리
-    /// </summary>
-    /// <param name="fileName"></param>
-    private void DownloadAssetFile(string fileName)
-    {
-        int tempAssetIndex_ = AppDataRepo.Instance.GetAssetFileList().FindIndex(a => a.fileName == fileName);
-
-        //debugTxt.text += $"path : {File.Exists(Define.FULL_FILE_PATH + AppDataRepo.Instance.assetBundleDataList[tempInt_].fileName)}\n";
-
-        AssetFile.DownloadById(AppDataRepo.Instance.GetAssetFileList()[tempAssetIndex_].assetId).OnComplete(GetDownloadByIdCallBack);
-    }
-
-    /// <summary>
-    ///     GetDownloadByIdCallBack
-    ///     
-    ///     message를 받아서 관련 에셋 파일을 다운받는 함수
-    /// </summary>
-    /// <param name="msg"></param>
-    private void GetDownloadByIdCallBack(Message<AssetFileDownloadResult> msg)
-    {
-
-        if (msg.IsError)
-        {
-            return;
-        }
-
-        // 에셋 파일의 다운로드 진행 사황을 나타내기 위해서 사용
-        AssetFile.SetDownloadUpdateNotificationCallback(call =>
-        {
-            AssetFileDownloadUpdate downloadUpdate = call.GetAssetFileDownloadUpdate();
-
-
-            if (downloadUpdate != null)
-            {
-                //debugTxt.text += $"{downloadUpdate.AssetId} trans {downloadUpdate.BytesTransferred} total {downloadUpdate.BytesTotal}";
-
-                // 에셋 파일의 다운로드가 완료되었다면 실행
-                if (downloadUpdate.Completed)
-                {
-                    // 경로에 파일이 생겼으니 로드하여 사용한다.
-
-                    //AssetFileDownloadResult assetInfo_ = msg.GetAssetFileDownloadResult();
-                    //debugTxt.text += $"DownloadAsset : {assetInfo_.Filepath} {assetInfo_.AssetId}" +
-                    //$" AssetFileDownloadResult : {File.Exists(assetInfo_.Filepath)}" +
-                    //$" path : {File.Exists(Define.FULL_FILE_PATH + AppDataRepo.Instance.assetBundleDataList.Find(x => x.fileName == "TAEKWONDO_initList_DLC.json").fileName)}\n";
-                }
-            }
-            else
-            {
-                //debugTxt.text += "SetDownloadUpdateNotificationCallback null";
-            }
-        });
-
-    }
-
-}
-
 
VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PlayUIManager.cs (added)
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PlayUIManager.cs
@@ -0,0 +1,18 @@
+// INCOMPLETE CODE!!!
+
+/* ================================================================================================================================================================
+ *  이 코드는 (주)메타모션 임직원에 의해 작성되었으며, 이 코드와 관련한 모든 권리는 (주)메타모션에 귀속됩니다.
+ *  Copyright © MetaMotion Inc. All rights reserved.
+ * ================================================================================================================================================================ */
+
+using UnityEngine;
+
+public class PlayUIManager : MonoBehaviour
+{
+    private float spawnDistance;
+    
+    private void Start()
+    {
+        spawnDistance = 0.7f;
+    }
+}
 
VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PlayUIManager.cs.meta (added)
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PlayUIManager.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: afa3cb6dd2d3538429b04a7c73d4ab4a
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PrepAppRecordManager.cs
--- VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PrepAppRecordManager.cs
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PrepAppRecordManager.cs
@@ -19,12 +19,16 @@
 /// </summary>
 public class PrepAppRecordManager : MonoBehaviour
 {
-    public GameObject metamotionUI;                     //  회사 로고 오브젝트
-    public GameObject appUI;                            //  스텝마스터 앱 로고 오브젝트
-    public GameObject pressTxtObj;                      //  PRESS ANY KEY 라인 오브젝트
-    public InputActionProperty anyKeyInput = new();     //  키를 받아주는 프로퍼티
-    public LoadManager loadManager;                     //  로드와 패치를 담당하는 Manager
-    public TMP_Text debugTxt;                           //  디버그용 텍스트 오브젝트
+    [SerializeField]
+    private GameObject metamotionUI;                     //  회사 로고 오브젝트
+    [SerializeField]
+    private GameObject appUI;                            //  스텝마스터 앱 로고 오브젝트
+    [SerializeField]
+    private GameObject pressTxtObj;                      //  PRESS ANY KEY 라인 오브젝트
+    [SerializeField]
+    private InputActionProperty anyKeyInput = new();     //  키를 받아주는 프로퍼티
+    [SerializeField]
+    private PrepLoadManager loadManager;                 //  로드와 패치를 담당하는 Manager
     private bool oneClick;                              //  한 번만 클릭을 하게끔 제어하는 변수
     private bool oneLoad;                               //  한 번만 로드 Manager를 부르게끔 제어하는 변수
 
@@ -53,10 +57,10 @@
         AppDataRepo.Instance.Builder();
         AssetBundleRepo.Instance.Builder();
 #if UNITY_EDITOR
-        AppDataRepo.Instance.SetDeveloperMode();
+        AppDataRepo.Instance.IsDeveloperMode = true;
 #endif
-        AppDataRepo.Instance.SetTaekwonDataList(JsonUtility.FromJson<TaekwonDataList>(tkInstContentTxt));
-        AppDataRepo.Instance.SetAssetBundleNameList(JsonUtility.FromJson<AssetBundleNameList>(sceneABNameTxt));
+        AppDataRepo.Instance.TaekwonDataList = JsonUtility.FromJson<TaekwonDataList>(tkInstContentTxt);
+        AppDataRepo.Instance.AssetBundleNameList = JsonUtility.FromJson<AssetBundleNameList>(sceneABNameTxt);
         try
         {
             AssetFile.GetList().OnComplete(GetAssetBundleCallBack);
@@ -108,9 +112,9 @@
     }
 
     /// <summary>
-    ///     앱의 에셋파일 리스트를 각각 파싱하여 파일명을 찾고, AppDataRepo의  리스트 구성
+    ///     앱의 에셋파일 리스트를 각각 파싱하여 파일명을 찾고, AppDataRepo의 assetFileList 구성
     /// </summary>
-    /// <param name="msg"> Callback 메세지 </param>
+    /// <param name="msg"></param>
     private void GetAssetBundleCallBack(Message<AssetDetailsList> msg)
     {
         if (msg.IsError)
 
VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PrepLoadManager.cs (added)
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PrepLoadManager.cs
@@ -0,0 +1,126 @@
+/* ================================================================================================================================================================
+ *  이 코드는 (주)메타모션 임직원에 의해 작성되었으며, 이 코드와 관련한 모든 권리는 (주)메타모션에 귀속됩니다.
+ *  Copyright © MetaMotion Inc. All rights reserved.
+ * ================================================================================================================================================================ */
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using System.Linq;
+using TMPro;
+
+/// <summary>
+///     로드 및 패칭을 담당하는 클래스
+/// </summary>
+public class PrepLoadManager : MonoBehaviour
+{
+    [SerializeField]
+    private string nextScene;                        //  불러야 할 다음 씬의 이름
+    [SerializeField]
+    private string[] requiredAssetBundles;           //  받아야 하는 에셋번들의 이름 String Array 
+    [SerializeField]
+    private TMPro.TMP_Text nowPresentTxt;            //  현재 진행 사항을 표시할 텍스트
+    [SerializeField]
+    private LoadingImg loadingImg;                   //  로딩 이미지 오브젝트
+    [SerializeField]
+    private TMP_Text debugTxt;                       //  디버그용 텍스트 오브젝트
+
+    /// <summary>
+    ///     클래스 내 변수 초기화 및 데이터 로드 명령
+    /// </summary>
+    /// <param name="sceneName"> 호출할 다음 씬 이름 </param>
+    public void LoadData(string sceneName)
+    {
+        nextScene = sceneName;
+        Init();
+    }
+
+    /// <summary>
+    ///     클래스 내 변수 초기화 후 로딩 스타트 명령
+    /// </summary>
+    private void Init()
+    {
+        requiredAssetBundles = null;
+        loadingImg.StartLoadingImg();
+        nowPresentTxt.gameObject.SetActive(false);
+
+        StartCoroutine(StartQueueLoading());
+    }
+
+    /// <summary>
+    ///     필요한 에셋번들이 전부 에셋파일로 다운받아졌는지 확인하는 메소드
+    /// </summary>
+    /// <returns> 필요한 에셋번들이 전부 존재하면 True </returns>
+    private bool AssetBundleAllExist()
+    {
+        if (AppDataRepo.Instance.IsDeveloperMode) return true;
+
+        int totalRequired = requiredAssetBundles.Length;
+        List<AssetFileUnitForm> assetList_ = AppDataRepo.Instance.GetAssetFileList();
+        foreach (AssetFileUnitForm af in assetList_)
+        {
+            if (requiredAssetBundles.Contains(af.fileName)) { totalRequired--; }
+        }
+        return totalRequired <= 0;
+    }
+
+    /// <summary>
+    ///     에셋번들명 리스트를 받아서 해당 에셋파일이 있는지 확인 후 로딩 실시
+    /// </summary>
+    /// <returns> 에셋번들의 비동기 로딩을 위한 yield return </returns>
+    IEnumerator StartQueueLoading()
+    {
+        nowPresentTxt.gameObject.SetActive(true);
+        loadingImg.gameObject.SetActive(true);
+
+        nowPresentTxt.text = "Checking File Integrity...";
+        List<AssetBundleNameUnit> abNameList_ = AppDataRepo.Instance.AssetBundleNameList.datalist;
+        foreach (AssetBundleNameUnit ab in abNameList_)
+        {
+            if (ab.scene.CompareTo(nextScene) == 0)
+            {
+                requiredAssetBundles = ab.bundleName;
+                break;
+            }
+        }
+        if (requiredAssetBundles == null || !AssetBundleAllExist())
+        {
+            Debug.LogError("REQUIRED FILES LOADING ERROR. PLEASE REINSTALL THE APP.");
+#if !UNITY_EDITOR
+            UnityEngine.Application.Quit();
+#endif
+        }
+
+        nowPresentTxt.text = "Loading Files...";
+        foreach (string str in requiredAssetBundles)
+        {
+            debugTxt.text += $"{str}\n";
+            yield return StartCoroutine(MMHelper.AsyncLoader(str));
+        }
+        nowPresentTxt.text = "Loading Complete!";
+        
+        StartCoroutine(StartLoadingScene(nextScene));
+    }
+
+    /// <summary>
+    ///     90% 이상 씬 로딩이 완료되었을 때 그 다음 씬으로 이동해주는 메소드
+    /// </summary>
+    /// <param name="sceneName"> 호출할 다음 씬 이름 </param>
+    /// <returns> IEnumerator 타입으로 인한 null값 yield return </returns>
+    IEnumerator StartLoadingScene(string sceneName)
+    {
+        AsyncOperation op_ = SceneManager.LoadSceneAsync(sceneName);
+
+        op_.allowSceneActivation = false;
+        while (!op_.isDone)
+        {
+            yield return null;
+
+            if (0.9f <= op_.progress)
+            {
+                op_.allowSceneActivation = true;                
+            }
+        }
+    }
+}
+
VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PrepLoadManager.cs.meta (Renamed from VRTK/Assets/00.MAINSTREAM/Scripts/Manager/LoadManager.cs.meta)
--- VRTK/Assets/00.MAINSTREAM/Scripts/Manager/LoadManager.cs.meta
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PrepLoadManager.cs.meta
No changes
VRTK/Assets/00.MAINSTREAM/Scripts/Repo/AppDataRepo.cs
--- VRTK/Assets/00.MAINSTREAM/Scripts/Repo/AppDataRepo.cs
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Repo/AppDataRepo.cs
@@ -30,16 +30,31 @@
     }
 
     /// <summary>
-    ///     JSON 파일에서 추출한 태권도 데이터리스트를 받아옴 
+    ///     taekwonDataList 변수를 사용하는 프로퍼티
     /// </summary>
-    /// <returns> 태권도 데이터 인스턴스 ( TaekwonDataList ) </returns>
-    public TaekwonDataList GetTaekwonDataList() { return taekwonDataList; }
+    public TaekwonDataList TaekwonDataList
+    {
+        get { return taekwonDataList; }
+        set { taekwonDataList = value; }
+    }
 
     /// <summary>
-    ///     JSON 파일에서 추출한 에셋번들명 데이터리스트를 받아옴
+    ///     assetBundleNameList 변수를 사용하는 프로퍼티
     /// </summary>
-    /// <returns> 에셋번들명 데이터 인스턴스 </returns>
-    public AssetBundleNameList GetAssetBundleNameList() {  return assetBundleNameList; }
+    public AssetBundleNameList AssetBundleNameList
+    {
+        get { return assetBundleNameList; }
+        set { assetBundleNameList = value; }
+    }
+
+    /// <summary>
+    ///     isDeveloperMode 변수를 사용하는 프로퍼티
+    /// </summary>
+    public bool IsDeveloperMode
+    {
+        get { return isDeveloperMode; }
+        set { isDeveloperMode = value; }
+    }
 
     /// <summary> 
     ///     에셋 정보 리스트를 받아옴 
@@ -52,23 +67,6 @@
     /// </summary>
     /// <returns> 구매항목 리스트 ( List<PurchaseListForm> ) </returns>
     public List<PurchaseListForm> GetPurchaseList() { return purchaseList; }
-
-    /// <summary>
-    ///     이 인스턴스의 태권도 데이터리스트 변수에 값을 저장
-    /// </summary>
-    /// <param name="tkDataList"> JsonUtility.FromJson을 통해 받은 값 </param>
-    public void SetTaekwonDataList(TaekwonDataList tkDataList) { this.taekwonDataList = tkDataList; }
-
-    /// <summary>
-    ///     이 인스턴스의 에셋번들명 데이터리스트 변수에 값을 저장
-    /// </summary>
-    /// <param name="abNameList"> JsonUtility.FromJson을 통해 받은 값 </param>
-    public void SetAssetBundleNameList(AssetBundleNameList abNameList) { this.assetBundleNameList = abNameList; }
-
-    /// <summary>
-    ///     개발자 모드를 지정해줌 ( True로 변환 )
-    /// </summary>
-    public void SetDeveloperMode() { this.isDeveloperMode = true; }
 
     /// <summary> 
     ///     에셋 정보 리스트에 한 데이터를 추가하게 해주는 메소드
@@ -112,9 +110,4 @@
     /// <returns> 모든 리스트가 로드되었는지 체크 ( bool ) </returns>
     public bool CheckLoadComplete() { return assetFileListLoaded && purchaseListLoaded; }
 
-    /// <summary>
-    ///     개발자 모드를 나타내는 flag 값을 리턴하는 메소드
-    /// </summary>
-    /// <returns> 개발자 모드를 체크 ( bool; T:개발자 모드 ) </returns>
-    public bool CheckDeveloperMode() { return isDeveloperMode; }
 }
VRTK/Assets/00.MAINSTREAM/Scripts/Repo/AssetBundleRepo.cs
--- VRTK/Assets/00.MAINSTREAM/Scripts/Repo/AssetBundleRepo.cs
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Repo/AssetBundleRepo.cs
@@ -29,7 +29,7 @@
     ///     매개변수에 따라 케이스에 맞는 에셋번들 리스트를 반환하는 메소드 
     /// </summary>
     /// <param name="bundleNum"> 케이스를 알려주는 매개변수 ( MMDefine assetBundleConvetion 리전 참조 ) </param>
-    /// <returns></returns>
+    /// <returns> 각 케이스에 맞는 에셋번들 리스트 ( List<AssetBundle> ) </returns>
     public List<AssetBundle> GetAssetBundleList (int bundleNum)
     {
         if (bundleNum == 1) { return vruiBundles; }
 
VRTK/Assets/00.MAINSTREAM/Scripts/Repo/UserDataRepo.cs (added)
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Repo/UserDataRepo.cs
@@ -0,0 +1,44 @@
+// INCOMPLETE CODE!!!
+
+/* ================================================================================================================================================================
+ *  이 코드는 (주)메타모션 임직원에 의해 작성되었으며, 이 코드와 관련한 모든 권리는 (주)메타모션에 귀속됩니다.
+ *  Copyright © MetaMotion Inc. All rights reserved.
+ * ================================================================================================================================================================ */
+using UnityEngine;
+
+public class UserDataRepo : MMSingleton<UserDataRepo>
+{
+    private Transform userTrans;
+    private Transform userHeadTrans;
+    private GameObject controllerUI;
+
+    /// <summary>
+    ///     이 인스턴스를 생성하며 클래스 변수를 초기화함
+    /// </summary>
+    public override void Builder()
+    {
+        GameObject tempPlayerObj_ = GameObject.FindWithTag(Define.PLAYER_TAG);
+        userTrans = tempPlayerObj_.transform;
+        userHeadTrans = GameObject.FindWithTag(Define.MAIN_CAMERA_TAG).transform;
+    }
+
+    /// <summary>
+    ///     유저의 트랜스폼 정보를 가져오는 프로퍼티
+    /// </summary>
+    /// <returns> User Transform 오브젝트 </returns>
+    public Transform UserTransform
+    {
+        get { return  userTrans; }
+        set { userTrans = value; }
+    }
+
+    /// <summary>
+    ///     유저 머리의 트랜스폼 정보를 가져오는 프로퍼티
+    /// </summary>
+    public Transform UserHeadTrans
+    {
+        get { return userHeadTrans; }
+        set { userHeadTrans = value; }
+    }
+    
+}
 
VRTK/Assets/00.MAINSTREAM/Scripts/Repo/UserDataRepo.cs.meta (added)
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Repo/UserDataRepo.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 850adad42a21eb74b8b0cfd3396bade2
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
VRTK/Assets/00.MAINSTREAM/Scripts/Utils/MMHelper.cs
--- VRTK/Assets/00.MAINSTREAM/Scripts/Utils/MMHelper.cs
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Utils/MMHelper.cs
@@ -1,7 +1,11 @@
 using System.Collections;
-using System.Collections.Generic;
+using Oculus.Platform;
+using Oculus.Platform.Models;
 using UnityEngine;
 
+/// <summary>
+///     여러 유틸리티형 헬퍼 메소드를 저장해두는 곳
+/// </summary>
 public static class MMHelper
 {
     /// <summary>
@@ -36,4 +40,56 @@
 
         AssetBundleRepo.Instance.AddAssetBundle(caseNum, req_.assetBundle);
     }
+
+    /// <summary>     
+    ///     파일 이름을 받아서 해당 파일 에셋을 다운로드 처리
+    /// </summary>
+    /// <param name="fileName"> 다운로드 받을 파일명 </param>
+    public static void DownloadAssetFile(string fileName)
+    {
+        int tempAssetIndex_ = AppDataRepo.Instance.GetAssetFileList().FindIndex(a => a.fileName == fileName);
+        AssetFile.DownloadById(AppDataRepo.Instance.GetAssetFileList()[tempAssetIndex_].assetId).OnComplete(GetDownloadByIdCallBack);
+    }
+
+    /// <summary>
+    ///     message를 받아서 관련 에셋 파일을 다운받는 함수
+    /// </summary>
+    /// <param name="msg"> 콜백 메세지 </param>
+    private static void GetDownloadByIdCallBack(Message<AssetFileDownloadResult> msg)
+    {
+        if (msg.IsError)
+        {
+            return;
+        }
+
+        // 에셋 파일의 다운로드 진행 사황을 나타내기 위해서 사용
+        AssetFile.SetDownloadUpdateNotificationCallback(call =>
+        {
+            AssetFileDownloadUpdate downloadUpdate = call.GetAssetFileDownloadUpdate();
+
+
+            if (downloadUpdate != null)
+            {
+                //debugTxt.text += $"{downloadUpdate.AssetId} trans {downloadUpdate.BytesTransferred} total {downloadUpdate.BytesTotal}";
+
+                // 에셋 파일의 다운로드가 완료되었다면 실행
+                if (downloadUpdate.Completed)
+                {
+                    // 경로에 파일이 생겼으니 로드하여 사용한다.
+
+                    //AssetFileDownloadResult assetInfo_ = msg.GetAssetFileDownloadResult();
+                    //debugTxt.text += $"DownloadAsset : {assetInfo_.Filepath} {assetInfo_.AssetId}" +
+                    //$" AssetFileDownloadResult : {File.Exists(assetInfo_.Filepath)}" +
+                    //$" path : {File.Exists(Define.FULL_FILE_PATH + AppDataRepo.Instance.assetBundleDataList.Find(x => x.fileName == "TAEKWONDO_initList_DLC.json").fileName)}\n";
+                }
+            }
+            else
+            {
+                //debugTxt.text += "SetDownloadUpdateNotificationCallback null";
+            }
+        });
+
+    }
+
+
 }
VRTK/Assets/01.Junil/Script/Lobby/UIManager.cs
--- VRTK/Assets/01.Junil/Script/Lobby/UIManager.cs
+++ VRTK/Assets/01.Junil/Script/Lobby/UIManager.cs
@@ -1,10 +1,6 @@
 using BNG;
-using System.CodeDom;
 using System.Collections;
 using System.Collections.Generic;
-using System.Reflection;
-using System.Runtime.Remoting.Metadata.W3cXsd2001;
-using Unity.VisualScripting;
 using UnityEngine;
 using UnityEngine.InputSystem;
 using UnityEngine.SceneManagement;
@@ -74,7 +70,6 @@
 
     private void Start()
     {
-
         UIPointer rightUIPointer = playerTrans.GetComponentInChildren<UIPointer>();
         vrPointer = rightUIPointer.GetCursorTrans();
 
 
VRTK/Assets/AK Studio Art/A Window to the World/Built-in Extract Me.unitypackage.meta (deleted)
--- VRTK/Assets/AK Studio Art/A Window to the World/Built-in Extract Me.unitypackage.meta
@@ -1,7 +0,0 @@
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VRTK/Assets/AK Studio Art/A Window to the World/HDRP Extract Me.unitypackage.meta (deleted)
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VRTK/Assets/AK Studio Art/A Window to the World/URP Extract Me.unitypackage.meta (deleted)
--- VRTK/Assets/AK Studio Art/A Window to the World/URP Extract Me.unitypackage.meta
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VRTK/Assets/Oculus/OculusProjectConfig.asset
--- VRTK/Assets/Oculus/OculusProjectConfig.asset
+++ VRTK/Assets/Oculus/OculusProjectConfig.asset
@@ -39,5 +39,5 @@
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-  ovrPluginMd5Android: b11c9996e5f49cf2c13b34f2f4bb8d16838c34c63c266e4bbbf0b4a12e198fd6
+  ovrPluginMd5Win64: e2f96821b9509a5aaf6b44cbb176818306dace256e4d98eb0e780341e5755f29
+  ovrPluginMd5Android: b11c9996e5f49cf2c13b34f2f4bb8d1643791d49c52235f37c8dac58ecba1a7a
 
VRTK/Assets/Plugins/Easy Save 3/Editor/ES3Asmdefs.unitypackage.meta (deleted)
--- VRTK/Assets/Plugins/Easy Save 3/Editor/ES3Asmdefs.unitypackage.meta
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VRTK/Assets/VRRes/VRUI/00.Prefab/VRUI_TK.prefab
--- VRTK/Assets/VRRes/VRUI/00.Prefab/VRUI_TK.prefab
+++ VRTK/Assets/VRRes/VRUI/00.Prefab/VRUI_TK.prefab
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+  m_AnchorMin: {x: 0, y: 0}
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+  m_AnchorMin: {x: 0, y: 0}
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+  m_AnchorMin: {x: 0, y: 0}
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