void Awake()
        {
#if UNITY_EDITOR
            lastAutoReloadPollTime = AutoReloadPollTime;
#endif
            DontDestroyOnLoad(gameObject);
            Bindings.Open(MemorySize);
        }
        void Start()
        {
#if UNITY_EDITOR
            lastAutoReloadPollTime = AutoReloadPollTime;
#endif
            DontDestroyOnLoad(gameObject);
            Bindings.Open(MemorySize);
#if UNITY_EDITOR
            onPlayModeStateChange = OnEditorStateChanged;
            EditorApplication.playModeStateChanged += onPlayModeStateChange;
#endif
        }
Beispiel #3
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        void Awake()
        {
            Debug.Log("BootScript - Awake");

            Screen.SetResolution(1200, 1800, false);
            Application.targetFrameRate = 60;

#if UNITY_EDITOR
            lastAutoReloadPollTime = AutoReloadPollTime;
#endif
            DontDestroyOnLoad(gameObject);
            Bindings.Open(MemorySize);
        }
Beispiel #4
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        void Start()
        {
#if UNITY_EDITOR
            lastAutoReloadPollTime = AutoReloadPollTime;
#endif
            DontDestroyOnLoad(gameObject);
            Bindings.Open(MemorySize);
#if UNITY_EDITOR
            onPlayModeStateChange = OnEditorStateChanged;
            EditorApplication.playModeStateChanged += onPlayModeStateChange;
#endif

            var nativeScriptHandle = FindObjectOfType <Native.AbstractBaseNativeScript>();
            gameSettings.SetupNativeScriptStates(nativeScriptHandle);
        }
Beispiel #5
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 void Awake()
 {
     DontDestroyOnLoad(gameObject);
     Bindings.Open();
 }
Beispiel #6
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 void Awake()
 {
     DontDestroyOnLoad(gameObject);
     Bindings.Open(MaxManagedObjects);
 }