GetResourcesFolderPath() public static method

public static GetResourcesFolderPath ( bool fromAssetsDirectory = false ) : string
fromAssetsDirectory bool
return string
        private static void LoadInstance()
        {
            if (_instance == null)
            {
                _instance = Resources.Load <SteamVR_Settings>("SteamVR_Settings");

                if (_instance == null)
                {
                    _instance = SteamVR_Settings.CreateInstance <SteamVR_Settings>();

#if UNITY_EDITOR
                    string folderPath = SteamVR.GetResourcesFolderPath(true);
                    string assetPath  = System.IO.Path.Combine(folderPath, "SteamVR_Settings.asset");

                    UnityEditor.AssetDatabase.CreateAsset(_instance, assetPath);
                    UnityEditor.AssetDatabase.SaveAssets();
#endif
                }

                if (string.IsNullOrEmpty(_instance.appKey))
                {
                    _instance.appKey = SteamVR.GenerateAppKey();
                    Debug.Log("[SteamVR] Generated you an app key of: " + _instance.appKey + ". This can be changed in Assets/SteamVR/Resources/SteamVR_Settings");
#if UNITY_EDITOR
                    UnityEditor.EditorUtility.SetDirty(_instance);
                    UnityEditor.AssetDatabase.SaveAssets();
#endif
                }
            }
        }
Beispiel #2
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        private static void LoadInstance()
        {
            if (_instance == null)
            {
                _instance = Resources.Load <SteamVR_Settings>("SteamVR_Settings");

                if (_instance == null)
                {
                    _instance = SteamVR_Settings.CreateInstance <SteamVR_Settings>();

#if UNITY_EDITOR
                    string folderPath = SteamVR.GetResourcesFolderPath(true);
                    if (!System.IO.Directory.Exists(folderPath))
                    {
                        Debug.LogWarning($"<b>[SteamVR]</b> Path '{folderPath}' did not exist; creating ...");
                        System.IO.Directory.CreateDirectory(folderPath);
                    }
                    string assetPath = System.IO.Path.Combine(folderPath, "SteamVR_Settings.asset");

                    UnityEditor.AssetDatabase.CreateAsset(_instance, assetPath);
                    UnityEditor.AssetDatabase.SaveAssets();
#endif
                }

                if (string.IsNullOrEmpty(_instance.editorAppKey))
                {
                    _instance.editorAppKey = SteamVR.GenerateAppKey();
                    Debug.Log("<b>[SteamVR Setup]</b> Generated you an editor app key of: " + _instance.editorAppKey + ". This lets the editor tell SteamVR what project this is. Has no effect on builds. This can be changed in Assets/SteamVR/Resources/SteamVR_Settings");
#if UNITY_EDITOR
                    UnityEditor.EditorUtility.SetDirty(_instance);
                    UnityEditor.AssetDatabase.SaveAssets();
#endif
                }
            }
        }