void Awake() { if (instances.Length > 0) { Debug.LogError("More than one active GvrControllerInput instance was found in your scene. " + "Ensure that there is only one GvrControllerInput."); this.enabled = false; return; } if (controllerProvider == null) { controllerProvider = ControllerProviderFactory.CreateControllerProvider(this); } handedness = GvrSettings.Handedness; int controllerCount = 2; instances = new GvrControllerInputDevice[controllerCount]; for (int i = 0; i < controllerCount; i++) { instances[i] = new GvrControllerInputDevice(controllerProvider, i); } if (onDevicesChangedInternal != null) { onDevicesChangedInternal(); } // Keep screen on here, since GvrControllerInput must be in any GVR scene in order to enable // controller capabilities. Screen.sleepTimeout = SleepTimeout.NeverSleep; }
void Awake() { if (instance != null) { Debug.LogError("More than one GvrController instance was found in your scene. " + "Ensure that there is only one GvrController."); this.enabled = false; return; } instance = this; if (controllerProvider == null) { controllerProvider = ControllerProviderFactory.CreateControllerProvider(this); } // Keep screen on here, in case there isn't a GvrViewerMain prefab in the scene. // This ensures the behaviour for: // (a) Cardboard apps on pre-integration Unity versions - they must have GvrViewerMain in a scene. // (b) Daydream apps - these must be on GVR-integrated Unity versions, and must have GvrControllerMain. // Cardboard-only apps on the native integration are likely to have GvrViewerMain in their scene; otherwise, // the line below can be added to any script of the developer's choice. Screen.sleepTimeout = SleepTimeout.NeverSleep; #if OVERRIDE_GVR_WITH_OPENVR gameObject.AddComponent <SteamVR_TrackedControllerExtended>(); gameObject.AddComponent <SteamVR_TrackedObjectExtended>(); openVRController = gameObject.AddComponent <GvrOpenVRController>(); #endif }
void Awake() { if (instance != null) { Debug.LogError("More than one GvrController instance was found in your scene. " + "Ensure that there is only one GvrController."); this.enabled = false; return; } instance = this; if (controllerProvider == null) { controllerProvider = ControllerProviderFactory.CreateControllerProvider(this); } }
void Awake() { if (instance != null) { Debug.LogError("More than one GvrController instance was found in your scene. " + "Ensure that there is only one GvrControllerInput."); this.enabled = false; return; } instance = this; if (controllerProvider == null) { controllerProvider = ControllerProviderFactory.CreateControllerProvider(this); } // Keep screen on here, since GvrController must be in any GVR scene in order to enable // controller capabilities. Screen.sleepTimeout = SleepTimeout.NeverSleep; }