protected override void Start()
        {
            base.Start();

            isDebug = ApplicationSetting.Instance.GetBool("IsDebug");

            if (isDebug && useIngameDebugConsole)
            {
                ingameDebugConsole = GameObject.Find("IngameDebugConsole");
                if (ingameDebugConsole == null)
                {
                    Debug.LogWarning(
                        "DebugManager :: package not found. recommend using the [IngameDebugConsole]. please install with OpenUPM. and re-open unity.\n> openupm add com.yasirkula.ingamedebugconsole");
                }
            }

#if USE_STATSMONITOR
            // Display StatesMonitor
            statsMonitor = FindObjectOfType <StatsMonitor.StatsMonitor>();
            if (statsMonitor != null)
            {
                statsMonitor.gameObject.SetActive(isDebug);
            }
#endif

            // Display mouse cursor
            if (Application.platform == RuntimePlatform.WindowsEditor)
            {
                VisibleMouseCursor.showCursor = true;
            }
            else
            {
                VisibleMouseCursor.showCursor = ApplicationSetting.Instance.GetBool("UseMouse");
            }
        }
Example #2
0
        protected override void Start()
        {
            base.Start();

            // 設定値を取得
            IsDebug = ApplicationSetting.Instance.GetBool("IsDebug");

            // デバッグ用コンソール初期設定
            UseDebugConsole     = ApplicationSetting.Instance.GetBool("UseDebugConsole");
            DebugConsole.IsOpen = UseDebugConsole;

#if USE_STATSMONITOR
            // StatesMonitor
            statsMonitor = FindObjectOfType <StatsMonitor.StatsMonitor>();
            if (statsMonitor != null)
            {
                statsMonitor.gameObject.SetActive(IsDebug);
            }
#else
            this.gameObject.AddComponent <MemoryProfiler>();
            MemoryProfiler.useHUD = IsDebug;
            this.gameObject.AddComponent <FrameRateUtil>();
            FrameRateUtil.useHUD = IsDebug;
#endif

            // マウスカーソル表示設定
            if (Application.platform == RuntimePlatform.WindowsEditor)
            {
                VisibleMouseCursor.showCursor = true;
            }
            else
            {
                VisibleMouseCursor.showCursor = ApplicationSetting.Instance.GetBool("UseMouse");
            }
        }
Example #3
0
    void UpdateSession(bool force = false)
    {
//		// commented Debug.Log("sending analytics;"); //+N.ToString());
        if (!force && ((N[Keys.worldDistanceMoved] == null ||
                        N[Keys.mouseMovedDistance] == null ||
                        N[Keys.worldDistanceMoved].AsFloat == 0 ||
                        N[Keys.mouseMovedDistance].AsFloat == 0
                        ) && (N[Keys.levelBuilderButtonPress] == null ||
                              N[Keys.levelBuilderButtonPress].AsArray.Count == 0)))
        {
            // Worldpos and mousepos zero distance, and also no editor buttons pressed -- oh my we must be idle!

            // Idle is now handled in JS. If a report is not sent (repeatedly) the js will recognize idle, so Unity doesn't need to detect idle
            // This way is better for a variety of reasons but mainly beacuse Unity will "pause" if user is not focused so no reports will be sent nor will an idle alert be sent.
        }
        else
        {
            StatsMonitor.StatsMonitor stats = FindObjectOfType <StatsMonitor.StatsMonitor>();
            int fps = -1;
            if (stats)
            {
                fps = stats.fps;
            }
            N[Keys.fps].AsInt = fps;
                        #if UNITY_EDITOR
//			Debug.Log("sending:"+N.ToString());
                        #else
            WebGLComm.inst.SendAnalytics(N.ToString());
                        #endif
        }
    }