public void OnPreprocessBuild(BuildReport report)
        {
            // Always remember to cleanup preloaded assets after build to make sure we don't
            // dirty later builds with assets that may not be needed or are out of date.
            CleanOldSettings();

            ARKitLoaderSettings settings = null;

            EditorBuildSettings.TryGetConfigObject(ARKitLoaderConstants.k_SettingsKey, out settings);
            if (settings == null)
            {
                return;
            }

            UnityEngine.Object[] preloadedAssets = PlayerSettings.GetPreloadedAssets();
            if (!preloadedAssets.Contains(settings))
            {
                var assets = preloadedAssets.ToList();
                assets.Add(settings);
                PlayerSettings.SetPreloadedAssets(assets.ToArray());
            }
        }
Example #2
0
 public void Awake()
 {
     #if !UNITY_EDITOR
     s_RuntimeInstance = this;
     #endif
 }