Exemple #1
0
        ARCoreLoaderSettings GetSettings()
        {
            ARCoreLoaderSettings settings = null;

            // When running in the Unity Editor, we have to load user's customization of configuration data directly from
            // EditorBuildSettings. At runtime, we need to grab it from the static instance field instead.
            #if UNITY_EDITOR
            UnityEditor.EditorBuildSettings.TryGetConfigObject(ARCoreLoaderConstants.k_SettingsKey, out settings);
            #else
            settings = ARCoreLoaderSettings.s_RuntimeInstance;
            #endif
            return(settings);
        }
        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            // dirty later builds with assets that may not be needed or are out of date.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();

            ARCoreLoaderSettings settings = null;

            EditorBuildSettings.TryGetConfigObject(ARCoreLoaderConstants.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());
            }
        }
Exemple #3
0
 public void Awake()
 {
     #if !UNITY_EDITOR
     s_RuntimeInstance = this;
     #endif
 }