Esempio n. 1
0
    /// @cond HIDDEN
    public override void OnInspectorGUI()
    {
        GUI.changed = false;

        GUIStyle headingStyle = new GUIStyle(GUI.skin.label);

        headingStyle.fontStyle = FontStyle.Bold;

        NvrViewer nvrViewer = (NvrViewer)target;

        EditorGUILayout.LabelField("General Settings", headingStyle);

        nvrViewer.VRModeEnabled = EditorGUILayout.Toggle(vrModeLabel, nvrViewer.VRModeEnabled);

        nvrViewer.LockHeadTracker = EditorGUILayout.Toggle(vrLockHeadTracker, nvrViewer.LockHeadTracker);

        nvrViewer.DistortionEnabled = EditorGUILayout.Toggle(distortionEnabledLabel, nvrViewer.DistortionEnabled);

        nvrViewer.TextureQuality = (TextureQuality)EditorGUILayout.EnumPopup(qualityLabel, nvrViewer.TextureQuality);

        nvrViewer.DirectRender = EditorGUILayout.Toggle(directRenderEnabledLabel, nvrViewer.DirectRender);
        if (GUI.changed)
        {
            EditorUtility.SetDirty(nvrViewer);
        }

        //EditorGUILayout.LabelField(editorSettingsLabel, headingStyle);
        //gvrViewer.autoUntiltHead =
        //    EditorGUILayout.Toggle(autoUntiltHeadLabel, gvrViewer.autoUntiltHead);
        //gvrViewer.ScreenSize = (NvrProfile.ScreenSizes)
        //    EditorGUILayout.EnumPopup(screenSizeLabel, gvrViewer.ScreenSize);
        //gvrViewer.ViewerType = (NvrProfile.ViewerTypes)
        //    EditorGUILayout.EnumPopup(viewerTypeLabel, gvrViewer.ViewerType);
    }
Esempio n. 2
0
    /// @note Each scene load causes an OnDestroy of the current SDK, followed
    /// by and Awake of a new one.  That should not cause the underlying native
    /// code to hiccup.  Exception: developer may call Application.DontDestroyOnLoad
    /// on the SDK if they want it to survive across scene loads.
    void Awake()
    {
        if (instance == null)
        {
            instance = this;

            // we sync in the TimeWarp, so we don't want unity syncing elsewhere
            QualitySettings.vSyncCount  = 0;
            Application.runInBackground = false;
            Input.gyro.enabled          = false;
            Application.targetFrameRate = 60;
            // Disable screen dimming
            Screen.sleepTimeout = SleepTimeout.NeverSleep;
        }
        if (instance != this)
        {
            Debug.LogError("There must be only one NvrViewer object in a scene.");
            UnityEngine.Object.DestroyImmediate(this);
            return;
        }

        InitDevice();
        AddPrePostRenderStages();

        device.AndroidLog("Welcome to use Unity NVR SDK , current SDK VERSION is " + NVR_SDK_VERSION + ", j " + NvrGlobal.jarVersion + ", s " + NvrGlobal.soVersion + ", u " + Application.unityVersion);
    }
Esempio n. 3
0
 void OnDestroy()
 {
     if (btnLiseners != null)
     {
         btnLiseners.Clear();
     }
     btnLiseners = null;
     RealeaseEyeStereoScreens();
     VRModeEnabled = false;
     if (device != null)
     {
         device.Destroy();
     }
     if (instance == this)
     {
         instance = null;
     }
     Debug.Log("NvrViewer->OnDestroy");
 }
 void Awake()
 {
     NvrViewer.Create();
 }
 void Awake()
 {
     NvrViewer.Create();
     cam = GetComponent <Camera>();
     AddStereoRig();
 }