Esempio n. 1
0
 private void DisplayVRInputSettings()
 {
     Settings.VRInputSupport = UnityGUI.Toggle("VRInput Support", Settings.VRInputSupport);
     if (UnityGUI.OnMouseHoverPrevious())
     {
         helpMessage = "Add VRInput support to the Input Manager. Recommended if using the Vive Pro Eye.";
     }
 }
Esempio n. 2
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 private void DisplayPathSettings()
 {
     UnityGUI.Header("Paths", true);
     Settings.QuitForInvalidPaths = UnityGUI.Toggle("Quit For Invalid Paths", Settings.QuitForInvalidPaths);
     if (UnityGUI.OnMouseHoverPrevious())
     {
         helpMessage = "Application will quit on initialisation if any fields that are using the Path Attribute have invalid paths.";
     }
 }
Esempio n. 3
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        private void DisplayProstheticVisionSettings()
        {
            UnityGUI.Header("Prosthetic Vision", true);
            Settings.SaveRuntimeChangesAutomatically = UnityGUI.Toggle("Save Runtime Changes", Settings.SaveRuntimeChangesAutomatically);
            if (UnityGUI.OnMouseHoverPrevious())
            {
                helpMessage = "Save runtime changes made to ImageRenderers automatically.";
            }

            UnityGUI.IndentLevel--;
            UnityGUI.FlexibleSpace();
            UnityGUI.HelpLabel(helpMessage, MessageType.Info);
        }
Esempio n. 4
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        private void DisplayDelaySettings()
        {
            var floatGui = new GUIOptions
            {
                style = EditorStyles.numberField,
                width = 185
            };

            UnityGUI.BeginHorizontal();
            Settings.DelayPlay = UnityGUI.Float("Delay", Settings.DelayPlay, floatGui);
            if (UnityGUI.OnMouseHoverPrevious())
            {
                helpMessage = "Delay play for some seconds after clicking the play button. Useful when testing in VR.";
            }

            UnityGUI.Label("seconds");

            UnityGUI.EndHorizontal();
        }
Esempio n. 5
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        private void DisplayEyeTrackingSettings()
        {
            UnityGUI.IndentLevel--;
            UnityGUI.Label("Eye Tracking SDKs");
            UnityGUI.IndentLevel++;
            Settings.FoveSupport = UnityGUI.Toggle("FOVE", Settings.FoveSupport);
            if (UnityGUI.OnMouseHoverPrevious())
            {
                helpMessage = "Enable FOVE eye tracking. Will produce errors if the FOVE Unity Package has not been imported.";
            }

            Settings.ViveProEyeSupport = UnityGUI.Toggle("Vive Pro Eye", Settings.ViveProEyeSupport);
            if (UnityGUI.OnMouseHoverPrevious())
            {
                helpMessage = "Enable Vive Pro Eye eye tracking. Will produce errors if the SRanipal Unity Package has not been imported.";
            }

            UnityGUI.Space();
        }