private void Setup() { DontDestroyOnLoad(gameObject); SteamVR.Initialize(false); var res = SteamVR_Camera.GetSceneResolution(); Log.Info($"SteamVR Setup - HMD Res: {res.width}x{res.height}"); WeaponArchetypeVRData.Setup(); SteamVR_InputHandler.Setup(); gameObject.AddComponent <HMD>(); gameObject.AddComponent <Controllers>(); gameObject.AddComponent <VRKeyboard>(); gameObject.AddComponent <VRAssets>(); // Delay the overlay setup so we don't 'hitch' the player's camera while everything else loads. Invoke(nameof(VRSystems.SetupOverlay), .5f); }
private static void Prefix(ref Resolution res) { Resolution HMDRes = SteamVR_Camera.GetSceneResolution(); if (VRConfig.configLightResMode.Value.Equals("75%")) { HMDRes.width = Mathf.FloorToInt(HMDRes.width * .75f); HMDRes.height = Mathf.FloorToInt(HMDRes.height * .75f); } else if (VRConfig.configLightResMode.Value.Equals("50%")) { HMDRes.width = Mathf.FloorToInt(HMDRes.width * .5f); HMDRes.height = Mathf.FloorToInt(HMDRes.height * .5f); } else if (VRConfig.configLightResMode.Value.Equals("30%")) { HMDRes.width = Mathf.FloorToInt(HMDRes.width * .3f); HMDRes.height = Mathf.FloorToInt(HMDRes.height * .3f); } res.width = HMDRes.width; res.height = HMDRes.height; }