public static bool Initialize() { if (m_usdInitialized) { return(true); } m_usdInitialized = true; try { // Initializes native USD plugins and ensures plugins are discoverable on the system path. SetupUsdPath(); // Type registration enables automatic conversion from Unity-native types to USD types (e.g. // Vector3[] -> VtVec3fArray). UnityTypeBindings.RegisterTypes(); // The DiagnosticHandler propagates USD native errors, warnings and info up to C# exceptions // and Debug.Log[Warning] respectively. DiagnosticHandler.Register(); } catch (System.Exception ex) { Debug.LogException(ex); return(false); } return(true); }
public static bool Initialize() { if (m_usdInitialized) { return(true); } m_usdInitialized = true; try { // Initializes native USD plugins and ensures plugins are discoverable on the system path. SetupUsdPath(); // The TypeBinder will generate code at runtime as a performance optimization, this must // be disabled when IL2CPP is enabled, since dynamic code generation is not possible. #if ENABLE_IL2CPP TypeBinder.EnableCodeGeneration = false; Debug.Log("USD: Dynamic code generation disabled for IL2CPP."); #endif // Type registration enables automatic conversion from Unity-native types to USD types (e.g. // Vector3[] -> VtVec3fArray). UnityTypeBindings.RegisterTypes(); // The DiagnosticHandler propagates USD native errors, warnings and info up to C# exceptions // and Debug.Log[Warning] respectively. m_handler = new DiagnosticHandler(); } catch (System.Exception ex) { Debug.LogException(ex); return(false); } return(true); }