コード例 #1
0
        /// <summary>Implementaion of <see cref="XRLoader.Initialize"/></summary>
        /// <returns>True if successful, false otherwise</returns>
        public override bool Initialize()
        {
            SampleSettings settings = GetSettings();

            if (settings != null)
            {
                // TODO: Pass settings off to plugin prior to subsystem init.
            }

            CreateSubsystem <XRInputSubsystemDescriptor, XRInputSubsystem>(s_InputSubsystemDescriptors, "InputSubsystemDescriptor");

            return(false);
        }
コード例 #2
0
        SampleSettings GetSettings()
        {
            SampleSettings 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(SampleConstants.k_SettingsKey, out settings);
#else
            settings = SampleSettings.s_RuntimeInstance;
#endif
            return(settings);
        }
コード例 #3
0
        /// <summary>Override of <see cref="IPreprocessBuildWithReport"/></summary>
        /// <param name="report">Build report.</param>
        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            // dirty later builds with assets that may not be needed or are out of date.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();

            SampleSettings settings = null;

            EditorBuildSettings.TryGetConfigObject(SampleConstants.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());
            }
        }
コード例 #4
0
 void Awake()
 {
     #if !UNITY_EDITOR
     s_RuntimeInstance = this;
     #endif
 }