/// <summary> /// Check input and toggle the debug graph. /// See the input mapping setup in the Unity Integration guide. /// </summary> void Update() { // NOTE: some of the buttons defined in OVRGamepadController.Button are not available on the Android game pad controller if (OVRGamepadController.GPC_GetButtonDown( toggleButton )) { Debug.Log(" TOGGLE GRAPH "); //************************* // toggle the debug graph .. off -> running -> paused //************************* switch (debugMode) { case DebugPerfMode.DEBUG_PERF_OFF: debugMode = DebugPerfMode.DEBUG_PERF_RUNNING; break; case DebugPerfMode.DEBUG_PERF_RUNNING: debugMode = DebugPerfMode.DEBUG_PERF_FROZEN; break; case DebugPerfMode.DEBUG_PERF_FROZEN: debugMode = DebugPerfMode.DEBUG_PERF_OFF; break; } // Turn on/off debug graph OVRPlugin.debugDisplay = (debugMode != DebugPerfMode.DEBUG_PERF_OFF); OVRPlugin.collectPerf = (debugMode == DebugPerfMode.DEBUG_PERF_FROZEN); } }
/// <summary> /// Check input and toggle the debug graph. /// See the input mapping setup in the Unity Integration guide. /// </summary> void Update() { // NOTE: some of the buttons defined in OVRInput.RawButton are not available on the Android game pad controller if (OVRInput.GetDown(toggleButton)) { Debug.Log(" TOGGLE GRAPH "); //************************* // toggle the debug graph .. off -> running -> paused //************************* switch (debugMode) { case DebugPerfMode.DEBUG_PERF_OFF: debugMode = DebugPerfMode.DEBUG_PERF_RUNNING; break; case DebugPerfMode.DEBUG_PERF_RUNNING: debugMode = DebugPerfMode.DEBUG_PERF_FROZEN; break; case DebugPerfMode.DEBUG_PERF_FROZEN: debugMode = DebugPerfMode.DEBUG_PERF_OFF; break; } // Turn on/off debug graph OVRPlugin.debugDisplay = (debugMode != DebugPerfMode.DEBUG_PERF_OFF); OVRPlugin.collectPerf = (debugMode == DebugPerfMode.DEBUG_PERF_FROZEN); } }
private static extern void OVR_TW_SetDebugMode(DebugPerfMode mode, DebugPerfValue val);
private static extern void OVR_TW_SetDebugMode(DebugPerfMode mode, DebugPerfValue val);