// Runtime switching enabled only in-editor. void Update() { UpdateStatusMessage(); #if !RUNNING_ON_ANDROID_DEVICE UpdateEmulatedPlatformIfPlayerSettingsChanged(); if ((isDaydream && gvrEmulatedPlatformType == EmulatedPlatformType.Daydream) || (!isDaydream && gvrEmulatedPlatformType == EmulatedPlatformType.Cardboard)) { return; } isDaydream = (gvrEmulatedPlatformType == EmulatedPlatformType.Daydream); SetVRInputMechanism(); #else // Running on an Android device. // Viewer type switched at runtime. if (!IsDeviceDaydreamReady() || viewerPlatform == GvrSettings.ViewerPlatform) { return; } isDaydream = (GvrSettings.ViewerPlatform == GvrSettings.ViewerPlatformType.Daydream); viewerPlatform = GvrSettings.ViewerPlatform; SetVRInputMechanism(); #endif // !RUNNING_ON_ANDROID_DEVICE }
void Start() { //mybutton.onClick.AddListener(TaskOnClick); if (mybutton) { Debug.Log(mybutton.name); } else { Debug.Log("No game object called wibble found"); } try{ if (messageCanvas == null) { messageCanvas = transform.Find(MESSAGE_CANVAS_NAME).gameObject; if (messageCanvas != null) { messageText = messageCanvas.transform.Find(MESSAGE_TEXT_NAME).GetComponent <Text>(); } } } catch (Exception e) {} // Message canvas will be enabled later when there's a message to display. messageCanvas.SetActive(false); #if !RUNNING_ON_ANDROID_DEVICE if (playerSettingsHasDaydream() || playerSettingsHasCardboard()) { // The list is populated with valid VR SDK(s), pick the first one. gvrEmulatedPlatformType = (XRSettings.supportedDevices[0] == GvrSettings.VR_SDK_DAYDREAM) ? EmulatedPlatformType.Daydream : EmulatedPlatformType.Cardboard; } isDaydream = (gvrEmulatedPlatformType == EmulatedPlatformType.Daydream); #else // Running on an Android device. viewerPlatform = GvrSettings.ViewerPlatform; // First loaded device in Player Settings. string vrDeviceName = XRSettings.loadedDeviceName; if (vrDeviceName != GvrSettings.VR_SDK_CARDBOARD && vrDeviceName != GvrSettings.VR_SDK_DAYDREAM) { Debug.LogErrorFormat("Loaded device was '{0}', must be one of '{1}' or '{2}'", vrDeviceName, GvrSettings.VR_SDK_DAYDREAM, GvrSettings.VR_SDK_CARDBOARD); return; } // On a non-Daydream ready phone, fall back to Cardboard if it's present in the list of // enabled VR SDKs. // On a Daydream-ready phone, go into Cardboard mode if it's the currently-paired viewer. if ((!IsDeviceDaydreamReady() && playerSettingsHasCardboard()) || (IsDeviceDaydreamReady() && playerSettingsHasCardboard() && GvrSettings.ViewerPlatform == GvrSettings.ViewerPlatformType.Cardboard)) { vrDeviceName = GvrSettings.VR_SDK_CARDBOARD; } isDaydream = (vrDeviceName == GvrSettings.VR_SDK_DAYDREAM); #endif // !RUNNING_ON_ANDROID_DEVICE SetVRInputMechanism(); }
// Runtime switching enabled only in-editor. private void Update() { UpdateStatusMessage(); // Scan all devices' buttons for button down, and switch the singleton pointer // to the controller the user last clicked. int newPointer = activeControllerPointer; if (controllerPointers.Length > 1 && controllerPointers[1] != null) { GvrTrackedController trackedController1 = controllerPointers[1].GetComponent <GvrTrackedController>(); foreach (var hand in ALL_HANDS) { GvrControllerInputDevice device = GvrControllerInput.GetDevice(hand); if (device.GetButtonDown(POINTER_BUTTON_MASK)) { // Match the button to our own controllerPointers list. if (device == trackedController1.ControllerInputDevice) { newPointer = 1; } else { newPointer = 0; } break; } } } if (newPointer != activeControllerPointer) { activeControllerPointer = newPointer; SetVRInputMechanism(); } #if !RUNNING_ON_ANDROID_DEVICE UpdateEmulatedPlatformIfPlayerSettingsChanged(); if ((isDaydream && gvrEmulatedPlatformType == EmulatedPlatformType.Daydream) || (!isDaydream && gvrEmulatedPlatformType == EmulatedPlatformType.Cardboard)) { return; } isDaydream = (gvrEmulatedPlatformType == EmulatedPlatformType.Daydream); SetVRInputMechanism(); #else // Running on an Android device. // Viewer type switched at runtime. if (!IsDeviceDaydreamReady() || viewerPlatform == GvrSettings.ViewerPlatform) { return; } isDaydream = GvrSettings.ViewerPlatform == GvrSettings.ViewerPlatformType.Daydream; viewerPlatform = GvrSettings.ViewerPlatform; SetVRInputMechanism(); #endif // !RUNNING_ON_ANDROID_DEVICE }
void Start() { /*if (messageCanvas == null) { * messageCanvas = transform.Find(MESSAGE_CANVAS_NAME).gameObject; * if (messageCanvas != null) { * messageText = messageCanvas.transform.Find(MESSAGE_TEXT_NAME).GetComponent<Text>(); * } * }*/ // Message canvas will be enabled later when there's a message to display. //messageCanvas.SetActive(false); #if !RUNNING_ON_ANDROID_DEVICE if (playerSettingsHasDaydream() || playerSettingsHasCardboard()) { // The list is populated with valid VR SDK(s), pick the first one. gvrEmulatedPlatformType = (UnityEngine.VR.VRSettings.supportedDevices[0] == DAYDREAM_DEVICE_NAME) ? EmulatedPlatformType.Daydream : EmulatedPlatformType.Cardboard; } isDaydream = (gvrEmulatedPlatformType == EmulatedPlatformType.Daydream); #else // Running on an Android device. viewerPlatform = GvrSettings.ViewerPlatform; // First loaded device in Player Settings. string vrDeviceName = UnityEngine.VR.VRSettings.loadedDeviceName; if (vrDeviceName != CARDBOARD_DEVICE_NAME && vrDeviceName != DAYDREAM_DEVICE_NAME) { Debug.LogErrorFormat("Loaded device was '{0}', must be one of '{1}' or '{2}'", vrDeviceName, DAYDREAM_DEVICE_NAME, CARDBOARD_DEVICE_NAME); return; } // On a non-Daydream ready phone, fall back to Cardboard if it's present in the list of // enabled VR SDKs. // On a Daydream-ready phone, go into Cardboard mode if it's the currently-paired viewer. if ((!IsDeviceDaydreamReady() && playerSettingsHasCardboard()) || (IsDeviceDaydreamReady() && playerSettingsHasCardboard() && GvrSettings.ViewerPlatform == GvrSettings.ViewerPlatformType.Cardboard)) { vrDeviceName = CARDBOARD_DEVICE_NAME; } isDaydream = (vrDeviceName == DAYDREAM_DEVICE_NAME); #endif // !RUNNING_ON_ANDROID_DEVICE SetVRInputMechanism(); }
void Start() { Input.backButtonLeavesApp = true; if (messageCanvas == null) { messageCanvas = transform.Find(MESSAGE_CANVAS_NAME).gameObject; if (messageCanvas != null) { messageText = messageCanvas.transform.Find(MESSAGE_TEXT_NAME).GetComponent <Text>(); } } #if UNITY_EDITOR if (playerSettingsHasDaydream() || playerSettingsHasCardboard()) { // The list is populated with valid VR SDK(s), pick the first one. gvrEmulatedPlatformType = (UnityEngine.XR.XRSettings.supportedDevices[0] == DAYDREAM_DEVICE_NAME) ? EmulatedPlatformType.Daydream : EmulatedPlatformType.Cardboard; } isDaydream = (gvrEmulatedPlatformType == EmulatedPlatformType.Daydream); #else viewerPlatform = GvrSettings.ViewerPlatform; // First loaded device in Player Settings. string vrDeviceName = UnityEngine.VR.VRSettings.loadedDeviceName; if (vrDeviceName != CARDBOARD_DEVICE_NAME && vrDeviceName != DAYDREAM_DEVICE_NAME) { Debug.Log(string.Format("Loaded device was {0} must be one of {1} or {2}", vrDeviceName, DAYDREAM_DEVICE_NAME, CARDBOARD_DEVICE_NAME)); return; } // On a non-Daydream ready phone, fall back to Cardboard if it's present in the list of // enabled VR SDKs. // On a Daydream-ready phone, go into Cardboard mode if it's the currently-paired viewer. if ((!IsDeviceDaydreamReady() && playerSettingsHasCardboard()) || (IsDeviceDaydreamReady() && playerSettingsHasCardboard() && GvrSettings.ViewerPlatform == GvrSettings.ViewerPlatformType.Cardboard)) { vrDeviceName = CARDBOARD_DEVICE_NAME; } isDaydream = (vrDeviceName == DAYDREAM_DEVICE_NAME); #endif // UNITY_EDITOR SetVRInputMechanism(); }
void Start() { #if !RUNNING_ON_ANDROID_DEVICE if (playerSettingsHasDaydream() || playerSettingsHasCardboard()) { // The list is populated with valid VR SDK(s), pick the first one. gvrEmulatedPlatformType = (XRSettings.supportedDevices[0] == GvrSettings.VR_SDK_DAYDREAM) ? EmulatedPlatformType.Daydream : EmulatedPlatformType.Cardboard; } isDaydream = (gvrEmulatedPlatformType == EmulatedPlatformType.Daydream); #else // Running on an Android device. viewerPlatform = GvrSettings.ViewerPlatform; // First loaded device in Player Settings. string vrDeviceName = XRSettings.loadedDeviceName; if (vrDeviceName != GvrSettings.VR_SDK_CARDBOARD && vrDeviceName != GvrSettings.VR_SDK_DAYDREAM) { Debug.LogErrorFormat("Loaded device was '{0}', must be one of '{1}' or '{2}'", vrDeviceName, GvrSettings.VR_SDK_DAYDREAM, GvrSettings.VR_SDK_CARDBOARD); return; } // On a non-Daydream ready phone, fall back to Cardboard if it's present in the list of // enabled VR SDKs. // On a Daydream-ready phone, go into Cardboard mode if it's the currently-paired viewer. if ((!IsDeviceDaydreamReady() && playerSettingsHasCardboard()) || (IsDeviceDaydreamReady() && playerSettingsHasCardboard() && GvrSettings.ViewerPlatform == GvrSettings.ViewerPlatformType.Cardboard)) { vrDeviceName = GvrSettings.VR_SDK_CARDBOARD; } isDaydream = (vrDeviceName == GvrSettings.VR_SDK_DAYDREAM); #endif // !RUNNING_ON_ANDROID_DEVICE SetVRInputMechanism(); }
// Runtime switching enabled only in-editor. void Update() { UpdateStatusMessage(); #if UNITY_EDITOR UpdateEmulatedPlatformIfPlayerSettingsChanged(); if ((isDaydream && gvrEmulatedPlatformType == EmulatedPlatformType.Daydream) || (!isDaydream && gvrEmulatedPlatformType == EmulatedPlatformType.Cardboard)) { return; } isDaydream = (gvrEmulatedPlatformType == EmulatedPlatformType.Daydream); SetVRInputMechanism(); #else // Viewer type switched at runtime. if (!IsDeviceDaydreamReady() || viewerPlatform == GvrSettings.ViewerPlatform) { return; } isDaydream = (GvrSettings.ViewerPlatform == GvrSettings.ViewerPlatformType.Daydream); viewerPlatform = GvrSettings.ViewerPlatform; SetVRInputMechanism(); #endif // UNITY_EDITOR }