/// <summary> /// Will setup webrtc and create the network object /// </summary> private void Start() { Append("Setting up WebRtcNetworkFactory"); UnityCallFactory factory = UnityCallFactory.Instance; if (factory != null) { Append("WebRtcNetworkFactory created"); } }
/// <summary> /// Will setup webrtc and create the network object /// </summary> private void Start() { dateTime = System.DateTime.Now.ToString(); if (uOutput != null) { //this object is kept deactivated to avoid a bug in the unity editor that causes the scene to change //every time it is opened uOutput.gameObject.SetActive(true); } Append("1'AM your message delivery service"); UnityCallFactory.EnsureInit(OnCallFactoryReady, OnCallFactoryFailed); //NetworkManager.instance.DemoChat(); }
private void Start() { Globals.mainApp = this; camera = GameUtils.FindByComponent <Camera>("Camera"); // Screen.SetResolution(1280, 960, false); #if UNITY_ANDROID Permission.RequestUserPermission(Permission.Microphone); Permission.RequestUserPermission(Permission.Camera); #endif SetupDefaultPreferences(); // setup sketchpad sketchPad.Disable(); // setup debug log DebugLog.Setup(debugLog.GetComponent <DebugLog>(), new Vector3(206f, 19f, 0.0f)); DebugLog.Dismiss(); Application.RegisterLogCallback(HandleException); // always receive our own messages Globals.simulateMessages = true; // setup quality QualitySettings.vSyncCount = 0; QualitySettings.antiAliasing = 1; Application.targetFrameRate = 30; UnityCallFactory.EnsureInit(OnCallFactoryReady, OnCallFactoryFailed); PrepareGUIState(); // choose role Globals.therapistOnlyTesting = true; #if UNITY_EDITOR RoleChanged(Role.Therapist); #endif }
protected virtual void Start() { UnityCallFactory.EnsureInit(OnCallFactoryReady, OnCallFactoryFailed); }
protected virtual void Start() { //to trigger android permission requests StartCoroutine(ExampleGlobals.RequestPermissions()); UnityCallFactory.EnsureInit(OnCallFactoryReady, OnCallFactoryFailed); }