static void editorUpdate() { if (EditorApplication.isPlaying) //this is only for pure editor mode: to allow updates so we can use the realsens to move things in the scene { return; } if (d) { d.editorUpdate(); return; //we're done. } //try to supply the depthPlugin d = depthPlugin.get(); //this doesn't usually work in-editor. if (!d) { d = GameObject.FindObjectOfType <depthPlugin>(); } //try again. if (d) { d.editorUpdate(); } // else // stop(); }
void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); return; } instance = this; DontDestroyOnLoad(this.gameObject); //end singleton }