public override void Update(VisualElement root) { base.Update(root); var content = root.Q("content"); WizardUtils.SimpleRichText(content, m_Description); }
public override void Update(VisualElement root) { base.Update(root); var content = root.Q("content"); var table = AddTable(content); MakeRow(table, "Active target - Android", () => EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android, () => { EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android); }); // We need to use Gradle project export and build project separately to make sure that application debug flag is set. By default in release mode Unity resets it to false MakeRow(table, "Gradle Export", () => EditorUserBuildSettings.exportAsGoogleAndroidProject, () => { EditorUserBuildSettings.exportAsGoogleAndroidProject = true; }); // SDP requires these settings MakeRow(table, "Internet permissions", () => PlayerSettings.Android.forceInternetPermission, () => { PlayerSettings.Android.forceInternetPermission = true; }); MakeRow(table, "Force SD Card permissions", () => PlayerSettings.Android.forceSDCardPermission, () => { PlayerSettings.Android.forceSDCardPermission = true; }); MakeRow(table, "Installation location - external", () => PlayerSettings.Android.preferredInstallLocation == AndroidPreferredInstallLocation.PreferExternal, () => { PlayerSettings.Android.preferredInstallLocation = AndroidPreferredInstallLocation.PreferExternal; }); // Limit to one target, to make sure that tool isn't confused which platform to inject #if UNITY_2017_3_OR_NEWER MakeRow(table, "Limit to ARM v7 target", () => WizardUtils.CountBits((int)PlayerSettings.Android.targetArchitectures) == 1, () => { PlayerSettings.Android.targetArchitectures = AndroidArchitecture.ARMv7; }); #else MakeRow(table, "Limit to ARM v7 target", () => { return(PlayerSettings.Android.targetDevice == AndroidTargetDevice.ARMv7); }, () => { PlayerSettings.Android.targetDevice = AndroidTargetDevice.ARMv7; }); #endif }