private static void AddCameraFader(MenuCommand _) { CameraFadeAuthoring cameraFader = GameObject.FindObjectOfType <CameraFadeAuthoring>(); if (cameraFader != null) { Debug.LogError("<b>[VRDF] :</b> a Camera Fader is already present in the scene.\n No need to add multiple instance of it."); Selection.activeObject = cameraFader.gameObject; } else { var faderPrefab = Utils.VRDFPrefabReferencer.GetPrefab("CameraFade"); // Instantiate a custom game object var newCameraFader = PrefabUtility.InstantiatePrefab(faderPrefab) as GameObject; // Register the creation in the undo system Undo.RegisterCreatedObjectUndo(newCameraFader, "Create " + newCameraFader.name); // Ensure it gets reparented if this was a context click (otherwise does nothing) GameObjectUtility.SetParentAndAlign(newCameraFader, FindObjectOfType <Camera>().gameObject); Selection.activeObject = newCameraFader; } }
public virtual void OnEnable() { _target = (CameraFadeAuthoring)target; _fadeInOnSetupVRReady = serializedObject.FindProperty("FadeInOnSetupVRReady"); _timeOffsetBeforeFadeIn = serializedObject.FindProperty("TimeBeforeFirstFadeIn"); }