private static void PackageListResponse() { bool oculusStandaloneInstalled = false; bool oculusAndroidInstalled = false; bool unityxrmgmt = false; if (listResponse.IsCompleted) { EditorApplication.update -= PackageListResponse; foreach (var package in listResponse.Result) { if (package.name == "com.unity.xr.oculus.standalone") { oculusStandaloneInstalled = true; } else if (package.name == "com.unity.xr.oculus.android") { oculusAndroidInstalled = true; } else if (package.name == "com.unity.xr.management") { unityxrmgmt = true; } } if (unityxrmgmt) { delResponse = UnityEditor.PackageManager.Client.Remove("com.unity.xr.management"); EditorApplication.update += PackageDelResponse; return; } if (!oculusStandaloneInstalled && (settings.BuildForPC || settings.BuildForMac)) { addResponse = UnityEditor.PackageManager.Client.Add("com.unity.xr.oculus.standalone"); EditorApplication.update += PackageAddResponse; return; } if (!oculusAndroidInstalled && settings.BuildForAndroid) { addResponse = UnityEditor.PackageManager.Client.Add("com.unity.xr.oculus.android"); EditorApplication.update += PackageAddResponse; return; } CheckXRSettings(); CheckLayerSettings(); Debug.Log("Player Settings adjusted for AltspaceVR build, we're good to go."); } }
public static void MenuItem_UpdatePackage_Develop() { string t_name = "https://github.com/bluebackblue/UpmJsonItem.git?path=BlueBackJsonItem/Assets/UPM"; UnityEditor.PackageManager.Requests.AddRequest t_request = UnityEditor.PackageManager.Client.Add(t_name); while (t_request.Status == UnityEditor.PackageManager.StatusCode.InProgress) { if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(t_name, t_name, 1.0f) == true) { break; } System.Threading.Thread.Sleep(1000); } UnityEditor.EditorUtility.ClearProgressBar(); }
public static void MenuItem_UpdatePackage_Last() { string t_version = GetLastReleaseNameFromGitHub(); if (t_version != null) { string t_name = "https://github.com/bluebackblue/UpmAssetLib.git?path=BlueBackAssetLib/Assets/UPM#" + t_version; UnityEditor.PackageManager.Requests.AddRequest t_request = UnityEditor.PackageManager.Client.Add(t_name); while (t_request.Status == UnityEditor.PackageManager.StatusCode.InProgress) { if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(t_name, t_name, 1.0f) == true) { break; } System.Threading.Thread.Sleep(1000); } UnityEditor.EditorUtility.ClearProgressBar(); } }
public static void Update() { if (SteamVR_Settings.instance.autoEnableVR) { bool enabledVR = false; if (UnityEditor.PlayerSettings.virtualRealitySupported == false) { UnityEditor.PlayerSettings.virtualRealitySupported = true; enabledVR = true; Debug.Log("<b>[SteamVR Setup]</b> Enabled virtual reality support in Player Settings. (you can disable this by unchecking Assets/SteamVR/SteamVR_Settings.autoEnableVR)"); } UnityEditor.BuildTargetGroup currentTarget = UnityEditor.EditorUserBuildSettings.selectedBuildTargetGroup; #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) string[] devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevices(currentTarget); #else string[] devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevicesOnTargetGroup(currentTarget); #endif bool hasOpenVR = devices.Any(device => string.Equals(device, openVRString, System.StringComparison.CurrentCultureIgnoreCase)); if (hasOpenVR == false || enabledVR) { string[] newDevices; if (enabledVR && hasOpenVR == false) { newDevices = new string[] { openVRString }; //only list openvr if we enabled it } else { List <string> devicesList = new List <string>(devices); //list openvr as the first option if it wasn't in the list. if (hasOpenVR) { devicesList.Remove(openVRString); } devicesList.Insert(0, openVRString); newDevices = devicesList.ToArray(); } #if (UNITY_5_6 || UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) UnityEditorInternal.VR.VREditor.SetVREnabledDevices(currentTarget, newDevices); #else UnityEditorInternal.VR.VREditor.SetVREnabledDevicesOnTargetGroup(currentTarget, newDevices); #endif Debug.Log("<b>[SteamVR Setup]</b> Added OpenVR to supported VR SDKs list."); } #if UNITY_2018_1_OR_NEWER //2018+ requires us to manually add the OpenVR package switch (packageState) { case PackageStates.None: //see if we have the package listRequest = UnityEditor.PackageManager.Client.List(true); packageState = PackageStates.WaitingForList; break; case PackageStates.WaitingForList: if (listRequest.IsCompleted) { if (listRequest.Error != null || listRequest.Status == UnityEditor.PackageManager.StatusCode.Failure) { packageState = PackageStates.Failed; break; } bool hasPackage = listRequest.Result.Any(package => package.name == openVRPackageString); if (hasPackage == false) { //if we don't have the package - then install it addRequest = UnityEditor.PackageManager.Client.Add(openVRPackageString); packageState = PackageStates.WaitingForAdd; addTryCount++; Debug.Log("<b>[SteamVR Setup]</b> Installing OpenVR package..."); addingPackageTime.Start(); addingPackageTimeTotal.Start(); } else { //if we do have the package do nothing packageState = PackageStates.Installed; //already installed } } break; case PackageStates.WaitingForAdd: if (addRequest.IsCompleted) { if (addRequest.Error != null || addRequest.Status == UnityEditor.PackageManager.StatusCode.Failure) { packageState = PackageStates.Failed; break; } else { //if the package manager says we added it then confirm that with the list listRequest = UnityEditor.PackageManager.Client.List(true); packageState = PackageStates.WaitingForAddConfirm; } } else { if (addingPackageTimeTotal.Elapsed.TotalSeconds > estimatedTimeToInstall) { estimatedTimeToInstall *= 2; // :) } string dialogText; if (addTryCount == 1) { dialogText = "Installing OpenVR from Unity Package Manager..."; } else { dialogText = "Retrying OpenVR install from Unity Package Manager..."; } bool cancel = UnityEditor.EditorUtility.DisplayCancelableProgressBar("SteamVR", dialogText, (float)addingPackageTimeTotal.Elapsed.TotalSeconds / estimatedTimeToInstall); if (cancel) { packageState = PackageStates.Failed; } if (addingPackageTime.Elapsed.TotalSeconds > 10) { Debug.Log("<b>[SteamVR Setup]</b> Waiting for package manager to install OpenVR package..."); addingPackageTime.Stop(); addingPackageTime.Reset(); addingPackageTime.Start(); } } break; case PackageStates.WaitingForAddConfirm: if (listRequest.IsCompleted) { if (listRequest.Error != null) { packageState = PackageStates.Failed; break; } bool hasPackage = listRequest.Result.Any(package => package.name == openVRPackageString); if (hasPackage == false) { if (addTryCount == 1) { addRequest = UnityEditor.PackageManager.Client.Add(openVRPackageString); packageState = PackageStates.WaitingForAdd; addTryCount++; Debug.Log("<b>[SteamVR Setup]</b> Retrying OpenVR package install..."); } else { packageState = PackageStates.Failed; } } else { packageState = PackageStates.Installed; //installed successfully Debug.Log("<b>[SteamVR Setup]</b> Successfully installed OpenVR package."); } } break; } if (packageState == PackageStates.Failed || packageState == PackageStates.Installed) { addingPackageTime.Stop(); addingPackageTimeTotal.Stop(); UnityEditor.EditorUtility.ClearProgressBar(); UnityEditor.EditorApplication.update -= Update; //we're done trying to auto-enable vr if (packageState == PackageStates.Failed) { string failtext = "The Unity Package Manager failed to automatically install the OpenVR package. Please open the Package Manager Window and try to install it manually."; UnityEditor.EditorUtility.DisplayDialog("SteamVR", failtext, "Ok"); Debug.Log("<b>[SteamVR Setup]</b> " + failtext); } } #else UnityEditor.EditorApplication.update -= Update; #endif } }
public static void Update() { if (!SteamVR_Settings.instance.autoEnableVR || Application.isPlaying) { End(); } if (UnityEditor.PlayerSettings.virtualRealitySupported == false) { if (forceInstall == false) { int shouldInstall = UnityEditor.EditorUtility.DisplayDialogComplex("SteamVR", "Would you like to enable Virtual Reality mode?\n\nThis will install the OpenVR for Desktop package and enable it in Player Settings.", "Yes", "No, and don't ask again", "No"); switch (shouldInstall) { case 0: //yes UnityEditor.PlayerSettings.virtualRealitySupported = true; break; case 1: //no End(); return; case 2: //no, don't ask SteamVR_Settings.instance.autoEnableVR = false; SteamVR_Settings.Save(); End(); return; } } Debug.Log("<b>[SteamVR Setup]</b> Enabled virtual reality support in Player Settings. (you can disable this by unchecking Assets/SteamVR/SteamVR_Settings.autoEnableVR)"); } switch (updateState) { case PackageStates.None: //see if we have the package listRequest = UnityEditor.PackageManager.Client.List(true); updateState = PackageStates.WaitingForList; break; case PackageStates.WaitingForList: if (listRequest == null) { listRequest = UnityEditor.PackageManager.Client.List(true); updateState = PackageStates.WaitingForList; } else if (listRequest.IsCompleted) { if (listRequest.Error != null || listRequest.Status == UnityEditor.PackageManager.StatusCode.Failure) { updateState = PackageStates.Failed; break; } string packageName = unityOpenVRPackageString; bool hasPackage = listRequest.Result.Any(package => package.name == packageName); if (hasPackage == false) { //if we don't have the package - then install it addRequest = UnityEditor.PackageManager.Client.Add(packageName); updateState = PackageStates.WaitingForAdd; addTryCount++; Debug.Log("<b>[SteamVR Setup]</b> Installing OpenVR package..."); addingPackageTime.Start(); addingPackageTimeTotal.Start(); } else { //if we do have the package, make sure it's enabled. updateState = PackageStates.Installed; //already installed } } break; case PackageStates.WaitingForAdd: if (addRequest.IsCompleted) { if (addRequest.Error != null || addRequest.Status == UnityEditor.PackageManager.StatusCode.Failure) { updateState = PackageStates.Failed; break; } else { //if the package manager says we added it then confirm that with the list listRequest = UnityEditor.PackageManager.Client.List(true); updateState = PackageStates.WaitingForAddConfirm; } } else { if (addingPackageTimeTotal.Elapsed.TotalSeconds > estimatedTimeToInstall) { if (addTryCount == 1) { estimatedTimeToInstall *= 2; //give us more time to retry } else { updateState = PackageStates.Failed; } } string dialogText; if (addTryCount == 1) { dialogText = "Installing OpenVR from Unity Package Manager..."; } else { dialogText = "Retrying OpenVR install from Unity Package Manager..."; } bool cancel = UnityEditor.EditorUtility.DisplayCancelableProgressBar("SteamVR", dialogText, (float)addingPackageTimeTotal.Elapsed.TotalSeconds / estimatedTimeToInstall); if (cancel) { updateState = PackageStates.Failed; } if (addingPackageTime.Elapsed.TotalSeconds > 10) { Debug.Log("<b>[SteamVR Setup]</b> Waiting for package manager to install OpenVR package..."); addingPackageTime.Stop(); addingPackageTime.Reset(); addingPackageTime.Start(); } } break; case PackageStates.WaitingForAddConfirm: if (listRequest.IsCompleted) { if (listRequest.Error != null) { updateState = PackageStates.Failed; break; } string packageName = unityOpenVRPackageString; bool hasPackage = listRequest.Result.Any(package => package.name == packageName); if (hasPackage == false) { if (addTryCount == 1) { addRequest = UnityEditor.PackageManager.Client.Add(packageName); updateState = PackageStates.WaitingForAdd; addTryCount++; Debug.Log("<b>[SteamVR Setup]</b> Retrying OpenVR package install..."); } else { updateState = PackageStates.Failed; } } else { updateState = PackageStates.Installed; //installed successfully Debug.Log("<b>[SteamVR Setup]</b> Successfully installed OpenVR Desktop package."); } } break; case PackageStates.Installed: UnityEditor.BuildTargetGroup currentTarget = UnityEditor.EditorUserBuildSettings.selectedBuildTargetGroup; string[] devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevicesOnTargetGroup(currentTarget); bool hasOpenVR = false; bool isFirst = false; if (devices.Length != 0) { int index = Array.FindIndex(devices, device => string.Equals(device, openVRString, System.StringComparison.CurrentCultureIgnoreCase)); hasOpenVR = index != -1; isFirst = index == 0; } //list openvr as the first option if it was in the list already List <string> devicesList = new List <string>(devices); if (isFirst == false) { if (hasOpenVR == true) { devicesList.Remove(openVRString); } devicesList.Insert(0, openVRString); string[] newDevices = devicesList.ToArray(); UnityEditorInternal.VR.VREditor.SetVREnabledDevicesOnTargetGroup(currentTarget, newDevices); Debug.Log("<b>[SteamVR Setup]</b> Added OpenVR to supported VR SDKs list."); } End(); break; case PackageStates.Failed: End(); string failtext = "The Unity Package Manager failed to automatically install the OpenVR Desktop package. Please open the Package Manager Window and try to install it manually."; UnityEditor.EditorUtility.DisplayDialog("SteamVR", failtext, "Ok"); Debug.Log("<b>[SteamVR Setup]</b> " + failtext); break; } }
public static void Update() { if (SteamVR_Settings.instance.autoEnableVR) { bool enabledVR = false; #if UNITY_2020_1_OR_NEWER || OPENVR_XR_API #if !UNITY_2020_2_OR_NEWER if (UnityEditor.PlayerSettings.virtualRealitySupported == true) { UnityEditor.PlayerSettings.virtualRealitySupported = false; enabledVR = true; Debug.Log("<b>[SteamVR Setup]</b> Disabled virtual reality support in Player Settings. <b>Because you're using XR Manager. Make sure OpenVR Loader is enabled in XR Manager UI.</b> (you can disable this by unchecking Assets/SteamVR/SteamVR_Settings.autoEnableVR)"); } #endif #if OPENVR_XR_API //little hacky, but the public methods weren't working. if (isLoaderAssignedMethodParameters == null) { isLoaderAssignedMethodParameters = new Type[] { typeof(string), typeof(BuildTargetGroup) } } ; if (isLoaderAssignedCallParameters == null) { isLoaderAssignedCallParameters = new object[] { valveOpenVRLoaderType, BuildTargetGroup.Standalone } } ; if (isLoaderAssigned == null) { isLoaderAssigned = GetMethod("IsLoaderAssigned", isLoaderAssignedMethodParameters); } if (installPackageAndAssignLoaderForBuildTarget == null) { installPackageAndAssignLoaderForBuildTarget = GetMethod("InstallPackageAndAssignLoaderForBuildTarget"); } if (isLoaderAssigned != null && installPackageAndAssignLoaderForBuildTarget != null) { bool isAssigned = (bool)isLoaderAssigned.Invoke(null, isLoaderAssignedCallParameters); if (isAssigned == false) { if (enabledLoaderKey == null) { enabledLoaderKey = string.Format(valveEnabledLoaderKeyTemplate, SteamVR_Settings.instance.editorAppKey); } if (EditorPrefs.HasKey(enabledLoaderKey) == false) { installPackageAndAssignLoaderForBuildTarget.Invoke(null, new object[] { valveOpenVRPackageString, valveOpenVRLoaderType, BuildTargetGroup.Standalone }); isAssigned = (bool)isLoaderAssigned.Invoke(null, isLoaderAssignedCallParameters); if (isAssigned) { EditorPrefs.SetBool(enabledLoaderKey, true); Debug.Log("<b>[SteamVR Setup]</b> Enabled OpenVR Loader in XR Management"); UnityEditor.EditorApplication.update -= Update; } } else { UnityEditor.EditorApplication.update -= Update; } } else { UnityEditor.EditorApplication.update -= Update; } } #elif UNITY_2020_1_OR_NEWER StartAutoUpdater(); #endif #else if (UnityEditor.PlayerSettings.virtualRealitySupported == false) { UnityEditor.PlayerSettings.virtualRealitySupported = true; enabledVR = true; Debug.Log("<b>[SteamVR Setup]</b> Enabled virtual reality support in Player Settings. (you can disable this by unchecking Assets/SteamVR/SteamVR_Settings.autoEnableVR)"); } UnityEditor.BuildTargetGroup currentTarget = UnityEditor.EditorUserBuildSettings.selectedBuildTargetGroup; #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) string[] devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevices(currentTarget); #else string[] devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevicesOnTargetGroup(currentTarget); #endif bool hasOpenVR = devices.Any(device => string.Equals(device, openVRString, System.StringComparison.CurrentCultureIgnoreCase)); if (hasOpenVR == false || enabledVR) { string[] newDevices; if (enabledVR && hasOpenVR == false) { newDevices = new string[] { openVRString }; //only list openvr if we enabled it } else { List <string> devicesList = new List <string>(devices); //list openvr as the first option if it wasn't in the list. if (hasOpenVR) { devicesList.Remove(openVRString); } devicesList.Insert(0, openVRString); newDevices = devicesList.ToArray(); } #if (UNITY_5_6 || UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) UnityEditorInternal.VR.VREditor.SetVREnabledDevices(currentTarget, newDevices); #else UnityEditorInternal.VR.VREditor.SetVREnabledDevicesOnTargetGroup(currentTarget, newDevices); #endif Debug.Log("<b>[SteamVR Setup]</b> Added OpenVR to supported VR SDKs list."); } #if UNITY_2018_2_OR_NEWER //2018+ requires us to manually add the OpenVR package //2020.1+ has a separate script that does installs switch (packageState) { case PackageStates.None: //see if we have the package listRequest = UnityEditor.PackageManager.Client.List(true); packageState = PackageStates.WaitingForList; break; case PackageStates.WaitingForList: if (listRequest.IsCompleted) { if (listRequest.Error != null || listRequest.Status == UnityEditor.PackageManager.StatusCode.Failure) { packageState = PackageStates.Failed; break; } string packageName = null; packageName = unityOpenVRPackageString; bool hasPackage = listRequest.Result.Any(package => package.name == packageName); if (hasPackage == false) { //if we don't have the package - then install it addRequest = UnityEditor.PackageManager.Client.Add(packageName); packageState = PackageStates.WaitingForAdd; addTryCount++; Debug.Log("<b>[SteamVR Setup]</b> Installing OpenVR package..."); addingPackageTime.Start(); addingPackageTimeTotal.Start(); } else { //if we do have the package, do nothing packageState = PackageStates.Installed; //already installed } } break; case PackageStates.WaitingForAdd: if (addRequest.IsCompleted) { if (addRequest.Error != null || addRequest.Status == UnityEditor.PackageManager.StatusCode.Failure) { packageState = PackageStates.Failed; break; } else { //if the package manager says we added it then confirm that with the list listRequest = UnityEditor.PackageManager.Client.List(true); packageState = PackageStates.WaitingForAddConfirm; } } else { if (addingPackageTimeTotal.Elapsed.TotalSeconds > estimatedTimeToInstall) { estimatedTimeToInstall *= 2; // :) } string dialogText; if (addTryCount == 1) { dialogText = "Installing OpenVR from Unity Package Manager..."; } else { dialogText = "Retrying OpenVR install from Unity Package Manager..."; } bool cancel = UnityEditor.EditorUtility.DisplayCancelableProgressBar("SteamVR", dialogText, (float)addingPackageTimeTotal.Elapsed.TotalSeconds / estimatedTimeToInstall); if (cancel) { packageState = PackageStates.Failed; } if (addingPackageTime.Elapsed.TotalSeconds > 10) { Debug.Log("<b>[SteamVR Setup]</b> Waiting for package manager to install OpenVR package..."); addingPackageTime.Stop(); addingPackageTime.Reset(); addingPackageTime.Start(); } } break; case PackageStates.WaitingForAddConfirm: if (listRequest.IsCompleted) { if (listRequest.Error != null) { packageState = PackageStates.Failed; break; } string packageName = unityOpenVRPackageString; bool hasPackage = listRequest.Result.Any(package => package.name == packageName); if (hasPackage == false) { if (addTryCount == 1) { addRequest = UnityEditor.PackageManager.Client.Add(packageName); packageState = PackageStates.WaitingForAdd; addTryCount++; Debug.Log("<b>[SteamVR Setup]</b> Retrying OpenVR package install..."); } else { packageState = PackageStates.Failed; } } else { packageState = PackageStates.Installed; //installed successfully Debug.Log("<b>[SteamVR Setup]</b> Successfully installed OpenVR package."); } } break; } if (packageState == PackageStates.Failed || packageState == PackageStates.Installed) { addingPackageTime.Stop(); addingPackageTimeTotal.Stop(); UnityEditor.EditorUtility.ClearProgressBar(); UnityEditor.EditorApplication.update -= Update; //we're done trying to auto-enable vr if (packageState == PackageStates.Failed) { string failtext = "The Unity Package Manager failed to automatically install the OpenVR package. Please open the Package Manager Window and try to install it manually."; UnityEditor.EditorUtility.DisplayDialog("SteamVR", failtext, "Ok"); Debug.Log("<b>[SteamVR Setup]</b> " + failtext); } } #else UnityEditor.EditorApplication.update -= Update; #endif #endif } }