public static void Initialize(string appId) { if (Application.isEditor) { var platform = new StandalonePlatform(); IsPlatformInitialized = platform.InitializeInEditor(); } else if (Application.platform == RuntimePlatform.Android) { var platform = new AndroidPlatform(); IsPlatformInitialized = platform.Initialize(appId); } else if (Application.platform == RuntimePlatform.WindowsPlayer) { var platform = new WindowsPlatform(); IsPlatformInitialized = platform.Initialize(appId); } else { throw new NotImplementedException("Oculus platform is not implemented on this platform yet."); } if (!IsPlatformInitialized) { throw new UnityException("Oculus Platform failed to initialize."); } }
public static void Initialize(string appId = null) { if (!UnityEngine.Application.isEditor) { if (String.IsNullOrEmpty(appId)) { if (String.IsNullOrEmpty(AppIDFromConfig)) { throw new UnityException("Update your app id by selecting 'Oculus Platform' -> 'Edit Settings'"); } appId = AppIDFromConfig; } else { if (!String.IsNullOrEmpty(AppIDFromConfig)) { Debug.LogWarning(string.Format("The 'Oculus App Id ({0})' field in 'Oculus Platform/Edit Settings' is clobbering appId ({1}) that you passed in to Platform.Core.Init. You should only specify this in one place. We recommend the menu location.", AppIDFromConfig, appId)); } } } if (UnityEngine.Application.isEditor) { var platform = new StandalonePlatform(); IsPlatformInitialized = platform.InitializeInEditor(); } else if (UnityEngine.Application.platform == RuntimePlatform.Android) { var platform = new AndroidPlatform(); IsPlatformInitialized = platform.Initialize(appId); } else if (UnityEngine.Application.platform == RuntimePlatform.WindowsPlayer) { var platform = new WindowsPlatform(); IsPlatformInitialized = platform.Initialize(appId); } else { throw new NotImplementedException("Oculus platform is not implemented on this platform yet."); } if (!IsPlatformInitialized) { throw new UnityException("Oculus Platform failed to initialize."); } if (LogMessages) { Debug.LogWarning("Oculus.Platform.Core.LogMessages is set to true. This will cause extra heap allocations, and should not be used outside of testing and debugging."); } // Create the GameObject that will run the callbacks (new GameObject("Oculus.Platform.CallbackRunner")).AddComponent <CallbackRunner>(); }