//No useful settings included at the moment ... can be left out for now.

        VRSimSettings GetSettings()
        {
            VRSimSettings settings = null;

            // When running in the Unity Editor, we have to load user's customization of configuration data directly from
            // EditorBuildSettings. At runtime, we need to grab it from the static instance field instead.
#if UNITY_EDITOR
            UnityEditor.EditorBuildSettings.TryGetConfigObject(VRSimConstants.k_SettingsKey, out settings);
#else
            settings = VRSimSettings.s_RuntimeInstance;
#endif
            return(settings);
        }
        /// <summary>Override of <see cref="IPreprocessBuildWithReport"/></summary>
        /// <param name="report">Build report.</param>
        public void OnPreprocessBuild(BuildReport report)
        {
            // Always remember to cleanup preloaded assets after build to make sure we don't
            // dirty later builds with assets that may not be needed or are out of date.
            CleanOldSettings();

            VRSimSettings settings = null;

            EditorBuildSettings.TryGetConfigObject(VRSimConstants.k_SettingsKey, out settings);
            if (settings == null)
            {
                return;
            }

            UnityEngine.Object[] preloadedAssets = PlayerSettings.GetPreloadedAssets();

            if (!preloadedAssets.Contains(settings))
            {
                var assets = preloadedAssets.ToList();
                assets.Add(settings);
                PlayerSettings.SetPreloadedAssets(assets.ToArray());
            }
        }
        public override void OnInspectorGUI()
        {
            if (serializedObject == null || serializedObject.targetObject == null)
            {
                return;
            }

            if (m_IncludeInBuildProperty == null)
            {
                m_IncludeInBuildProperty = serializedObject.FindProperty(k_includeInBuild);
            }

            serializedObject.Update();
            m_ShowBuildSettings = EditorGUILayout.Foldout(m_ShowBuildSettings, k_ShowBuildSettingsLabel);
            if (m_ShowBuildSettings)
            {
                EditorGUI.indentLevel++;
                EditorGUI.BeginChangeCheck();
                EditorGUILayout.PropertyField(m_IncludeInBuildProperty, k_includeBuildLabel);
                if (EditorGUI.EndChangeCheck())
                {
                    if (m_IncludeInBuildProperty.boolValue)
                    {
                        VRSimSettings.SetScriptingSymbol();
                    }

                    else
                    {
                        VRSimSettings.RemoveScriptingSymbol();
                    }
                }
                EditorGUI.indentLevel--;
            }


            serializedObject.ApplyModifiedProperties();
        }
 void Awake()
 {
     #if !UNITY_EDITOR
     s_RuntimeInstance = this;
     #endif
 }