//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preloaded assets after build to make sure we don't // dirty later builds with assets that may not be needed or are out of date.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 }