// // Technically, this entire example could be written in either Awake() or Start(), but Awake is // used here to emphasize the one-time-only initialization from the work that could // potentially be executed at run-time. // void Awake() { // Init USD. InitUsd.Initialize(); // In this example, we assume there is a set of well known shaders, we will look up the // material based on the associated ID. This map allows the identifier in USD to differ from // the identifier specified in the Unity shader. m_shaderMap = new Dictionary <string, ShaderPair>(); // Setup the Standard shader USD <-> Unity mapping. m_shaderMap.Add("Unity.Standard", new ShaderPair(UnityEngine.Shader.Find("Standard"), new StandardShaderSample())); }
// ------------------------------------------------------------------------------------------ // // Unity Behavior Events. // ------------------------------------------------------------------------------------------ // void Awake() { // Init USD. InitUsd.Initialize(); }
void Start() { InitUsd.Initialize(); }