public float GetYaw() { string property_name = "get_yaw"; IntPtr tempPtr = Marshal.StringToHGlobalAnsi(property_name); return(Composer.DpnuGetFloatValue(tempPtr, 0.0f)); }
//static ConfigEngine //{ //} static public void Init() { // log the unity version Debug.Log("Unity Version: " + Application.unityVersion); Debug.Log("Unity Plugin Version: " + DpnManager.DpvrUnityVersion); // change when and only when unity is released. Unity plugin version. #if UNITY_ANDROID && !UNITY_EDITOR // don't allow the application to run if orientation is not landscape left. // set screen orientation at runtime to override PlayerSettings.defaultInterfaceOrientation; Screen.orientation = ScreenOrientation.LandscapeLeft; if (Screen.orientation != ScreenOrientation.LandscapeLeft) { Debug.LogError("********************************************************************************\n"); Debug.LogError("***** Default screen orientation must be set to landscape left for VR.\n" + "***** Stopping application.\n"); Debug.LogError("********************************************************************************\n"); Debug.Break(); Application.Quit(); } // don't enable gyro, it is not used and triggers expensive display calls if (Input.gyro.enabled) { Debug.LogError("*** Auto-disabling Gyroscope ***"); Input.gyro.enabled = false; } // NOTE: On Adreno Lollipop, it is an error to have antiAliasing set on the // main window surface with front buffer rendering enabled. The view will // render black. // On Adreno KitKat, some tiling control modes will cause the view to render // black. // As VR9 render to fb directly, need enable aa if (DpnDevice.bVR9) { QualitySettings.antiAliasing = 4; Debug.Log("VR9 platform AA should be enabled to " + QualitySettings.antiAliasing); } else { if (QualitySettings.antiAliasing > 1) { Debug.LogWarning("*** Antialiasing should be disabled for better performance and no quality losing ***"); } } // Disable screen dimming Screen.sleepTimeout = SleepTimeout.NeverSleep; #endif // try to render at 70fps string PROPERTY_REFRESH_RATE = "refresh_rate"; IntPtr tempPtr = Marshal.StringToHGlobalAnsi(PROPERTY_REFRESH_RATE); Application.targetFrameRate = (int)Composer.DpnuGetFloatValue(tempPtr, 70) / DpnManager.minimumVsync; Debug.Log("minimumVsync " + DpnManager.minimumVsync + " targetFrameRate " + Application.targetFrameRate); }