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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.Serialization;
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namespace Valve.VR
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{
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public class SteamVR_Settings : ScriptableObject
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{
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private static SteamVR_Settings _instance;
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public static SteamVR_Settings instance
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{
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get
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{
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LoadInstance();
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return _instance;
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}
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}
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public bool pauseGameWhenDashboardVisible = true;
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public bool lockPhysicsUpdateRateToRenderFrequency = true;
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public ETrackingUniverseOrigin trackingSpace
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{
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get
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{
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return trackingSpaceOrigin;
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}
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set
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{
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trackingSpaceOrigin = value;
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if (SteamVR_Behaviour.isPlaying)
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SteamVR_Action_Pose.SetTrackingUniverseOrigin(trackingSpaceOrigin);
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}
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}
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[SerializeField]
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[FormerlySerializedAsAttribute("trackingSpace")]
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private ETrackingUniverseOrigin trackingSpaceOrigin = ETrackingUniverseOrigin.TrackingUniverseStanding;
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[Tooltip("Filename local to StreamingAssets/SteamVR/ folder")]
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public string actionsFilePath = "actions.json";
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[Tooltip("Path local to the directory the SteamVR folder as in")]
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public string steamVRInputPath = "SteamVR_Input";
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public SteamVR_UpdateModes inputUpdateMode = SteamVR_UpdateModes.OnUpdate;
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public SteamVR_UpdateModes poseUpdateMode = SteamVR_UpdateModes.OnPreCull;
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public bool activateFirstActionSetOnStart = true;
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[Tooltip("This is the app key the unity editor will use to identify your application. (can be \"steam.app.[appid]\" to persist bindings between editor steam)")]
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public string editorAppKey;
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[Tooltip("The SteamVR Plugin can automatically make sure VR is enabled in your player settings and if not, enable it.")]
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public bool autoEnableVR = true;
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[Space()]
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[Tooltip("This determines if we use legacy mixed reality mode (3rd controller/tracker device connected) or the new input system mode (pose / input source)")]
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public bool legacyMixedRealityCamera = true;
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[Tooltip("[NON-LEGACY] This is the pose action that will be used for positioning a mixed reality camera if connected")]
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public SteamVR_Action_Pose mixedRealityCameraPose = SteamVR_Input.GetPoseAction("ExternalCamera");
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[Tooltip("[NON-LEGACY] This is the input source to check on the pose for the mixed reality camera")]
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public SteamVR_Input_Sources mixedRealityCameraInputSource = SteamVR_Input_Sources.Camera;
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[Tooltip("[NON-LEGACY] Auto enable mixed reality action set if file exists")]
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public bool mixedRealityActionSetAutoEnable = true;
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[Tooltip("[EDITOR ONLY] The (left) prefab to be used for showing previews while posing hands")]
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public GameObject previewHandLeft;
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[Tooltip("[EDITOR ONLY] The (right) prefab to be used for showing previews while posing hands")]
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public GameObject previewHandRight;
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private const string previewLeftDefaultAssetName = "vr_glove_left_model_slim";
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private const string previewRightDefaultAssetName = "vr_glove_right_model_slim";
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public bool IsInputUpdateMode(SteamVR_UpdateModes tocheck)
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{
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return (inputUpdateMode & tocheck) == tocheck;
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}
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public bool IsPoseUpdateMode(SteamVR_UpdateModes tocheck)
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{
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return (poseUpdateMode & tocheck) == tocheck;
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}
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public static void VerifyScriptableObject()
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{
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LoadInstance();
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}
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private static void LoadInstance()
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{
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if (_instance == null)
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{
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_instance = Resources.Load<SteamVR_Settings>("SteamVR_Settings");
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if (_instance == null)
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{
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_instance = SteamVR_Settings.CreateInstance<SteamVR_Settings>();
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#if UNITY_EDITOR
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string localFolderPath = SteamVR.GetSteamVRResourcesFolderPath(true);
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string assetPath = System.IO.Path.Combine(localFolderPath, "SteamVR_Settings.asset");
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UnityEditor.AssetDatabase.CreateAsset(_instance, assetPath);
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UnityEditor.AssetDatabase.SaveAssets();
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#endif
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}
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SetDefaultsIfNeeded();
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}
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}
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public static void Save()
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{
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(instance);
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UnityEditor.AssetDatabase.SaveAssets();
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#endif
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}
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private const string defaultSettingsAssetName = "SteamVR_Settings";
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private static void SetDefaultsIfNeeded()
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{
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if (string.IsNullOrEmpty(_instance.editorAppKey))
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{
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_instance.editorAppKey = SteamVR.GenerateAppKey();
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Debug.Log("<b>[SteamVR Setup]</b> Generated you an editor app key of: " + _instance.editorAppKey + ". This lets the editor tell SteamVR what project this is. Has no effect on builds. This can be changed in Assets/SteamVR/Resources/SteamVR_Settings");
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(_instance);
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UnityEditor.AssetDatabase.SaveAssets();
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#endif
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}
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#if UNITY_EDITOR
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if (_instance.previewHandLeft == null)
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_instance.previewHandLeft = FindDefaultPreviewHand(previewLeftDefaultAssetName);
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if (_instance.previewHandRight == null)
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_instance.previewHandRight = FindDefaultPreviewHand(previewRightDefaultAssetName);
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#endif
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#if OPENVR_XR_API
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Unity.XR.OpenVR.OpenVRSettings settings = Unity.XR.OpenVR.OpenVRSettings.GetSettings();
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settings.ActionManifestFileRelativeFilePath = SteamVR_Input.GetActionsFilePath();
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#if UNITY_EDITOR
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settings.EditorAppKey = _instance.editorAppKey;
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#endif
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#endif
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}
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private static GameObject FindDefaultPreviewHand(string assetName)
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{
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#if UNITY_EDITOR
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string[] defaultPaths = UnityEditor.AssetDatabase.FindAssets(string.Format("t:Prefab {0}", assetName));
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if (defaultPaths != null && defaultPaths.Length > 0)
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{
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string defaultGUID = defaultPaths[0];
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string defaultPath = UnityEditor.AssetDatabase.GUIDToAssetPath(defaultGUID);
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GameObject defaultAsset = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(defaultPath);
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if (defaultAsset == null)
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Debug.LogError("[SteamVR] Could not load default hand preview prefab: " + assetName + ". Found path: " + defaultPath);
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return defaultAsset;
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}
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//else //todo: this will generally fail on the first try but will try again before its an issue.
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//Debug.LogError("[SteamVR] Could not load default hand preview prefab: " + assetName);
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#endif
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return null;
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}
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}
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}
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