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123 lines
4.4 KiB
C#
123 lines
4.4 KiB
C#
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Prompt developers to use settings most compatible with SteamVR.
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//
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//=============================================================================
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#if (UNITY_5_4_OR_NEWER && !UNITY_2018_1_OR_NEWER)
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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using System.Collections.Generic;
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using System.Linq;
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using System;
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using System.Reflection;
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using UnityEditor.Callbacks;
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namespace Valve.VR
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{
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public class SteamVR_AutoEnableVR_54to2018
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{
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[DidReloadScripts]
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private static void OnReload()
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{
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EditorApplication.update += Update;
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}
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protected const string openVRString = "OpenVR";
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private static void End()
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{
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EditorApplication.update -= Update;
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}
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public static void Update()
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{
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if (!SteamVR_Settings.instance.autoEnableVR || Application.isPlaying)
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End();
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bool enabledVR = false;
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int shouldInstall = -1;
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if (UnityEditor.PlayerSettings.virtualRealitySupported == false)
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{
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shouldInstall = UnityEditor.EditorUtility.DisplayDialogComplex("SteamVR", "Would you like to enable Virtual Reality mode?\n\nThis will enable Virtual Reality in Player Settings and add OpenVR as a target.", "Yes", "No, and don't ask again", "No");
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switch (shouldInstall)
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{
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case 0: //yes
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UnityEditor.PlayerSettings.virtualRealitySupported = true;
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break;
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case 1: //no:
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UnityEditor.EditorApplication.update -= Update;
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return;
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case 2: //no, don't ask
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SteamVR_Settings.instance.autoEnableVR = false;
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SteamVR_Settings.Save();
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UnityEditor.EditorApplication.update -= Update;
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return;
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}
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}
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UnityEditor.BuildTargetGroup currentTarget = UnityEditor.EditorUserBuildSettings.selectedBuildTargetGroup;
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#if UNITY_5_6_OR_NEWER
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string[] devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevicesOnTargetGroup(currentTarget);
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#else
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string[] devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevices(currentTarget);
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#endif
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bool hasOpenVR = devices.Any(device => string.Equals(device, openVRString, System.StringComparison.CurrentCultureIgnoreCase));
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if (hasOpenVR == false || enabledVR)
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{
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string[] newDevices;
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if (enabledVR && hasOpenVR == false)
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{
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newDevices = new string[] { openVRString }; //only list openvr if we enabled it
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}
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else
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{
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List<string> devicesList = new List<string>(devices); //list openvr as the first option if it wasn't in the list.
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if (hasOpenVR)
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devicesList.Remove(openVRString);
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devicesList.Insert(0, openVRString);
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newDevices = devicesList.ToArray();
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}
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int shouldEnable = -1;
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if (shouldInstall == 0)
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shouldEnable = 0;
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else
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shouldEnable = UnityEditor.EditorUtility.DisplayDialogComplex("SteamVR", "Would you like to enable OpenVR as a VR target?", "Yes", "No, and don't ask again", "No");
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switch (shouldEnable)
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{
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case 0: //yes
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#if UNITY_5_6_OR_NEWER
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UnityEditorInternal.VR.VREditor.SetVREnabledDevicesOnTargetGroup(currentTarget, newDevices);
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#else
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UnityEditorInternal.VR.VREditor.SetVREnabledDevices(currentTarget, newDevices);
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#endif
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Debug.Log("<b>[SteamVR Setup]</b> Added OpenVR to supported VR SDKs list.");
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break;
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case 1: //no:
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break;
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case 2: //no, don't ask
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SteamVR_Settings.instance.autoEnableVR = false;
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SteamVR_Settings.Save();
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break;
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}
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}
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UnityEditor.EditorApplication.update -= Update;
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}
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}
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}
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#endif |