You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

123 lines
4.4 KiB
C#

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