231 lines
10 KiB
C#
231 lines
10 KiB
C#
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//======= 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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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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namespace Valve.VR
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{
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[InitializeOnLoad]
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public class SteamVR_AutoEnableVR
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{
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static SteamVR_AutoEnableVR()
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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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protected const string openVRPackageString = "com.unity.xr.openvr.standalone";
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#if UNITY_2018_2_OR_NEWER
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private enum PackageStates
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{
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None,
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WaitingForList,
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WaitingForAdd,
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WaitingForAddConfirm,
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Installed,
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Failed,
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}
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private static UnityEditor.PackageManager.Requests.ListRequest listRequest;
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private static UnityEditor.PackageManager.Requests.AddRequest addRequest;
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private static PackageStates packageState = PackageStates.None;
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private static System.Diagnostics.Stopwatch addingPackageTime = new System.Diagnostics.Stopwatch();
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private static System.Diagnostics.Stopwatch addingPackageTimeTotal = new System.Diagnostics.Stopwatch();
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private static float estimatedTimeToInstall = 80;
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private static int addTryCount = 0;
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#endif
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public static void Update()
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{
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if (SteamVR_Settings.instance.autoEnableVR)
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{
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bool enabledVR = false;
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if (UnityEditor.PlayerSettings.virtualRealitySupported == false)
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{
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UnityEditor.PlayerSettings.virtualRealitySupported = true;
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enabledVR = true;
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Debug.Log("<b>[SteamVR Setup]</b> Enabled virtual reality support in Player Settings. (you can disable this by unchecking Assets/SteamVR/SteamVR_Settings.autoEnableVR)");
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}
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UnityEditor.BuildTargetGroup currentTarget = UnityEditor.EditorUserBuildSettings.selectedBuildTargetGroup;
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#if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
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string[] devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevices(currentTarget);
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#else
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string[] devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevicesOnTargetGroup(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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#if (UNITY_5_6 || UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
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UnityEditorInternal.VR.VREditor.SetVREnabledDevices(currentTarget, newDevices);
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#else
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UnityEditorInternal.VR.VREditor.SetVREnabledDevicesOnTargetGroup(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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}
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#if UNITY_2018_2_OR_NEWER
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//2018+ requires us to manually add the OpenVR package
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switch (packageState)
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{
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case PackageStates.None:
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//see if we have the package
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listRequest = UnityEditor.PackageManager.Client.List(true);
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packageState = PackageStates.WaitingForList;
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break;
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case PackageStates.WaitingForList:
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if (listRequest.IsCompleted)
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{
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if (listRequest.Error != null || listRequest.Status == UnityEditor.PackageManager.StatusCode.Failure)
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{
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packageState = PackageStates.Failed;
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break;
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}
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bool hasPackage = listRequest.Result.Any(package => package.name == openVRPackageString);
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if (hasPackage == false)
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{
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//if we don't have the package - then install it
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addRequest = UnityEditor.PackageManager.Client.Add(openVRPackageString);
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packageState = PackageStates.WaitingForAdd;
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addTryCount++;
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Debug.Log("<b>[SteamVR Setup]</b> Installing OpenVR package...");
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addingPackageTime.Start();
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addingPackageTimeTotal.Start();
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}
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else
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{
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//if we do have the package do nothing
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packageState = PackageStates.Installed; //already installed
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}
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}
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break;
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case PackageStates.WaitingForAdd:
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if (addRequest.IsCompleted)
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{
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if (addRequest.Error != null || addRequest.Status == UnityEditor.PackageManager.StatusCode.Failure)
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{
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packageState = PackageStates.Failed;
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break;
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}
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else
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{
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//if the package manager says we added it then confirm that with the list
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listRequest = UnityEditor.PackageManager.Client.List(true);
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packageState = PackageStates.WaitingForAddConfirm;
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}
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}
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else
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{
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if (addingPackageTimeTotal.Elapsed.TotalSeconds > estimatedTimeToInstall)
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estimatedTimeToInstall *= 2; // :)
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string dialogText;
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if (addTryCount == 1)
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dialogText = "Installing OpenVR from Unity Package Manager...";
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else
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dialogText = "Retrying OpenVR install from Unity Package Manager...";
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bool cancel = UnityEditor.EditorUtility.DisplayCancelableProgressBar("SteamVR", dialogText, (float)addingPackageTimeTotal.Elapsed.TotalSeconds / estimatedTimeToInstall);
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if (cancel)
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packageState = PackageStates.Failed;
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if (addingPackageTime.Elapsed.TotalSeconds > 10)
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{
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Debug.Log("<b>[SteamVR Setup]</b> Waiting for package manager to install OpenVR package...");
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addingPackageTime.Stop();
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addingPackageTime.Reset();
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addingPackageTime.Start();
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}
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}
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break;
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case PackageStates.WaitingForAddConfirm:
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if (listRequest.IsCompleted)
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{
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if (listRequest.Error != null)
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{
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packageState = PackageStates.Failed;
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break;
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}
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bool hasPackage = listRequest.Result.Any(package => package.name == openVRPackageString);
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if (hasPackage == false)
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{
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if (addTryCount == 1)
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{
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addRequest = UnityEditor.PackageManager.Client.Add(openVRPackageString);
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packageState = PackageStates.WaitingForAdd;
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addTryCount++;
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Debug.Log("<b>[SteamVR Setup]</b> Retrying OpenVR package install...");
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}
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else
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{
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packageState = PackageStates.Failed;
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}
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}
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else
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{
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packageState = PackageStates.Installed; //installed successfully
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Debug.Log("<b>[SteamVR Setup]</b> Successfully installed OpenVR package.");
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}
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}
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break;
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}
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if (packageState == PackageStates.Failed || packageState == PackageStates.Installed)
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{
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addingPackageTime.Stop();
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addingPackageTimeTotal.Stop();
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UnityEditor.EditorUtility.ClearProgressBar();
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UnityEditor.EditorApplication.update -= Update; //we're done trying to auto-enable vr
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if (packageState == PackageStates.Failed)
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{
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string failtext = "The Unity Package Manager failed to automatically install the OpenVR package. Please open the Package Manager Window and try to install it manually.";
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UnityEditor.EditorUtility.DisplayDialog("SteamVR", failtext, "Ok");
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Debug.Log("<b>[SteamVR Setup]</b> " + failtext);
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}
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}
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#else
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UnityEditor.EditorApplication.update -= Update;
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#endif
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}
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}
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}
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}
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