168 lines
6.5 KiB
C#
168 lines
6.5 KiB
C#
|
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
|
|||
|
|
|||
|
using UnityEngine;
|
|||
|
using System.Collections;
|
|||
|
using System.Collections.Generic;
|
|||
|
using System.Linq;
|
|||
|
using UnityEngine.Serialization;
|
|||
|
|
|||
|
namespace Valve.VR
|
|||
|
{
|
|||
|
public class SteamVR_Settings : ScriptableObject
|
|||
|
{
|
|||
|
private static SteamVR_Settings _instance;
|
|||
|
public static SteamVR_Settings instance
|
|||
|
{
|
|||
|
get
|
|||
|
{
|
|||
|
LoadInstance();
|
|||
|
|
|||
|
return _instance;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public bool pauseGameWhenDashboardVisible = true;
|
|||
|
public bool lockPhysicsUpdateRateToRenderFrequency = true;
|
|||
|
public ETrackingUniverseOrigin trackingSpace
|
|||
|
{
|
|||
|
get
|
|||
|
{
|
|||
|
return trackingSpaceOrigin;
|
|||
|
}
|
|||
|
set
|
|||
|
{
|
|||
|
trackingSpaceOrigin = value;
|
|||
|
if (SteamVR_Behaviour.isPlaying)
|
|||
|
SteamVR_Action_Pose.SetTrackingUniverseOrigin(trackingSpaceOrigin);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
[SerializeField]
|
|||
|
[FormerlySerializedAsAttribute("trackingSpace")]
|
|||
|
private ETrackingUniverseOrigin trackingSpaceOrigin = ETrackingUniverseOrigin.TrackingUniverseStanding;
|
|||
|
|
|||
|
[Tooltip("Filename local to StreamingAssets/SteamVR/ folder")]
|
|||
|
public string actionsFilePath = "actions.json";
|
|||
|
|
|||
|
[Tooltip("Path local to the directory the SteamVR folder as in")]
|
|||
|
public string steamVRInputPath = "SteamVR_Input";
|
|||
|
|
|||
|
public SteamVR_UpdateModes inputUpdateMode = SteamVR_UpdateModes.OnUpdate;
|
|||
|
public SteamVR_UpdateModes poseUpdateMode = SteamVR_UpdateModes.OnPreCull;
|
|||
|
|
|||
|
public bool activateFirstActionSetOnStart = true;
|
|||
|
|
|||
|
[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)")]
|
|||
|
public string editorAppKey;
|
|||
|
|
|||
|
[Tooltip("The SteamVR Plugin can automatically make sure VR is enabled in your player settings and if not, enable it.")]
|
|||
|
public bool autoEnableVR = true;
|
|||
|
|
|||
|
[Space()]
|
|||
|
[Tooltip("This determines if we use legacy mixed reality mode (3rd controller/tracker device connected) or the new input system mode (pose / input source)")]
|
|||
|
public bool legacyMixedRealityCamera = true;
|
|||
|
|
|||
|
[Tooltip("[NON-LEGACY] This is the pose action that will be used for positioning a mixed reality camera if connected")]
|
|||
|
public SteamVR_Action_Pose mixedRealityCameraPose = SteamVR_Input.GetPoseAction("ExternalCamera");
|
|||
|
|
|||
|
[Tooltip("[NON-LEGACY] This is the input source to check on the pose for the mixed reality camera")]
|
|||
|
public SteamVR_Input_Sources mixedRealityCameraInputSource = SteamVR_Input_Sources.Camera;
|
|||
|
|
|||
|
[Tooltip("[NON-LEGACY] Auto enable mixed reality action set if file exists")]
|
|||
|
public bool mixedRealityActionSetAutoEnable = true;
|
|||
|
|
|||
|
[Tooltip("[EDITOR ONLY] The (left) prefab to be used for showing previews while posing hands")]
|
|||
|
public GameObject previewHandLeft;
|
|||
|
|
|||
|
[Tooltip("[EDITOR ONLY] The (right) prefab to be used for showing previews while posing hands")]
|
|||
|
public GameObject previewHandRight;
|
|||
|
|
|||
|
|
|||
|
private const string previewLeftDefaultAssetName = "vr_glove_left_model_slim";
|
|||
|
private const string previewRightDefaultAssetName = "vr_glove_right_model_slim";
|
|||
|
|
|||
|
|
|||
|
public bool IsInputUpdateMode(SteamVR_UpdateModes tocheck)
|
|||
|
{
|
|||
|
return (inputUpdateMode & tocheck) == tocheck;
|
|||
|
}
|
|||
|
public bool IsPoseUpdateMode(SteamVR_UpdateModes tocheck)
|
|||
|
{
|
|||
|
return (poseUpdateMode & tocheck) == tocheck;
|
|||
|
}
|
|||
|
|
|||
|
public static void VerifyScriptableObject()
|
|||
|
{
|
|||
|
LoadInstance();
|
|||
|
}
|
|||
|
|
|||
|
private static void LoadInstance()
|
|||
|
{
|
|||
|
if (_instance == null)
|
|||
|
{
|
|||
|
_instance = Resources.Load<SteamVR_Settings>("SteamVR_Settings");
|
|||
|
|
|||
|
if (_instance == null)
|
|||
|
{
|
|||
|
_instance = SteamVR_Settings.CreateInstance<SteamVR_Settings>();
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
string localFolderPath = SteamVR.GetSteamVRResourcesFolderPath(true);
|
|||
|
string assetPath = System.IO.Path.Combine(localFolderPath, "SteamVR_Settings.asset");
|
|||
|
|
|||
|
UnityEditor.AssetDatabase.CreateAsset(_instance, assetPath);
|
|||
|
UnityEditor.AssetDatabase.SaveAssets();
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
SetDefaultsIfNeeded();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private const string defaultSettingsAssetName = "SteamVR_Settings";
|
|||
|
|
|||
|
private static void SetDefaultsIfNeeded()
|
|||
|
{
|
|||
|
if (string.IsNullOrEmpty(_instance.editorAppKey))
|
|||
|
{
|
|||
|
_instance.editorAppKey = SteamVR.GenerateAppKey();
|
|||
|
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");
|
|||
|
#if UNITY_EDITOR
|
|||
|
UnityEditor.EditorUtility.SetDirty(_instance);
|
|||
|
UnityEditor.AssetDatabase.SaveAssets();
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
if (_instance.previewHandLeft == null)
|
|||
|
_instance.previewHandLeft = FindDefaultPreviewHand(previewLeftDefaultAssetName);
|
|||
|
|
|||
|
if (_instance.previewHandRight == null)
|
|||
|
_instance.previewHandRight = FindDefaultPreviewHand(previewRightDefaultAssetName);
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
private static GameObject FindDefaultPreviewHand(string assetName)
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
string[] defaultPaths = UnityEditor.AssetDatabase.FindAssets(string.Format("t:Prefab {0}", assetName));
|
|||
|
if (defaultPaths != null && defaultPaths.Length > 0)
|
|||
|
{
|
|||
|
string defaultGUID = defaultPaths[0];
|
|||
|
string defaultPath = UnityEditor.AssetDatabase.GUIDToAssetPath(defaultGUID);
|
|||
|
GameObject defaultAsset = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(defaultPath);
|
|||
|
|
|||
|
if (defaultAsset == null)
|
|||
|
Debug.LogError("[SteamVR] Could not load default hand preview prefab: " + assetName + ". Found path: " + defaultPath);
|
|||
|
|
|||
|
return defaultAsset;
|
|||
|
}
|
|||
|
//else //todo: this will generally fail on the first try but will try again before its an issue.
|
|||
|
//Debug.LogError("[SteamVR] Could not load default hand preview prefab: " + assetName);
|
|||
|
#endif
|
|||
|
|
|||
|
return null;
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
}
|