58 lines
1.9 KiB
C#
58 lines
1.9 KiB
C#
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/************************************************************************************
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Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved.
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Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License");
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you may not use the Oculus VR Rift SDK except in compliance with the License,
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which is provided at the time of installation or download, or which
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otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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http://www.oculus.com/licenses/LICENSE-3.3
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Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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using UnityEngine;
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using UnityEditor;
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/// <summary>
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/// Allows Oculus to build apps from the command line.
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/// </summary>
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partial class OculusBuildApp
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{
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static void SetPCTarget()
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{
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if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.StandaloneWindows)
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{
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EditorUserBuildSettings.SwitchActiveBuildTarget (BuildTarget.StandaloneWindows);
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}
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#if UNITY_5_4
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UnityEditorInternal.VR.VREditor.SetVREnabled(BuildTargetGroup.Standalone, true);
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#endif
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PlayerSettings.virtualRealitySupported = true;
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EditorApplication.SaveAssets();
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}
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static void SetAndroidTarget()
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{
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EditorUserBuildSettings.androidBuildSubtarget = MobileTextureSubtarget.ASTC;
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if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android)
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{
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EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.Android);
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}
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#if UNITY_5_4
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UnityEditorInternal.VR.VREditor.SetVREnabled(BuildTargetGroup.Android, true);
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#endif
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PlayerSettings.virtualRealitySupported = true;
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EditorApplication.SaveAssets();
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}
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}
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