Initial Commit

This commit is contained in:
Toomas Tamm
2020-11-28 16:54:41 +02:00
parent 97292ee26e
commit ea967135f2
4217 changed files with 2945663 additions and 0 deletions

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using UnityEngine;
using UnityEditor;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
public class BuildAssetPackages
{
enum BuildConfiguration
{
Windows,
Android
}
public static void Build()
{
Debug.Log("Building Deliverables");
ExportPackages();
}
public static void ExportPackages()
{
string[] assets = AssetDatabase.FindAssets("t:Object", null).Select(s=>AssetDatabase.GUIDToAssetPath(s)).ToArray();
assets = assets.Where(s=>
s.StartsWith("Assets/Oculus/Avatar/") ||
s.StartsWith("Assets/Oculus/AudioManager/") ||
s.StartsWith("Assets/Oculus/LipSync/") ||
s.StartsWith("Assets/Oculus/Platform/") ||
s.StartsWith("Assets/Oculus/Spatializer/") ||
s.StartsWith("Assets/Oculus/VoiceMod/") ||
s.StartsWith("Assets/Oculus/VR/") ||
s.StartsWith("Assets/Oculus/SampleFramework/")
).ToArray();
AssetDatabase.ExportPackage(assets, "OculusIntegration.unitypackage");
}
}

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Licensed under the Oculus Utilities SDK License Version 1.31 (the "License"); you may not use
the Utilities SDK except in compliance with the License, which is provided at the time of installation
or download, or which otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
https://developer.oculus.com/licenses/utilities-1.31
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
#if UNITY_EDITOR
using UnityEditor;
[InitializeOnLoadAttribute]
public class OculusSampleFrameworkUtil
{
static OculusSampleFrameworkUtil()
{
#if UNITY_2017_2_OR_NEWER
EditorApplication.playModeStateChanged += HandlePlayModeState;
#else
EditorApplication.playmodeStateChanged += () =>
{
if (EditorApplication.isPlaying)
{
OVRPlugin.SendEvent("load", OVRPlugin.wrapperVersion.ToString(), "sample_framework");
}
};
#endif
}
#if UNITY_2017_2_OR_NEWER
private static void HandlePlayModeState(PlayModeStateChange state)
{
if (state == PlayModeStateChange.EnteredPlayMode)
{
OVRPlugin.SendEvent("load", OVRPlugin.wrapperVersion.ToString(), "sample_framework");
}
}
#endif
}
#endif

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