clean project

This commit is contained in:
Helar Jaadla
2022-03-07 17:52:41 +02:00
parent a174b45bd2
commit cbeb10ec35
5100 changed files with 837159 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/Voice/") ||
s.StartsWith("Assets/Oculus/Interaction/") ||
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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using UnityEngine;
using UnityEngine.Rendering;
using UnityEditor;
using UnityEditor.Build.Reporting;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
//-------------------------------------------------------------------------------------
// ***** OculusBuildSamples
//
// Provides scripts to build SamplesFramework scene APKs.
//
partial class OculusBuildSamples
{
private static TimeSpan? minThreshold = TimeSpan.FromSeconds(1);
static void ImportSamplesFramework() {
AssetDatabase.ImportPackage("OculusIntegration-release.unitypackage", false);
}
static void BuildLocomotion() {
InitializeBuild("com.oculus.unitysample.locomotion");
Build("Locomotion");
}
static void BuildDistanceGrab() {
InitializeBuild("com.oculus.unitysample.distancegrab");
Build("DistanceGrab");
}
static void BuildDebugUI() {
InitializeBuild("com.oculus.unitysample.debugui");
Build("DebugUI");
}
// Note this APK isn't fully functional without some additional
// build steps listed here:
// ovrsource/Software/Samples/Unity/SampleFramework/Assets/Oculus/SampleFramework/Usage/Firebase/README.md
//
// Here we are only building the smaller (incomplete) build. It's
// not perfect but it's better than nothing.
static void BuildFirebase() {
InitializeBuild("com.oculus.unitysample.firebase");
Build("Firebase");
}
static void BuildHandsInteractionTrain() {
InitializeBuild("com.oculus.unitysample.handsinteractiontrain");
Build("HandsInteractionTrainScene");
}
static void BuildMixedRealityCapture() {
InitializeBuild("com.oculus.unitysample.mixedrealitycapture");
Build("MixedRealityCapture");
}
static void BuildOVROverlay() {
InitializeBuild("com.oculus.unitysample.ovroverlay");
Build("OVROverlay");
}
static void BuildOVROverlayCanvas() {
InitializeBuild("com.oculus.unitysample.ovroverlaycanvas");
Build("OVROverlayCanvas");
}
static void BuildStereo180Video() {
AndroidVideoEditorUtil.EnableNativeVideoPlayer();
InitializeBuild("com.oculus.unitysample.stereo180video");
Build("Stereo180Video");
AndroidVideoEditorUtil.DisableNativeVideoPlayer();
}
// TODO(radtker): Add additional build steps for proper functionality.
static void BuildWidevineVideo() {
AndroidVideoEditorUtil.EnableNativeVideoPlayer();
InitializeBuild("com.oculus.unitysample.widevinevideo");
Build("WidevineVideo");
AndroidVideoEditorUtil.DisableNativeVideoPlayer();
}
// reach out to panya or brittahummel for issues regarding passthrough
static void BuildPassthrough() {
InitializeBuild("com.oculus.unitysample.passthrough");
// TODO: enable OpenXR so Passthrough works
Build("Passthrough");
}
//Reach out to Irad Ratamasky(iradicator) or Rohit Rao (rohitrao) for issues related to enchanced compositor
static void BuildEnhancedOVROverlay() {
InitializeBuild("com.oculus.samples_2DPanel");
AddSplashScreen("/Assets/Oculus/SampleFramework/Core/OculusInternal/EnhancedOVROverlay/Textures/SplashScreen/STADIUM_White-01.png");
SetAppDetails("Oculus","2DPanel");
BuildInternal("EnhancedOVROverlay"); //Scene is presnet in OculusInternal folder.
}
static void BuildStartScene() {
InitializeBuild("com.oculus.unitysample.startscene");
Build(
"StartScene.apk",
new string[]{
"Assets/Oculus/SampleFramework/Usage/StartScene.unity",
"Assets/Oculus/SampleFramework/Usage/Locomotion.unity",
"Assets/Oculus/SampleFramework/Usage/DistanceGrab.unity",
"Assets/Oculus/SampleFramework/Usage/DebugUI.unity",
"Assets/Oculus/SampleFramework/Usage/HandsInteractionTrainScene.unity",
"Assets/Oculus/SampleFramework/Usage/MixedRealityCapture.unity",
"Assets/Oculus/SampleFramework/Usage/OVROverlay.unity",
"Assets/Oculus/SampleFramework/Usage/OVROverlayCanvas.unity",
"Assets/Oculus/SampleFramework/Usage/Passthrough.unity",
});
}
private static void InitializeBuild(string identifier) {
PlayerSettings.stereoRenderingPath = StereoRenderingPath.SinglePass;
GraphicsDeviceType[] graphicsApis = new GraphicsDeviceType[1];
graphicsApis[0] = GraphicsDeviceType.OpenGLES3;
PlayerSettings.SetGraphicsAPIs(BuildTarget.Android, graphicsApis);
PlayerSettings.colorSpace = ColorSpace.Linear;
//Set ARM64 Requirements
PlayerSettings.SetScriptingBackend (BuildTargetGroup.Android, ScriptingImplementation.IL2CPP);
PlayerSettings.SetArchitecture (BuildTargetGroup.Android, 1); //0 - None, 1 - ARM64, 2 - Universal
PlayerSettings.Android.targetArchitectures = AndroidArchitecture.ARM64;
EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle;
QualitySettings.antiAliasing = 4;
PlayerSettings.SetApplicationIdentifier(BuildTargetGroup.Android, identifier);
}
private static void Build(string sceneName) {
Build(sceneName + ".apk", new string[] {"Assets/Oculus/SampleFramework/Usage/" + sceneName + ".unity"});
}
private static void BuildInternal(string sceneName) {
Build(sceneName + ".apk", new string[] {"Assets/Oculus/SampleFramework/Usage/OculusInternal/" + sceneName + ".unity"});
}
private static void Build(string apkName, string[] scenes) {
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
buildPlayerOptions.target = BuildTarget.Android;
buildPlayerOptions.locationPathName = apkName;
buildPlayerOptions.scenes = scenes;
BuildReport buildReport = BuildPipeline.BuildPlayer(buildPlayerOptions);
}
private static void AddSplashScreen(string path){
Texture2D companyLogo = Resources.Load<Texture2D>(path);
PlayerSettings.virtualRealitySplashScreen = companyLogo;
var logos = new PlayerSettings.SplashScreenLogo[2];
// Company logo
Sprite companyLogoSprite = (Sprite)AssetDatabase.LoadAssetAtPath(path, typeof(Sprite));
logos[0] = PlayerSettings.SplashScreenLogo.Create(2.5f, companyLogoSprite);
// Set the Unity logo to be drawn after the company logo.
logos[1] = PlayerSettings.SplashScreenLogo.CreateWithUnityLogo();
PlayerSettings.SplashScreen.logos = logos;
}
private static void SetAppDetails(string companyName,string productName){
PlayerSettings.companyName = companyName;
PlayerSettings.productName = productName;
}
}

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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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