Unity updating editor preferences from script

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Yesterday I was implementing the develop-once-build-everywhere facility of our Immotion Room system: it’s a very nice menu where you can choose the headset you’re developing for and then it sets for you all settings, prefab and stuff so that you can build your program for every headset you want without changing a single line of code or modifiying your scene. cross platform full body vr " data-medium-file="https://i0com/skarredghost.com/wp-content/uploads/2017/01/platformsettings.jpg?

fit=300,161&ssl=1" data-large-file="https://i0com/skarredghost.com/wp-content/uploads/2017/01/platformsettings.jpg? fit=386,207&ssl=1" class="alignnone wp-image-712" src="https://skarredghost.files.wordpress.com/2017/01/platformsettings.jpg? resize=481,258" alt="cross platform full body vr" srcset="https://i0com/skarredghost.com/wp-content/uploads/2017/01/platformsettings.jpg?

unity virtual reality sdk supported " data-medium-file="https://i2com/skarredghost.com/wp-content/uploads/2017/01/vrsupported.jpg?

fit=300,168&ssl=1" data-large-file="https://i2com/skarredghost.com/wp-content/uploads/2017/01/vrsupported.jpg? fit=533,298&ssl=1" / Just a quick article to help people that are desperate like I was yesterday.

I believe that by this way of exploring APIs, we can learn more and expand our knowledge of what’s available in the engine; I certainly found a few attributes that were useful for my day-to-day job this way !

While this post is only a summary, I’ll attempt to link each attribute to a follow-up post where i demonstrate how, and more importantly – when you should use it.

) attributes to decorate your classes, methods and fields.When it’s time to publish a standalone game made in Unity 3D, one of the things to do is ensuring that the game and its UI work fine on different display resolutions.Shipping your game with the Unity resolution dialog window turned on () is an easy way to let your users choose a windowed or fullscreen resolution for the game.fit=300,168&ssl=1" data-large-file="https://i2com/skarredghost.com/wp-content/uploads/2017/01/vrsupported.jpg? fit=533,298&ssl=1" class="alignnone size-full wp-image-713" src="https://skarredghost.files.wordpress.com/2017/01/vrsupported.jpg? resize=533,298" alt="unity virtual reality sdk supported" srcset="https://i2com/skarredghost.com/wp-content/uploads/2017/01/vrsupported.jpg?w=533&ssl=1 533w, https://i2com/skarredghost.com/wp-content/uploads/2017/01/vrsupported.jpg? resize=300,168&ssl=1 300w" sizes="(max-width: 533px) 100vw, 533px" data-recalc-dims="1" / I was about to quit when I found that Oculus (and even Vive) already do it in their scripts… The secret is using the new VR native support of Unity. VR (that I didn’t know it existed until yesterday…) So, to enable/disable VR support for a particular platform, you can use old method The second parameter is an array of strings, specifying the string IDs of the Virtual Reality SDKs that you want to support.

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