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- /************************************************************************************
- Copyright : Copyright 2017 Oculus VR, LLC. All Rights reserved.
- Licensed under the Oculus VR Rift SDK License Version 3.4.1 (the "License");
- you may not use the Oculus VR Rift 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/sdk-3.4.1
- Unless required by applicable law or agreed to in writing, the Oculus VR 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.
- ************************************************************************************/
- using UnityEngine;
- using UnityEditor;
- /// <summary>
- /// Allows Oculus to build apps from the command line.
- /// </summary>
- partial class OculusBuildApp
- {
- static void SetPCTarget()
- {
- if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.StandaloneWindows)
- {
- EditorUserBuildSettings.SwitchActiveBuildTarget (BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows);
- }
- UnityEditorInternal.VR.VREditor.SetVREnabledOnTargetGroup(BuildTargetGroup.Standalone, true);
- PlayerSettings.virtualRealitySupported = true;
- AssetDatabase.SaveAssets();
- }
- static void SetAndroidTarget()
- {
- EditorUserBuildSettings.androidBuildSubtarget = MobileTextureSubtarget.ASTC;
- EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Internal;
- if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android)
- {
- EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
- }
- UnityEditorInternal.VR.VREditor.SetVREnabledOnTargetGroup(BuildTargetGroup.Standalone, true);
- PlayerSettings.virtualRealitySupported = true;
- AssetDatabase.SaveAssets();
- }
- }
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