//======= Copyright (c) Valve Corporation, All rights reserved. =============== // // Purpose: Prompt developers to use settings most compatible with SteamVR. // //============================================================================= using UnityEngine; using UnityEditor; using System.IO; [InitializeOnLoad] public class SteamVR_Settings : EditorWindow { const bool forceShow = false; // Set to true to get the dialog to show back up in the case you clicked Ignore All. const string ignore = "ignore."; const string useRecommended = "Use recommended ({0})"; const string currentValue = " (current = {0})"; const string buildTarget = "Build Target"; const string showUnitySplashScreen = "Show Unity Splashscreen"; const string defaultIsFullScreen = "Default is Fullscreen"; const string defaultScreenSize = "Default Screen Size"; const string runInBackground = "Run In Background"; const string displayResolutionDialog = "Display Resolution Dialog"; const string resizableWindow = "Resizable Window"; const string fullscreenMode = "D3D11 Fullscreen Mode"; const string visibleInBackground = "Visible In Background"; #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) const string renderingPath = "Rendering Path"; #endif const string colorSpace = "Color Space"; const string gpuSkinning = "GPU Skinning"; #if false // skyboxes are currently broken const string singlePassStereoRendering = "Single-Pass Stereo Rendering"; #endif const BuildTarget recommended_BuildTarget = BuildTarget.StandaloneWindows64; const bool recommended_ShowUnitySplashScreen = false; const bool recommended_DefaultIsFullScreen = false; const int recommended_DefaultScreenWidth = 1024; const int recommended_DefaultScreenHeight = 768; const bool recommended_RunInBackground = true; const ResolutionDialogSetting recommended_DisplayResolutionDialog = ResolutionDialogSetting.HiddenByDefault; const bool recommended_ResizableWindow = true; const D3D11FullscreenMode recommended_FullscreenMode = D3D11FullscreenMode.FullscreenWindow; const bool recommended_VisibleInBackground = true; #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) const RenderingPath recommended_RenderPath = RenderingPath.Forward; #endif const ColorSpace recommended_ColorSpace = ColorSpace.Linear; const bool recommended_GpuSkinning = true; #if false const bool recommended_SinglePassStereoRendering = true; #endif static SteamVR_Settings window; static SteamVR_Settings() { EditorApplication.update += Update; } static void Update() { bool show = (!EditorPrefs.HasKey(ignore + buildTarget) && EditorUserBuildSettings.activeBuildTarget != recommended_BuildTarget) || (!EditorPrefs.HasKey(ignore + showUnitySplashScreen) && #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) PlayerSettings.showUnitySplashScreen != recommended_ShowUnitySplashScreen) || #else PlayerSettings.SplashScreen.show != recommended_ShowUnitySplashScreen) || #endif (!EditorPrefs.HasKey(ignore + defaultIsFullScreen) && PlayerSettings.defaultIsFullScreen != recommended_DefaultIsFullScreen) || (!EditorPrefs.HasKey(ignore + defaultScreenSize) && (PlayerSettings.defaultScreenWidth != recommended_DefaultScreenWidth || PlayerSettings.defaultScreenHeight != recommended_DefaultScreenHeight)) || (!EditorPrefs.HasKey(ignore + runInBackground) && PlayerSettings.runInBackground != recommended_RunInBackground) || (!EditorPrefs.HasKey(ignore + displayResolutionDialog) && PlayerSettings.displayResolutionDialog != recommended_DisplayResolutionDialog) || (!EditorPrefs.HasKey(ignore + resizableWindow) && PlayerSettings.resizableWindow != recommended_ResizableWindow) || (!EditorPrefs.HasKey(ignore + fullscreenMode) && PlayerSettings.d3d11FullscreenMode != recommended_FullscreenMode) || (!EditorPrefs.HasKey(ignore + visibleInBackground) && PlayerSettings.visibleInBackground != recommended_VisibleInBackground) || #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) (!EditorPrefs.HasKey(ignore + renderingPath) && PlayerSettings.renderingPath != recommended_RenderPath) || #endif (!EditorPrefs.HasKey(ignore + colorSpace) && PlayerSettings.colorSpace != recommended_ColorSpace) || (!EditorPrefs.HasKey(ignore + gpuSkinning) && PlayerSettings.gpuSkinning != recommended_GpuSkinning) || #if false (!EditorPrefs.HasKey(ignore + singlePassStereoRendering) && PlayerSettings.singlePassStereoRendering != recommended_SinglePassStereoRendering) || #endif forceShow; if (show) { window = GetWindow(true); window.minSize = new Vector2(320, 440); //window.title = "SteamVR"; } if (SteamVR_Preferences.AutoEnableVR) { // Switch to native OpenVR support. var updated = false; if (!PlayerSettings.virtualRealitySupported) { PlayerSettings.virtualRealitySupported = true; updated = true; } #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) var devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevices(BuildTargetGroup.Standalone); #else var devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevicesOnTargetGroup(BuildTargetGroup.Standalone); #endif var hasOpenVR = false; foreach (var device in devices) if (device.ToLower() == "openvr") hasOpenVR = true; if (!hasOpenVR) { string[] newDevices; if (updated) { newDevices = new string[] { "OpenVR" }; } else { newDevices = new string[devices.Length + 1]; for (int i = 0; i < devices.Length; i++) newDevices[i] = devices[i]; newDevices[devices.Length] = "OpenVR"; updated = true; } #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) UnityEditorInternal.VR.VREditor.SetVREnabledDevices(BuildTargetGroup.Standalone, newDevices); #else UnityEditorInternal.VR.VREditor.SetVREnabledDevicesOnTargetGroup(BuildTargetGroup.Standalone, newDevices); #endif } if (updated) Debug.Log("Switching to native OpenVR support."); } var dlls = new string[] { "Plugins/x86/openvr_api.dll", "Plugins/x86_64/openvr_api.dll" }; foreach (var path in dlls) { if (!File.Exists(Application.dataPath + "/" + path)) continue; if (AssetDatabase.DeleteAsset("Assets/" + path)) Debug.Log("Deleting " + path); else { Debug.Log(path + " in use; cannot delete. Please restart Unity to complete upgrade."); } } EditorApplication.update -= Update; } Vector2 scrollPosition; string GetResourcePath() { var ms = MonoScript.FromScriptableObject(this); var path = AssetDatabase.GetAssetPath(ms); path = Path.GetDirectoryName(path); return path.Substring(0, path.Length - "Editor".Length) + "Textures/"; } public void OnGUI() { var resourcePath = GetResourcePath(); var logo = AssetDatabase.LoadAssetAtPath(resourcePath + "logo.png"); var rect = GUILayoutUtility.GetRect(position.width, 150, GUI.skin.box); if (logo) GUI.DrawTexture(rect, logo, ScaleMode.ScaleToFit); EditorGUILayout.HelpBox("Recommended project settings for SteamVR:", MessageType.Warning); scrollPosition = GUILayout.BeginScrollView(scrollPosition); int numItems = 0; if (!EditorPrefs.HasKey(ignore + buildTarget) && EditorUserBuildSettings.activeBuildTarget != recommended_BuildTarget) { ++numItems; GUILayout.Label(buildTarget + string.Format(currentValue, EditorUserBuildSettings.activeBuildTarget)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_BuildTarget))) { #if (UNITY_5_5 || UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) EditorUserBuildSettings.SwitchActiveBuildTarget(recommended_BuildTarget); #else EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, recommended_BuildTarget); #endif } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + buildTarget, true); } GUILayout.EndHorizontal(); } #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) if (!EditorPrefs.HasKey(ignore + showUnitySplashScreen) && PlayerSettings.showUnitySplashScreen != recommended_ShowUnitySplashScreen) { ++numItems; GUILayout.Label(showUnitySplashScreen + string.Format(currentValue, PlayerSettings.showUnitySplashScreen)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_ShowUnitySplashScreen))) { PlayerSettings.showUnitySplashScreen = recommended_ShowUnitySplashScreen; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + showUnitySplashScreen, true); } GUILayout.EndHorizontal(); } #else if (!EditorPrefs.HasKey(ignore + showUnitySplashScreen) && PlayerSettings.SplashScreen.show != recommended_ShowUnitySplashScreen) { ++numItems; GUILayout.Label(showUnitySplashScreen + string.Format(currentValue, PlayerSettings.SplashScreen.show)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_ShowUnitySplashScreen))) { PlayerSettings.SplashScreen.show = recommended_ShowUnitySplashScreen; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + showUnitySplashScreen, true); } GUILayout.EndHorizontal(); } #endif if (!EditorPrefs.HasKey(ignore + defaultIsFullScreen) && PlayerSettings.defaultIsFullScreen != recommended_DefaultIsFullScreen) { ++numItems; GUILayout.Label(defaultIsFullScreen + string.Format(currentValue, PlayerSettings.defaultIsFullScreen)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_DefaultIsFullScreen))) { PlayerSettings.defaultIsFullScreen = recommended_DefaultIsFullScreen; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + defaultIsFullScreen, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + defaultScreenSize) && (PlayerSettings.defaultScreenWidth != recommended_DefaultScreenWidth || PlayerSettings.defaultScreenHeight != recommended_DefaultScreenHeight)) { ++numItems; GUILayout.Label(defaultScreenSize + string.Format(" ({0}x{1})", PlayerSettings.defaultScreenWidth, PlayerSettings.defaultScreenHeight)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format("Use recommended ({0}x{1})", recommended_DefaultScreenWidth, recommended_DefaultScreenHeight))) { PlayerSettings.defaultScreenWidth = recommended_DefaultScreenWidth; PlayerSettings.defaultScreenHeight = recommended_DefaultScreenHeight; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + defaultScreenSize, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + runInBackground) && PlayerSettings.runInBackground != recommended_RunInBackground) { ++numItems; GUILayout.Label(runInBackground + string.Format(currentValue, PlayerSettings.runInBackground)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_RunInBackground))) { PlayerSettings.runInBackground = recommended_RunInBackground; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + runInBackground, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + displayResolutionDialog) && PlayerSettings.displayResolutionDialog != recommended_DisplayResolutionDialog) { ++numItems; GUILayout.Label(displayResolutionDialog + string.Format(currentValue, PlayerSettings.displayResolutionDialog)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_DisplayResolutionDialog))) { PlayerSettings.displayResolutionDialog = recommended_DisplayResolutionDialog; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + displayResolutionDialog, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + resizableWindow) && PlayerSettings.resizableWindow != recommended_ResizableWindow) { ++numItems; GUILayout.Label(resizableWindow + string.Format(currentValue, PlayerSettings.resizableWindow)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_ResizableWindow))) { PlayerSettings.resizableWindow = recommended_ResizableWindow; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + resizableWindow, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + fullscreenMode) && PlayerSettings.d3d11FullscreenMode != recommended_FullscreenMode) { ++numItems; GUILayout.Label(fullscreenMode + string.Format(currentValue, PlayerSettings.d3d11FullscreenMode)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_FullscreenMode))) { PlayerSettings.d3d11FullscreenMode = recommended_FullscreenMode; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + fullscreenMode, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + visibleInBackground) && PlayerSettings.visibleInBackground != recommended_VisibleInBackground) { ++numItems; GUILayout.Label(visibleInBackground + string.Format(currentValue, PlayerSettings.visibleInBackground)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_VisibleInBackground))) { PlayerSettings.visibleInBackground = recommended_VisibleInBackground; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + visibleInBackground, true); } GUILayout.EndHorizontal(); } #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) if (!EditorPrefs.HasKey(ignore + renderingPath) && PlayerSettings.renderingPath != recommended_RenderPath) { ++numItems; GUILayout.Label(renderingPath + string.Format(currentValue, PlayerSettings.renderingPath)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_RenderPath) + " - required for MSAA")) { PlayerSettings.renderingPath = recommended_RenderPath; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + renderingPath, true); } GUILayout.EndHorizontal(); } #endif if (!EditorPrefs.HasKey(ignore + colorSpace) && PlayerSettings.colorSpace != recommended_ColorSpace) { ++numItems; GUILayout.Label(colorSpace + string.Format(currentValue, PlayerSettings.colorSpace)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_ColorSpace) + " - requires reloading scene")) { PlayerSettings.colorSpace = recommended_ColorSpace; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + colorSpace, true); } GUILayout.EndHorizontal(); } if (!EditorPrefs.HasKey(ignore + gpuSkinning) && PlayerSettings.gpuSkinning != recommended_GpuSkinning) { ++numItems; GUILayout.Label(gpuSkinning + string.Format(currentValue, PlayerSettings.gpuSkinning)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_GpuSkinning))) { PlayerSettings.gpuSkinning = recommended_GpuSkinning; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + gpuSkinning, true); } GUILayout.EndHorizontal(); } #if false if (!EditorPrefs.HasKey(ignore + singlePassStereoRendering) && PlayerSettings.singlePassStereoRendering != recommended_SinglePassStereoRendering) { ++numItems; GUILayout.Label(singlePassStereoRendering + string.Format(currentValue, PlayerSettings.singlePassStereoRendering)); GUILayout.BeginHorizontal(); if (GUILayout.Button(string.Format(useRecommended, recommended_SinglePassStereoRendering))) { PlayerSettings.singlePassStereoRendering = recommended_SinglePassStereoRendering; } GUILayout.FlexibleSpace(); if (GUILayout.Button("Ignore")) { EditorPrefs.SetBool(ignore + singlePassStereoRendering, true); } GUILayout.EndHorizontal(); } #endif GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button("Clear All Ignores")) { EditorPrefs.DeleteKey(ignore + buildTarget); EditorPrefs.DeleteKey(ignore + showUnitySplashScreen); EditorPrefs.DeleteKey(ignore + defaultIsFullScreen); EditorPrefs.DeleteKey(ignore + defaultScreenSize); EditorPrefs.DeleteKey(ignore + runInBackground); EditorPrefs.DeleteKey(ignore + displayResolutionDialog); EditorPrefs.DeleteKey(ignore + resizableWindow); EditorPrefs.DeleteKey(ignore + fullscreenMode); EditorPrefs.DeleteKey(ignore + visibleInBackground); #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) EditorPrefs.DeleteKey(ignore + renderingPath); #endif EditorPrefs.DeleteKey(ignore + colorSpace); EditorPrefs.DeleteKey(ignore + gpuSkinning); #if false EditorPrefs.DeleteKey(ignore + singlePassStereoRendering); #endif } GUILayout.EndHorizontal(); GUILayout.EndScrollView(); GUILayout.FlexibleSpace(); GUILayout.BeginHorizontal(); if (numItems > 0) { if (GUILayout.Button("Accept All")) { // Only set those that have not been explicitly ignored. if (!EditorPrefs.HasKey(ignore + buildTarget)) #if (UNITY_5_5 || UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) EditorUserBuildSettings.SwitchActiveBuildTarget(recommended_BuildTarget); #else EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, recommended_BuildTarget); #endif if (!EditorPrefs.HasKey(ignore + showUnitySplashScreen)) #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) PlayerSettings.showUnitySplashScreen = recommended_ShowUnitySplashScreen; #else PlayerSettings.SplashScreen.show = recommended_ShowUnitySplashScreen; #endif if (!EditorPrefs.HasKey(ignore + defaultIsFullScreen)) PlayerSettings.defaultIsFullScreen = recommended_DefaultIsFullScreen; if (!EditorPrefs.HasKey(ignore + defaultScreenSize)) { PlayerSettings.defaultScreenWidth = recommended_DefaultScreenWidth; PlayerSettings.defaultScreenHeight = recommended_DefaultScreenHeight; } if (!EditorPrefs.HasKey(ignore + runInBackground)) PlayerSettings.runInBackground = recommended_RunInBackground; if (!EditorPrefs.HasKey(ignore + displayResolutionDialog)) PlayerSettings.displayResolutionDialog = recommended_DisplayResolutionDialog; if (!EditorPrefs.HasKey(ignore + resizableWindow)) PlayerSettings.resizableWindow = recommended_ResizableWindow; if (!EditorPrefs.HasKey(ignore + fullscreenMode)) PlayerSettings.d3d11FullscreenMode = recommended_FullscreenMode; if (!EditorPrefs.HasKey(ignore + visibleInBackground)) PlayerSettings.visibleInBackground = recommended_VisibleInBackground; #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) if (!EditorPrefs.HasKey(ignore + renderingPath)) PlayerSettings.renderingPath = recommended_RenderPath; #endif if (!EditorPrefs.HasKey(ignore + colorSpace)) PlayerSettings.colorSpace = recommended_ColorSpace; if (!EditorPrefs.HasKey(ignore + gpuSkinning)) PlayerSettings.gpuSkinning = recommended_GpuSkinning; #if false if (!EditorPrefs.HasKey(ignore + singlePassStereoRendering)) PlayerSettings.singlePassStereoRendering = recommended_SinglePassStereoRendering; #endif EditorUtility.DisplayDialog("Accept All", "You made the right choice!", "Ok"); Close(); } if (GUILayout.Button("Ignore All")) { if (EditorUtility.DisplayDialog("Ignore All", "Are you sure?", "Yes, Ignore All", "Cancel")) { // Only ignore those that do not currently match our recommended settings. if (EditorUserBuildSettings.activeBuildTarget != recommended_BuildTarget) EditorPrefs.SetBool(ignore + buildTarget, true); #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) if (PlayerSettings.showUnitySplashScreen != recommended_ShowUnitySplashScreen) #else if (PlayerSettings.SplashScreen.show != recommended_ShowUnitySplashScreen) #endif EditorPrefs.SetBool(ignore + showUnitySplashScreen, true); if (PlayerSettings.defaultIsFullScreen != recommended_DefaultIsFullScreen) EditorPrefs.SetBool(ignore + defaultIsFullScreen, true); if (PlayerSettings.defaultScreenWidth != recommended_DefaultScreenWidth || PlayerSettings.defaultScreenHeight != recommended_DefaultScreenHeight) EditorPrefs.SetBool(ignore + defaultScreenSize, true); if (PlayerSettings.runInBackground != recommended_RunInBackground) EditorPrefs.SetBool(ignore + runInBackground, true); if (PlayerSettings.displayResolutionDialog != recommended_DisplayResolutionDialog) EditorPrefs.SetBool(ignore + displayResolutionDialog, true); if (PlayerSettings.resizableWindow != recommended_ResizableWindow) EditorPrefs.SetBool(ignore + resizableWindow, true); if (PlayerSettings.d3d11FullscreenMode != recommended_FullscreenMode) EditorPrefs.SetBool(ignore + fullscreenMode, true); if (PlayerSettings.visibleInBackground != recommended_VisibleInBackground) EditorPrefs.SetBool(ignore + visibleInBackground, true); #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0) if (PlayerSettings.renderingPath != recommended_RenderPath) EditorPrefs.SetBool(ignore + renderingPath, true); #endif if (PlayerSettings.colorSpace != recommended_ColorSpace) EditorPrefs.SetBool(ignore + colorSpace, true); if (PlayerSettings.gpuSkinning != recommended_GpuSkinning) EditorPrefs.SetBool(ignore + gpuSkinning, true); #if false if (PlayerSettings.singlePassStereoRendering != recommended_SinglePassStereoRendering) EditorPrefs.SetBool(ignore + singlePassStereoRendering, true); #endif Close(); } } } else if (GUILayout.Button("Close")) { Close(); } GUILayout.EndHorizontal(); } }