This interface allows you to configure the graphics device before it’s created. Common use cases include choosing a specific GPU in multi-GPU scenarios, enabling graphics extensions, and modifying buffer creation.
Your provider can export the native symbol XRSDKPreInit
, which is called early in runtime initialization, before graphics device creation. It should fill out a UnityXRPreInitProvider
structure with the relevant entry points for providing the engine with information it might need during early initialization. Some providers need this because the graphics device is created before providers are able to initialize.
The Unity project build process requires the name of your provider library before it can call XRSDKPreInit()
at engine startup. To do this, implement the IXRLoaderPreInit.GetPreInitLibraryName
interface on your XRLoader
:
public string GetPreInitLibraryName(BuildTarget buildTarget, BuildTargetGroup buildTargetGroup)
{
return "XRSDKMyProviderLibraryName";
}
When Unity starts up, it runs the code above to load the library. Then, Unity opens that library, looks for the XRSDKPreInit
export, and calls it. At that point, XRSDKPreInit
should register a UnityXRPreInitProvider
.
Here’s a simple example that registers all of the callbacks that you can use for early engine initialization:
XRSDKPreInit(IUnityInterfaces * interfaces)
{
IUnityXRPreInit* preInit = (IUnityXRPreInit*)interfaces->GetInterface(GetUnityInterfaceGUID<IUnityXRPreInit>());
UnityXRPreInitProvider provider = { 0 };
provider.userData = nullptr;
provider.GetPreInitFlags = GetPreInitFlags;
provider.GetGraphicsAdapterId = GetGraphicsAdapterId;
provider.GetVulkanInstanceExtensions = GetVulkanInstanceExtensions;
provider.GetVulkanDeviceExtensions = GetVulkanDeviceExtensions;
preInit->RegisterPreInitProvider(&provider);
}
Set any callbacks that you don’t need to nullptr
.
GetPreInitFlags
returns a 64-bit bitfield of flags. The following flags are currently exposed:
kUnityXRPreInitFlagsEGLUsePBuffer
- On EGL platforms (Android, standalone Meta/Oculus devices, etc.), EGL should be initialized using PBuffers.kUnityXRPreInitFlagsEGLUseNoErrorContext
- On EGL platforms, EGL should be initialized with a NO_ERROR context.Providers shouldn’t set any undefined bits, as they might be used for future expansion.
GetGraphicsAdapterId
sets the graphics adapter that the Unity runtime graphics device uses for graphics API initialization. For example, if a user plugs a headset into a different GPU than the user’s primary display device, Unity might need to initialize the graphics API that explicitly targets the secondary GPU.
GetVulkanDeviceExtensions
and GetVulkanInstanceExtensions
are used if the provider needs Unity to initialize Vulkan with specific extensions for the device and instance. This is often used for compositor surface sharing. Both of these return a space-separated string of extensions.
GetPreInitLibraryName
is only called on the first XRLoader in the XRManager prefabAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More infoDid you find this page useful? Please give it a rating:
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