Namespace Samples
Classes
SampleBuildProcessor
Simple build processor that makes sure that any custom configuration that the user creates is correctly passed on to the provider implementation at runtime.
Custom configuration instances that are stored in EditorBuildSettings are not copied to the target build as they are considered unreferenced assets. In order to get them to the runtime side of things, they need to be serialized to the build app and deserialized at runtime. Previously this would be a manual process requiring the implementor to manually serialize to some location that can then be read from to deserialize at runtime. With the new PlayerSettings Preloaded Assets API we can now just add our asset to the preloaded list and have it be instantiated at app launch.
Note that the preloaded assets are only notified with Awake, so anything you want or need to do with the asset after launch needs to be handled there.
More info on APIs used here:
- <a href="https://docs.unity3d.com/ScriptReference/EditorBuildSettings.html">EditorBuildSettings</a>
- <a href="https://docs.unity3d.com/ScriptReference/PlayerSettings.GetPreloadedAssets.html>PlayerSettings.GetPreloadedAssets</a>
- <a href="https://docs.unity3d.com/ScriptReference/PlayerSettings.SetPreloadedAssets.html">PlayerSettings.SetPreloadedAssets</a>
SampleConstants
Static constants
SampleLoader
Sample loader implentation showing how to create simple loader. NOTE: You have to rename this class to make it appear in the loader list for XRManager.
SampleSettings
Simple sample settings showing how to create custom configuration data for your package.
SampleSettingsEditor
Simple custom editor used to show how to enable custom UI for XR Management configuraton data.
SampleStandaloneLoaderUI
Sample loader UI demonstrating how to provide your own loader selection UI for the loader selection list.
Enums
SampleSettings.Requirement
Requirement settings enumeration