Class OculusSettings
Inheritance
OculusSettings
Syntax
[Serializable]
public class OculusSettings : ScriptableObject
Fields
DashSupport
Enable or disable Dash support. This inintializes the Oculus Plugin with Dash support which enables the Oculus Dash to composite over the Unity application.
Declaration
[SerializeField]
[Tooltip("Initialize the Oculus Plugin with Dash support which allows the Oculus Dash to composite over the Unity application.")]
public bool DashSupport
Field Value
FocusAware
If enabled, the application will continue running when system overlays appear.
Declaration
[SerializeField]
[Tooltip("If enabled, the application will continue running when system overlays appear.")]
public bool FocusAware
Field Value
LowOverheadMode
If enabled, the GLES graphics driver will bypass validation code, potentially running faster.
Declaration
[SerializeField]
[Tooltip("If enabled, the GLES graphics driver will bypass validation code, potentially running faster at the expense of detecting and reporting errors. GLES only.")]
public bool LowOverheadMode
Field Value
m_StereoRenderingModeAndroid
The current stereo rendering mode selected for Android-based Oculus platforms
Declaration
[SerializeField]
[Tooltip("The current stereo rendering mode selected for Android-based Oculus platforms.")]
public OculusSettings.StereoRenderingModeAndroid m_StereoRenderingModeAndroid
Field Value
m_StereoRenderingModeDesktop
The current stereo rendering mode selected for desktop-based Oculus platforms
Declaration
[SerializeField]
[Tooltip("The current stereo rendering mode selected for desktop-based Oculus platforms.")]
public OculusSettings.StereoRenderingModeDesktop m_StereoRenderingModeDesktop
Field Value
OptimizeBufferDiscards
If enabled, the depth buffer and MSAA contents will be discarded rather than resolved. This is an optimization that can possibly break rendering in certain cases. Vulkan only.
Declaration
[SerializeField]
[Tooltip("If enabled, the depth buffer and MSAA contents will be discarded rather than resolved. This is an optimization that can possibly break rendering in certain cases. Vulkan only.")]
public bool OptimizeBufferDiscards
Field Value
ProtectedContext
If enabled, the Oculus SDK will create a protected graphics context. Has a slight overhead; only use if needed for protected content.
Declaration
[SerializeField]
[Tooltip("If enabled, the Oculus runtime will create a protected graphics context. Has a slight overhead; only use if needed for protected content.")]
public bool ProtectedContext
Field Value
s_Settings
Declaration
public static OculusSettings s_Settings
Field Value
SharedDepthBuffer
Enable or disable support for using a shared depth buffer. This allows Unity and Oculus to use a common depth buffer which enables Oculus to composite the Oculus Dash and other utilities over the Unity application.
Declaration
[SerializeField]
[Tooltip("Allows Unity and the Oculus runtime to share a common depth buffer for better scene integration with the Dash.")]
public bool SharedDepthBuffer
Field Value
V2Signing
Enable this if you are building for Quest. This enables application signing with the Android Package (APK) Signature Scheme v2. Disable v2 signing if building for Oculus Go.
Declaration
[SerializeField]
[Tooltip("Configure Manifest for Oculus Quest. This is deprecated and will be removed in Oculus XR Plugin 2.0.0")]
public bool V2Signing
Field Value
Methods
Awake()
Declaration
GetStereoRenderingMode()
Declaration
public ushort GetStereoRenderingMode()
Returns