14 const bool forceShow =
false;
16 const string ignore =
"ignore.";
17 const string useRecommended =
"Use recommended ({0})";
18 const string currentValue =
" (current = {0})";
20 const string buildTarget =
"Build Target";
21 const string showUnitySplashScreen =
"Show Unity Splashscreen";
22 const string defaultIsFullScreen =
"Default is Fullscreen";
23 const string defaultScreenSize =
"Default Screen Size";
24 const string runInBackground =
"Run In Background";
25 const string displayResolutionDialog =
"Display Resolution Dialog";
26 const string resizableWindow =
"Resizable Window";
27 const string fullscreenMode =
"D3D11 Fullscreen Mode";
28 const string visibleInBackground =
"Visible In Background";
29 #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
30 const string renderingPath =
"Rendering Path";
32 const string colorSpace =
"Color Space";
33 const string gpuSkinning =
"GPU Skinning";
34 #if false // skyboxes are currently broken
35 const string singlePassStereoRendering =
"Single-Pass Stereo Rendering";
38 const BuildTarget recommended_BuildTarget = BuildTarget.StandaloneWindows64;
39 const bool recommended_ShowUnitySplashScreen =
false;
40 const bool recommended_DefaultIsFullScreen =
false;
41 const int recommended_DefaultScreenWidth = 1024;
42 const int recommended_DefaultScreenHeight = 768;
43 const bool recommended_RunInBackground =
true;
44 const ResolutionDialogSetting recommended_DisplayResolutionDialog = ResolutionDialogSetting.HiddenByDefault;
45 const bool recommended_ResizableWindow =
true;
46 const D3D11FullscreenMode recommended_FullscreenMode = D3D11FullscreenMode.FullscreenWindow;
47 const bool recommended_VisibleInBackground =
true;
48 #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
49 const RenderingPath recommended_RenderPath = RenderingPath.Forward;
51 const ColorSpace recommended_ColorSpace = ColorSpace.Linear;
52 const bool recommended_GpuSkinning =
true;
54 const bool recommended_SinglePassStereoRendering =
true;
61 EditorApplication.update += Update;
67 (!EditorPrefs.HasKey(ignore + buildTarget) &&
68 EditorUserBuildSettings.activeBuildTarget != recommended_BuildTarget) ||
69 (!EditorPrefs.HasKey(ignore + showUnitySplashScreen) &&
70 #
if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
71 PlayerSettings.showUnitySplashScreen != recommended_ShowUnitySplashScreen) ||
73 PlayerSettings.SplashScreen.show != recommended_ShowUnitySplashScreen) ||
75 (!EditorPrefs.HasKey(ignore + defaultIsFullScreen) &&
76 PlayerSettings.defaultIsFullScreen != recommended_DefaultIsFullScreen) ||
77 (!EditorPrefs.HasKey(ignore + defaultScreenSize) &&
78 (PlayerSettings.defaultScreenWidth != recommended_DefaultScreenWidth ||
79 PlayerSettings.defaultScreenHeight != recommended_DefaultScreenHeight)) ||
80 (!EditorPrefs.HasKey(ignore + runInBackground) &&
81 PlayerSettings.runInBackground != recommended_RunInBackground) ||
82 (!EditorPrefs.HasKey(ignore + displayResolutionDialog) &&
83 PlayerSettings.displayResolutionDialog != recommended_DisplayResolutionDialog) ||
84 (!EditorPrefs.HasKey(ignore + resizableWindow) &&
85 PlayerSettings.resizableWindow != recommended_ResizableWindow) ||
86 (!EditorPrefs.HasKey(ignore + fullscreenMode) &&
87 PlayerSettings.d3d11FullscreenMode != recommended_FullscreenMode) ||
88 (!EditorPrefs.HasKey(ignore + visibleInBackground) &&
89 PlayerSettings.visibleInBackground != recommended_VisibleInBackground) ||
90 #
if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
91 (!EditorPrefs.HasKey(ignore + renderingPath) &&
92 PlayerSettings.renderingPath != recommended_RenderPath) ||
94 (!EditorPrefs.HasKey(ignore + colorSpace) &&
95 PlayerSettings.colorSpace != recommended_ColorSpace) ||
96 (!EditorPrefs.HasKey(ignore + gpuSkinning) &&
97 PlayerSettings.gpuSkinning != recommended_GpuSkinning) ||
99 (!EditorPrefs.HasKey(ignore + singlePassStereoRendering) &&
100 PlayerSettings.singlePassStereoRendering != recommended_SinglePassStereoRendering) ||
106 window = GetWindow<SteamVR_Settings>(
true);
107 window.minSize =
new Vector2(320, 440);
116 if (!PlayerSettings.virtualRealitySupported)
118 PlayerSettings.virtualRealitySupported =
true;
122 #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
123 var devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevices(BuildTargetGroup.Standalone);
125 var devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevicesOnTargetGroup(BuildTargetGroup.Standalone);
127 var hasOpenVR =
false;
128 foreach (var device
in devices)
129 if (device.ToLower() ==
"openvr")
138 newDevices =
new string[] {
"OpenVR" };
142 newDevices =
new string[devices.Length + 1];
143 for (
int i = 0; i < devices.Length; i++)
144 newDevices[i] = devices[i];
145 newDevices[devices.Length] =
"OpenVR";
148 #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
149 UnityEditorInternal.VR.VREditor.SetVREnabledDevices(BuildTargetGroup.Standalone, newDevices);
151 UnityEditorInternal.VR.VREditor.SetVREnabledDevicesOnTargetGroup(BuildTargetGroup.Standalone, newDevices);
156 Debug.Log(
"Switching to native OpenVR support.");
159 var dlls =
new string[]
161 "Plugins/x86/openvr_api.dll",
162 "Plugins/x86_64/openvr_api.dll"
165 foreach (var path
in dlls)
167 if (!File.Exists(Application.dataPath +
"/" + path))
170 if (AssetDatabase.DeleteAsset(
"Assets/" + path))
171 Debug.Log(
"Deleting " + path);
174 Debug.Log(path +
" in use; cannot delete. Please restart Unity to complete upgrade.");
178 EditorApplication.update -= Update;
181 Vector2 scrollPosition;
183 string GetResourcePath()
185 var ms = MonoScript.FromScriptableObject(
this);
186 var path = AssetDatabase.GetAssetPath(ms);
187 path = Path.GetDirectoryName(path);
188 return path.Substring(0, path.Length -
"Editor".Length) +
"Textures/";
193 var resourcePath = GetResourcePath();
194 var logo = AssetDatabase.LoadAssetAtPath<Texture2D>(resourcePath +
"logo.png");
195 var rect = GUILayoutUtility.GetRect(position.width, 150, GUI.skin.box);
197 GUI.DrawTexture(rect, logo, ScaleMode.ScaleToFit);
199 EditorGUILayout.HelpBox(
"Recommended project settings for SteamVR:", MessageType.Warning);
201 scrollPosition = GUILayout.BeginScrollView(scrollPosition);
205 if (!EditorPrefs.HasKey(ignore + buildTarget) &&
206 EditorUserBuildSettings.activeBuildTarget != recommended_BuildTarget)
210 GUILayout.Label(buildTarget + string.Format(currentValue, EditorUserBuildSettings.activeBuildTarget));
212 GUILayout.BeginHorizontal();
214 if (GUILayout.Button(
string.Format(useRecommended, recommended_BuildTarget)))
216 #if (UNITY_5_5 || UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
217 EditorUserBuildSettings.SwitchActiveBuildTarget(recommended_BuildTarget);
219 EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, recommended_BuildTarget);
223 GUILayout.FlexibleSpace();
225 if (GUILayout.Button(
"Ignore"))
227 EditorPrefs.SetBool(ignore + buildTarget,
true);
230 GUILayout.EndHorizontal();
233 #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
234 if (!EditorPrefs.HasKey(ignore + showUnitySplashScreen) &&
235 PlayerSettings.showUnitySplashScreen != recommended_ShowUnitySplashScreen)
239 GUILayout.Label(showUnitySplashScreen + string.Format(currentValue, PlayerSettings.showUnitySplashScreen));
241 GUILayout.BeginHorizontal();
243 if (GUILayout.Button(
string.Format(useRecommended, recommended_ShowUnitySplashScreen)))
245 PlayerSettings.showUnitySplashScreen = recommended_ShowUnitySplashScreen;
248 GUILayout.FlexibleSpace();
250 if (GUILayout.Button(
"Ignore"))
252 EditorPrefs.SetBool(ignore + showUnitySplashScreen,
true);
255 GUILayout.EndHorizontal();
258 if (!EditorPrefs.HasKey(ignore + showUnitySplashScreen) &&
259 PlayerSettings.SplashScreen.show != recommended_ShowUnitySplashScreen)
263 GUILayout.Label(showUnitySplashScreen + string.Format(currentValue, PlayerSettings.SplashScreen.show));
265 GUILayout.BeginHorizontal();
267 if (GUILayout.Button(
string.Format(useRecommended, recommended_ShowUnitySplashScreen)))
269 PlayerSettings.SplashScreen.show = recommended_ShowUnitySplashScreen;
272 GUILayout.FlexibleSpace();
274 if (GUILayout.Button(
"Ignore"))
276 EditorPrefs.SetBool(ignore + showUnitySplashScreen,
true);
279 GUILayout.EndHorizontal();
282 if (!EditorPrefs.HasKey(ignore + defaultIsFullScreen) &&
283 PlayerSettings.defaultIsFullScreen != recommended_DefaultIsFullScreen)
287 GUILayout.Label(defaultIsFullScreen + string.Format(currentValue, PlayerSettings.defaultIsFullScreen));
289 GUILayout.BeginHorizontal();
291 if (GUILayout.Button(
string.Format(useRecommended, recommended_DefaultIsFullScreen)))
293 PlayerSettings.defaultIsFullScreen = recommended_DefaultIsFullScreen;
296 GUILayout.FlexibleSpace();
298 if (GUILayout.Button(
"Ignore"))
300 EditorPrefs.SetBool(ignore + defaultIsFullScreen,
true);
303 GUILayout.EndHorizontal();
306 if (!EditorPrefs.HasKey(ignore + defaultScreenSize) &&
307 (PlayerSettings.defaultScreenWidth != recommended_DefaultScreenWidth ||
308 PlayerSettings.defaultScreenHeight != recommended_DefaultScreenHeight))
312 GUILayout.Label(defaultScreenSize + string.Format(
" ({0}x{1})", PlayerSettings.defaultScreenWidth, PlayerSettings.defaultScreenHeight));
314 GUILayout.BeginHorizontal();
316 if (GUILayout.Button(
string.Format(
"Use recommended ({0}x{1})", recommended_DefaultScreenWidth, recommended_DefaultScreenHeight)))
318 PlayerSettings.defaultScreenWidth = recommended_DefaultScreenWidth;
319 PlayerSettings.defaultScreenHeight = recommended_DefaultScreenHeight;
322 GUILayout.FlexibleSpace();
324 if (GUILayout.Button(
"Ignore"))
326 EditorPrefs.SetBool(ignore + defaultScreenSize,
true);
329 GUILayout.EndHorizontal();
332 if (!EditorPrefs.HasKey(ignore + runInBackground) &&
333 PlayerSettings.runInBackground != recommended_RunInBackground)
337 GUILayout.Label(runInBackground + string.Format(currentValue, PlayerSettings.runInBackground));
339 GUILayout.BeginHorizontal();
341 if (GUILayout.Button(
string.Format(useRecommended, recommended_RunInBackground)))
343 PlayerSettings.runInBackground = recommended_RunInBackground;
346 GUILayout.FlexibleSpace();
348 if (GUILayout.Button(
"Ignore"))
350 EditorPrefs.SetBool(ignore + runInBackground,
true);
353 GUILayout.EndHorizontal();
356 if (!EditorPrefs.HasKey(ignore + displayResolutionDialog) &&
357 PlayerSettings.displayResolutionDialog != recommended_DisplayResolutionDialog)
361 GUILayout.Label(displayResolutionDialog + string.Format(currentValue, PlayerSettings.displayResolutionDialog));
363 GUILayout.BeginHorizontal();
365 if (GUILayout.Button(
string.Format(useRecommended, recommended_DisplayResolutionDialog)))
367 PlayerSettings.displayResolutionDialog = recommended_DisplayResolutionDialog;
370 GUILayout.FlexibleSpace();
372 if (GUILayout.Button(
"Ignore"))
374 EditorPrefs.SetBool(ignore + displayResolutionDialog,
true);
377 GUILayout.EndHorizontal();
380 if (!EditorPrefs.HasKey(ignore + resizableWindow) &&
381 PlayerSettings.resizableWindow != recommended_ResizableWindow)
385 GUILayout.Label(resizableWindow + string.Format(currentValue, PlayerSettings.resizableWindow));
387 GUILayout.BeginHorizontal();
389 if (GUILayout.Button(
string.Format(useRecommended, recommended_ResizableWindow)))
391 PlayerSettings.resizableWindow = recommended_ResizableWindow;
394 GUILayout.FlexibleSpace();
396 if (GUILayout.Button(
"Ignore"))
398 EditorPrefs.SetBool(ignore + resizableWindow,
true);
401 GUILayout.EndHorizontal();
404 if (!EditorPrefs.HasKey(ignore + fullscreenMode) &&
405 PlayerSettings.d3d11FullscreenMode != recommended_FullscreenMode)
409 GUILayout.Label(fullscreenMode + string.Format(currentValue, PlayerSettings.d3d11FullscreenMode));
411 GUILayout.BeginHorizontal();
413 if (GUILayout.Button(
string.Format(useRecommended, recommended_FullscreenMode)))
415 PlayerSettings.d3d11FullscreenMode = recommended_FullscreenMode;
418 GUILayout.FlexibleSpace();
420 if (GUILayout.Button(
"Ignore"))
422 EditorPrefs.SetBool(ignore + fullscreenMode,
true);
425 GUILayout.EndHorizontal();
428 if (!EditorPrefs.HasKey(ignore + visibleInBackground) &&
429 PlayerSettings.visibleInBackground != recommended_VisibleInBackground)
433 GUILayout.Label(visibleInBackground + string.Format(currentValue, PlayerSettings.visibleInBackground));
435 GUILayout.BeginHorizontal();
437 if (GUILayout.Button(
string.Format(useRecommended, recommended_VisibleInBackground)))
439 PlayerSettings.visibleInBackground = recommended_VisibleInBackground;
442 GUILayout.FlexibleSpace();
444 if (GUILayout.Button(
"Ignore"))
446 EditorPrefs.SetBool(ignore + visibleInBackground,
true);
449 GUILayout.EndHorizontal();
451 #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
452 if (!EditorPrefs.HasKey(ignore + renderingPath) &&
453 PlayerSettings.renderingPath != recommended_RenderPath)
457 GUILayout.Label(renderingPath + string.Format(currentValue, PlayerSettings.renderingPath));
459 GUILayout.BeginHorizontal();
461 if (GUILayout.Button(
string.Format(useRecommended, recommended_RenderPath) +
" - required for MSAA"))
463 PlayerSettings.renderingPath = recommended_RenderPath;
466 GUILayout.FlexibleSpace();
468 if (GUILayout.Button(
"Ignore"))
470 EditorPrefs.SetBool(ignore + renderingPath,
true);
473 GUILayout.EndHorizontal();
476 if (!EditorPrefs.HasKey(ignore + colorSpace) &&
477 PlayerSettings.colorSpace != recommended_ColorSpace)
481 GUILayout.Label(colorSpace + string.Format(currentValue, PlayerSettings.colorSpace));
483 GUILayout.BeginHorizontal();
485 if (GUILayout.Button(
string.Format(useRecommended, recommended_ColorSpace) +
" - requires reloading scene"))
487 PlayerSettings.colorSpace = recommended_ColorSpace;
490 GUILayout.FlexibleSpace();
492 if (GUILayout.Button(
"Ignore"))
494 EditorPrefs.SetBool(ignore + colorSpace,
true);
497 GUILayout.EndHorizontal();
500 if (!EditorPrefs.HasKey(ignore + gpuSkinning) &&
501 PlayerSettings.gpuSkinning != recommended_GpuSkinning)
505 GUILayout.Label(gpuSkinning + string.Format(currentValue, PlayerSettings.gpuSkinning));
507 GUILayout.BeginHorizontal();
509 if (GUILayout.Button(
string.Format(useRecommended, recommended_GpuSkinning)))
511 PlayerSettings.gpuSkinning = recommended_GpuSkinning;
514 GUILayout.FlexibleSpace();
516 if (GUILayout.Button(
"Ignore"))
518 EditorPrefs.SetBool(ignore + gpuSkinning,
true);
521 GUILayout.EndHorizontal();
525 if (!EditorPrefs.HasKey(ignore + singlePassStereoRendering) &&
526 PlayerSettings.singlePassStereoRendering != recommended_SinglePassStereoRendering)
530 GUILayout.Label(singlePassStereoRendering + string.Format(currentValue, PlayerSettings.singlePassStereoRendering));
532 GUILayout.BeginHorizontal();
534 if (GUILayout.Button(
string.Format(useRecommended, recommended_SinglePassStereoRendering)))
536 PlayerSettings.singlePassStereoRendering = recommended_SinglePassStereoRendering;
539 GUILayout.FlexibleSpace();
541 if (GUILayout.Button(
"Ignore"))
543 EditorPrefs.SetBool(ignore + singlePassStereoRendering,
true);
546 GUILayout.EndHorizontal();
550 GUILayout.BeginHorizontal();
552 GUILayout.FlexibleSpace();
554 if (GUILayout.Button(
"Clear All Ignores"))
556 EditorPrefs.DeleteKey(ignore + buildTarget);
557 EditorPrefs.DeleteKey(ignore + showUnitySplashScreen);
558 EditorPrefs.DeleteKey(ignore + defaultIsFullScreen);
559 EditorPrefs.DeleteKey(ignore + defaultScreenSize);
560 EditorPrefs.DeleteKey(ignore + runInBackground);
561 EditorPrefs.DeleteKey(ignore + displayResolutionDialog);
562 EditorPrefs.DeleteKey(ignore + resizableWindow);
563 EditorPrefs.DeleteKey(ignore + fullscreenMode);
564 EditorPrefs.DeleteKey(ignore + visibleInBackground);
565 #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
566 EditorPrefs.DeleteKey(ignore + renderingPath);
568 EditorPrefs.DeleteKey(ignore + colorSpace);
569 EditorPrefs.DeleteKey(ignore + gpuSkinning);
571 EditorPrefs.DeleteKey(ignore + singlePassStereoRendering);
575 GUILayout.EndHorizontal();
577 GUILayout.EndScrollView();
579 GUILayout.FlexibleSpace();
581 GUILayout.BeginHorizontal();
585 if (GUILayout.Button(
"Accept All"))
588 if (!EditorPrefs.HasKey(ignore + buildTarget))
589 #
if (UNITY_5_5 || UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
590 EditorUserBuildSettings.SwitchActiveBuildTarget(recommended_BuildTarget);
592 EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, recommended_BuildTarget);
594 if (!EditorPrefs.HasKey(ignore + showUnitySplashScreen))
595 #
if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
596 PlayerSettings.showUnitySplashScreen = recommended_ShowUnitySplashScreen;
598 PlayerSettings.SplashScreen.show = recommended_ShowUnitySplashScreen;
600 if (!EditorPrefs.HasKey(ignore + defaultIsFullScreen))
601 PlayerSettings.defaultIsFullScreen = recommended_DefaultIsFullScreen;
602 if (!EditorPrefs.HasKey(ignore + defaultScreenSize))
604 PlayerSettings.defaultScreenWidth = recommended_DefaultScreenWidth;
605 PlayerSettings.defaultScreenHeight = recommended_DefaultScreenHeight;
607 if (!EditorPrefs.HasKey(ignore + runInBackground))
608 PlayerSettings.runInBackground = recommended_RunInBackground;
609 if (!EditorPrefs.HasKey(ignore + displayResolutionDialog))
610 PlayerSettings.displayResolutionDialog = recommended_DisplayResolutionDialog;
611 if (!EditorPrefs.HasKey(ignore + resizableWindow))
612 PlayerSettings.resizableWindow = recommended_ResizableWindow;
613 if (!EditorPrefs.HasKey(ignore + fullscreenMode))
614 PlayerSettings.d3d11FullscreenMode = recommended_FullscreenMode;
615 if (!EditorPrefs.HasKey(ignore + visibleInBackground))
616 PlayerSettings.visibleInBackground = recommended_VisibleInBackground;
617 #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
618 if (!EditorPrefs.HasKey(ignore + renderingPath))
619 PlayerSettings.renderingPath = recommended_RenderPath;
621 if (!EditorPrefs.HasKey(ignore + colorSpace))
622 PlayerSettings.colorSpace = recommended_ColorSpace;
623 if (!EditorPrefs.HasKey(ignore + gpuSkinning))
624 PlayerSettings.gpuSkinning = recommended_GpuSkinning;
626 if (!EditorPrefs.HasKey(ignore + singlePassStereoRendering))
627 PlayerSettings.singlePassStereoRendering = recommended_SinglePassStereoRendering;
630 EditorUtility.DisplayDialog(
"Accept All",
"You made the right choice!",
"Ok");
635 if (GUILayout.Button(
"Ignore All"))
637 if (EditorUtility.DisplayDialog(
"Ignore All",
"Are you sure?",
"Yes, Ignore All",
"Cancel"))
640 if (EditorUserBuildSettings.activeBuildTarget != recommended_BuildTarget)
641 EditorPrefs.SetBool(ignore + buildTarget,
true);
642 #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
643 if (PlayerSettings.showUnitySplashScreen != recommended_ShowUnitySplashScreen)
645 if (PlayerSettings.SplashScreen.show != recommended_ShowUnitySplashScreen)
647 EditorPrefs.SetBool(ignore + showUnitySplashScreen,
true);
648 if (PlayerSettings.defaultIsFullScreen != recommended_DefaultIsFullScreen)
649 EditorPrefs.SetBool(ignore + defaultIsFullScreen,
true);
650 if (PlayerSettings.defaultScreenWidth != recommended_DefaultScreenWidth ||
651 PlayerSettings.defaultScreenHeight != recommended_DefaultScreenHeight)
652 EditorPrefs.SetBool(ignore + defaultScreenSize,
true);
653 if (PlayerSettings.runInBackground != recommended_RunInBackground)
654 EditorPrefs.SetBool(ignore + runInBackground,
true);
655 if (PlayerSettings.displayResolutionDialog != recommended_DisplayResolutionDialog)
656 EditorPrefs.SetBool(ignore + displayResolutionDialog,
true);
657 if (PlayerSettings.resizableWindow != recommended_ResizableWindow)
658 EditorPrefs.SetBool(ignore + resizableWindow,
true);
659 if (PlayerSettings.d3d11FullscreenMode != recommended_FullscreenMode)
660 EditorPrefs.SetBool(ignore + fullscreenMode,
true);
661 if (PlayerSettings.visibleInBackground != recommended_VisibleInBackground)
662 EditorPrefs.SetBool(ignore + visibleInBackground,
true);
663 #if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
664 if (PlayerSettings.renderingPath != recommended_RenderPath)
665 EditorPrefs.SetBool(ignore + renderingPath,
true);
667 if (PlayerSettings.colorSpace != recommended_ColorSpace)
668 EditorPrefs.SetBool(ignore + colorSpace,
true);
669 if (PlayerSettings.gpuSkinning != recommended_GpuSkinning)
670 EditorPrefs.SetBool(ignore + gpuSkinning,
true);
672 if (PlayerSettings.singlePassStereoRendering != recommended_SinglePassStereoRendering)
673 EditorPrefs.SetBool(ignore + singlePassStereoRendering,
true);
680 else if (GUILayout.Button(
"Close"))
685 GUILayout.EndHorizontal();
static bool AutoEnableVR
Should SteamVR automatically enable VR when opening Unity or pressing play.