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Bachelor-Arbeit-Adrian-Haefner/Library/PackageCache/com.unity.xr.arkit@58a677f717be/Editor/ARKitSettings.cs
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2025-07-31 15:21:08 +02:00

111 lines
3.8 KiB
C#

using System;
using UnityEngine;
using UnityEngine.XR.Management;
namespace UnityEditor.XR.ARKit
{
/// <summary>
/// Holds settings that are used to configure the Apple ARKit XR Plug-in.
/// </summary>
[Serializable]
[XRConfigurationData("Apple ARKit", "UnityEditor.XR.ARKit.ARKitSettings")]
public class ARKitSettings : ScriptableObject
{
const string k_SettingsKey = "UnityEditor.XR.ARKit.ARKitSettings";
const string k_OldConfigObjectName = "com.unity.xr.arkit.PlayerSettings";
/// <summary>
/// Enum which defines whether ARKit is optional or required.
/// </summary>
public enum Requirement
{
/// <summary>
/// ARKit is required, which means the app cannot be installed on devices that do not support ARKit.
/// </summary>
Required,
/// <summary>
/// ARKit is optional, which means the the app can be installed on devices that do not support ARKit.
/// </summary>
Optional
}
[SerializeField, Tooltip("Toggles whether ARKit is required for this app. Will make app only downloadable by devices with ARKit support if set to 'Required'.")]
Requirement m_Requirement;
/// <summary>
/// Determines whether ARKit is required for this app. If set to <see cref="Requirement.Required"/>, the app can only be downloaded on devices with ARKit support.
/// </summary>
public Requirement requirement
{
get => m_Requirement;
set => m_Requirement = value;
}
/// <summary>
/// If <c>true</c>, includes ARKit Face Tracking functionality. If <c>false</c>, doesn't include ARKit Face Tracking functionality.
/// </summary>
public bool faceTracking
{
get => m_FaceTracking;
set => m_FaceTracking = value;
}
[SerializeField, Tooltip("Includes ARKit Face Tracking functionality when toggled on.")]
bool m_FaceTracking;
/// <summary>
/// Gets the currently selected settings, or creates default settings if no <see cref="ARKitSettings"/> have been set in Player Settings.
/// </summary>
/// <returns>The ARKit settings to use for the current Player build.</returns>
public static ARKitSettings GetOrCreateSettings()
{
var settings = currentSettings;
if (settings != null)
return settings;
return CreateInstance<ARKitSettings>();
}
/// <summary>
/// Get or set the <see cref="ARKitSettings"/> to use for the Player build.
/// </summary>
public static ARKitSettings currentSettings
{
get => EditorBuildSettings.TryGetConfigObject(k_SettingsKey, out ARKitSettings settings) ? settings : null;
set
{
if (value == null)
{
EditorBuildSettings.RemoveConfigObject(k_SettingsKey);
}
else
{
EditorBuildSettings.AddConfigObject(k_SettingsKey, value, true);
}
}
}
internal static bool TrySelect()
{
var settings = currentSettings;
if (settings == null)
return false;
Selection.activeObject = settings;
return true;
}
internal static SerializedObject GetSerializedSettings() => new(GetOrCreateSettings());
void Awake()
{
if (EditorBuildSettings.TryGetConfigObject(k_OldConfigObjectName, out ARKitSettings result))
{
EditorBuildSettings.RemoveConfigObject(k_OldConfigObjectName);
}
}
}
}