comparison Orchestland/Assets/OVR/Editor/OVRBuild.cs @ 1:f7675884f2a1

Add Orchestland project
author Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
date Fri, 17 Jul 2015 23:09:20 +0900
parents
children
comparison
equal deleted inserted replaced
0:347d21cdfc22 1:f7675884f2a1
1 /************************************************************************************
2
3 Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved.
4
5 Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
6 you may not use the Oculus VR Rift SDK except in compliance with the License,
7 which is provided at the time of installation or download, or which
8 otherwise accompanies this software in either electronic or hard copy form.
9
10 You may obtain a copy of the License at
11
12 http://www.oculusvr.com/licenses/LICENSE-3.2
13
14 Unless required by applicable law or agreed to in writing, the Oculus VR SDK
15 distributed under the License is distributed on an "AS IS" BASIS,
16 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
17 See the License for the specific language governing permissions and
18 limitations under the License.
19
20 ************************************************************************************/
21
22 using UnityEngine;
23 using UnityEditor;
24
25 //-------------------------------------------------------------------------------------
26 // ***** OculusBuildDemo
27 //
28 // OculusBuild allows for command line building of the Oculus main demo (Tuscany).
29 //
30 class OculusBuildDemo
31 {
32 static void PerformBuildStandaloneWindows ()
33 {
34 string[] scenes = { "Assets/Tuscany/Scenes/VRDemo_Tuscany.unity" };
35 BuildPipeline.BuildPlayer(scenes, "./Win_OculusUnityDemoScene.exe", BuildTarget.StandaloneWindows, BuildOptions.None);
36 }
37
38 static void PerformBuildStandaloneMac ()
39 {
40 string[] scenes = { "Assets/Tuscany/Scenes/VRDemo_Tuscany.unity" };
41 BuildPipeline.BuildPlayer(scenes, "./Mac_OculusUnityDemoScene.app", BuildTarget.StandaloneOSXIntel, BuildOptions.None);
42 }
43
44 static void PerformBuildStandaloneLinux ()
45 {
46 string[] scenes = { "Assets/Tuscany/Scenes/VRDemo_Tuscany.unity" };
47 BuildPipeline.BuildPlayer(scenes, "./Linux_OculusUnityDemoScene", BuildTarget.StandaloneLinux, BuildOptions.None);
48 }
49
50 static void PerformBuildStandaloneLinux64 ()
51 {
52 string[] scenes = { "Assets/Tuscany/Scenes/VRDemo_Tuscany.unity" };
53 BuildPipeline.BuildPlayer(scenes, "./Linux_OculusUnityDemoScene", BuildTarget.StandaloneLinux64, BuildOptions.None);
54 }
55 }
56
57 //-------------------------------------------------------------------------------------
58 // ***** OculusBuild
59 //
60 // OculusBuild adds menu functionality for a user to build the currently selected scene,
61 // and to also build and run the standalone build. These menu items can be found under the
62 // Oculus/Build menu from the main Unity Editor menu bar.
63 //
64 class OculusBuild
65 {
66 // Build the Android APK and place into main project folder
67 static void PerformBuildAndroidAPK()
68 {
69 if (Application.isEditor)
70 {
71 string[] scenes = { EditorApplication.currentScene };
72 BuildPipeline.BuildPlayer(scenes, "OculusUnityDemoScene.apk", BuildTarget.Android, BuildOptions.None);
73 }
74 }
75 }
76
77 //-------------------------------------------------------------------------------------
78 // ***** OculusBuildApp
79 //
80 // OculusBuildApp allows us to build other Oculus apps from the command line.
81 //
82 partial class OculusBuildApp
83 {
84 static void SetAndroidTarget()
85 {
86 if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android)
87 {
88 EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.Android);
89 }
90 }
91 }