Assignment for RMIT Mixed Reality in 2020
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  1. // Unity System|SDK_Unity|001
  2. namespace VRTK
  3. {
  4. /// <summary>
  5. /// The Unity System SDK script provides a bridge to the Unity SDK.
  6. /// </summary>
  7. [SDK_Description("Unity (Standalone:Oculus)", null, "Oculus", "Standalone")]
  8. [SDK_Description("Unity (Standalone:OpenVR)", null, "OpenVR", "Standalone", 1)]
  9. [SDK_Description("Unity (Android:Cardboard)", null, "cardboard", "Android", 2)]
  10. [SDK_Description("Unity (Android:Daydream)", null, "daydream", "Android", 3)]
  11. [SDK_Description("Unity (Android:Oculus)", null, "Oculus", "Android", 4)]
  12. [SDK_Description("Unity (Android:OpenVR)", null, "OpenVR", "Android", 5)]
  13. public class SDK_UnitySystem : SDK_BaseSystem
  14. {
  15. /// <summary>
  16. /// The IsDisplayOnDesktop method returns true if the display is extending the desktop.
  17. /// </summary>
  18. /// <returns>Returns true if the display is extending the desktop</returns>
  19. public override bool IsDisplayOnDesktop()
  20. {
  21. return false;
  22. }
  23. /// <summary>
  24. /// The ShouldAppRenderWithLowResources method is used to determine if the Unity app should use low resource mode. Typically true when the dashboard is showing.
  25. /// </summary>
  26. /// <returns>Returns true if the Unity app should render with low resources.</returns>
  27. public override bool ShouldAppRenderWithLowResources()
  28. {
  29. return false;
  30. }
  31. /// <summary>
  32. /// The ForceInterleavedReprojectionOn method determines whether Interleaved Reprojection should be forced on or off.
  33. /// </summary>
  34. /// <param name="force">If true then Interleaved Reprojection will be forced on, if false it will not be forced on.</param>
  35. public override void ForceInterleavedReprojectionOn(bool force)
  36. {
  37. }
  38. }
  39. }