using System; using System.Collections; using System.Collections.Generic; using System.IO; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class OVRSceneLoader : MonoBehaviour { public const string externalStoragePath = "/sdcard/Android/data"; public const string sceneLoadDataName = "SceneLoadData.txt"; public const string resourceBundleName = "asset_resources"; public float sceneCheckIntervalSeconds = 1f; public float logCloseTime = 5.0f; public Canvas mainCanvas; public Text logTextBox; private AsyncOperation loadSceneOperation; private string formattedLogText; private float closeLogTimer; private bool closeLogDialogue; private bool canvasPosUpdated; private struct SceneInfo { public List scenes; public long version; public SceneInfo(List sceneList, long currentSceneEpochVersion) { scenes = sceneList; version = currentSceneEpochVersion; } } private string scenePath = ""; private string sceneLoadDataPath = ""; private List loadedAssetBundles = new List(); private SceneInfo currentSceneInfo; private void Awake() { // Make it presist across scene to continue checking for changes DontDestroyOnLoad(this.gameObject); } void Start() { string applicationPath = Path.Combine(externalStoragePath, Application.identifier); scenePath = Path.Combine(applicationPath, "cache/scenes"); sceneLoadDataPath = Path.Combine(scenePath, sceneLoadDataName); closeLogDialogue = false; StartCoroutine(DelayCanvasPosUpdate()); currentSceneInfo = GetSceneInfo(); // Check valid scene info has been fetched, and load the scenes if (currentSceneInfo.version != 0 && !string.IsNullOrEmpty(currentSceneInfo.scenes[0])) { LoadScene(currentSceneInfo); } } private void LoadScene(SceneInfo sceneInfo) { AssetBundle mainSceneBundle = null; Debug.Log("[OVRSceneLoader] Loading main scene: " + sceneInfo.scenes[0] + " with version " + sceneInfo.version.ToString()); logTextBox.text += "Target Scene: " + sceneInfo.scenes[0] + "\n"; logTextBox.text += "Version: " + sceneInfo.version.ToString() + "\n"; // Load main scene and dependent additive scenes (if any) Debug.Log("[OVRSceneLoader] Loading scene bundle files."); // Fetch all files under scene cache path, excluding unnecessary files such as scene metadata file string[] bundles = Directory.GetFiles(scenePath, "*_*"); logTextBox.text += "Loading " + bundles.Length + " bundle(s) . . . "; string mainSceneBundleFileName = "scene_" + sceneInfo.scenes[0].ToLower(); try { foreach (string b in bundles) { var assetBundle = AssetBundle.LoadFromFile(b); if (assetBundle != null) { Debug.Log("[OVRSceneLoader] Loading file bundle: " + assetBundle.name == null ? "null" : assetBundle.name); loadedAssetBundles.Add(assetBundle); } else { Debug.LogError("[OVRSceneLoader] Loading file bundle failed"); } if (assetBundle.name == mainSceneBundleFileName) { mainSceneBundle = assetBundle; } if (assetBundle.name == resourceBundleName) { OVRResources.SetResourceBundle(assetBundle); } } } catch(Exception e) { logTextBox.text += "" + e.Message + ""; return; } logTextBox.text += "DONE\n"; if (mainSceneBundle != null) { logTextBox.text += "Loading Scene: {0:P0}\n"; formattedLogText = logTextBox.text; string[] scenePaths = mainSceneBundle.GetAllScenePaths(); string sceneName = Path.GetFileNameWithoutExtension(scenePaths[0]); loadSceneOperation = SceneManager.LoadSceneAsync(sceneName); loadSceneOperation.completed += LoadSceneOperation_completed; } else { logTextBox.text += "Failed to get main scene bundle.\n"; } } private void LoadSceneOperation_completed(AsyncOperation obj) { StartCoroutine(onCheckSceneCoroutine()); StartCoroutine(DelayCanvasPosUpdate()); closeLogTimer = 0; closeLogDialogue = true; logTextBox.text += "Log closing in {0} seconds.\n"; formattedLogText = logTextBox.text; } public void Update() { // Display scene load percentage if (loadSceneOperation != null) { if (!loadSceneOperation.isDone) { logTextBox.text = string.Format(formattedLogText, loadSceneOperation.progress + 0.1f); if (loadSceneOperation.progress >= 0.9f) { logTextBox.text = formattedLogText.Replace("{0:P0}", "DONE"); logTextBox.text += "Transitioning to new scene.\nLoad times will vary depending on scene complexity.\n"; } } } UpdateCanvasPosition(); // Wait a certain time before closing the log dialogue after the scene has transitioned if (closeLogDialogue) { if (closeLogTimer < logCloseTime) { closeLogTimer += Time.deltaTime; logTextBox.text = string.Format(formattedLogText, (int)(logCloseTime - closeLogTimer)); } else { mainCanvas.gameObject.SetActive(false); closeLogDialogue = false; } } } private void UpdateCanvasPosition() { // Update canvas camera reference and position if the main camera has changed if (mainCanvas.worldCamera != Camera.main) { mainCanvas.worldCamera = Camera.main; if (Camera.main != null) { Vector3 newPosition = Camera.main.transform.position + Camera.main.transform.forward * 0.3f; gameObject.transform.position = newPosition; gameObject.transform.rotation = Camera.main.transform.rotation; } } } private SceneInfo GetSceneInfo() { SceneInfo sceneInfo = new SceneInfo(); try { StreamReader reader = new StreamReader(sceneLoadDataPath); sceneInfo.version = System.Convert.ToInt64(reader.ReadLine()); List sceneList = new List(); while (!reader.EndOfStream) { sceneList.Add(reader.ReadLine()); } sceneInfo.scenes = sceneList; } catch { logTextBox.text += "Failed to get scene info data.\n"; } return sceneInfo; } // Update canvas position after a slight delay to get accurate headset position after scene transitions IEnumerator DelayCanvasPosUpdate() { yield return new WaitForSeconds(0.1f); UpdateCanvasPosition(); } IEnumerator onCheckSceneCoroutine() { SceneInfo newSceneInfo; while (true) { newSceneInfo = GetSceneInfo(); if (newSceneInfo.version != currentSceneInfo.version) { Debug.Log("[OVRSceneLoader] Scene change detected."); // Unload all asset bundles foreach (var b in loadedAssetBundles) { if (b != null) { b.Unload(true); } } loadedAssetBundles.Clear(); // Unload all scenes in the hierarchy including main scene and // its dependent additive scenes. int activeScenes = SceneManager.sceneCount; for (int i = 0; i < activeScenes; i++) { SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(i)); } DestroyAllGameObjects(); SceneManager.LoadSceneAsync("OVRTransitionScene"); break; } yield return new WaitForSeconds(sceneCheckIntervalSeconds); } } void DestroyAllGameObjects() { foreach (GameObject go in Resources.FindObjectsOfTypeAll(typeof(GameObject)) as GameObject[]) { Destroy(go); } } }