Initial Commit
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEditor;
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using UnityEngine;
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[InitializeOnLoad]
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internal static class OVRProjectSetupQualityTasks
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{
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private static readonly int RecommendedPixelLightCountAndroid = 1;
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private static readonly int RecommendedPixelLightCountStandalone = 3;
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private static int GetRecommendedPixelLightCount(BuildTargetGroup buildTargetGroup)
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=> buildTargetGroup == BuildTargetGroup.Standalone
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? RecommendedPixelLightCountStandalone
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: RecommendedPixelLightCountAndroid;
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static OVRProjectSetupQualityTasks()
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{
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var taskGroup = OVRProjectSetup.TaskGroup.Quality;
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// [Recommended] Set Pixel Light Count
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OVRProjectSetup.AddTask(
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level: OVRProjectSetup.TaskLevel.Recommended,
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group: taskGroup,
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isDone: buildTargetGroup =>
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QualitySettings.pixelLightCount <= GetRecommendedPixelLightCount(buildTargetGroup),
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conditionalMessage: buildTargetGroup =>
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$"Set maximum pixel lights count to {GetRecommendedPixelLightCount(buildTargetGroup)}",
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fix: buildTargetGroup => QualitySettings.pixelLightCount = GetRecommendedPixelLightCount(buildTargetGroup),
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conditionalFixMessage: buildTargetGroup =>
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$"QualitySettings.pixelLightCount = {GetRecommendedPixelLightCount(buildTargetGroup)}"
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);
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// [Recommended] Set Texture Quality to Full Res
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OVRProjectSetup.AddTask(
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level: OVRProjectSetup.TaskLevel.Recommended,
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group: taskGroup,
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message: "Set Texture Quality to Full Res",
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#if UNITY_2022_2_OR_NEWER // masterTextureLimit has become obsolete with 2022.2
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isDone: buildTargetGroup => QualitySettings.globalTextureMipmapLimit == 0,
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fix: buildTargetGroup => QualitySettings.globalTextureMipmapLimit = 0,
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fixMessage: "QualitySettings.globalTextureMipmapLimit = 0"
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#else
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isDone: buildTargetGroup => QualitySettings.masterTextureLimit == 0,
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fix: buildTargetGroup => QualitySettings.masterTextureLimit = 0,
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fixMessage: "QualitySettings.masterTextureLimit = 0"
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#endif
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);
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// [Recommended] Enable Anisotropic Filtering
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OVRProjectSetup.AddTask(
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level: OVRProjectSetup.TaskLevel.Recommended,
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group: taskGroup,
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isDone: buildTargetGroup => QualitySettings.anisotropicFiltering == AnisotropicFiltering.Enable,
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message: "Enable Anisotropic Filtering on a per-texture basis",
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fix: buildTargetGroup => QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable,
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fixMessage: "QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable"
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);
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// Texture compression : Use ASTC
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OVRProjectSetup.AddTask(
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level: OVRProjectSetup.TaskLevel.Recommended,
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group: taskGroup,
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platform: BuildTargetGroup.Android,
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isDone: group => EditorUserBuildSettings.androidBuildSubtarget == MobileTextureSubtarget.ASTC ||
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EditorUserBuildSettings.androidBuildSubtarget == MobileTextureSubtarget.ETC2,
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message: "Optimize Texture Compression : For GPU performance, please use ETC2. In some cases, " +
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"ASTC may produce better visuals and is also a viable solution",
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fix: group => EditorUserBuildSettings.androidBuildSubtarget = MobileTextureSubtarget.ETC2,
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fixMessage: "EditorUserBuildSettings.androidBuildSubtarget = MobileTextureSubtarget.ETC2"
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);
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}
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}
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