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Enable\Disable plug-in provider before build

Discussion in 'AR/VR (XR) Discussion' started by YuriyVotintsev, Jul 24, 2020.

  1. YuriyVotintsev

    YuriyVotintsev

    Joined:
    Jun 11, 2013
    Posts:
    93
    I need to enable\disable Oculus plug-in provider for different types of build. How can i do it in code to automate process? Can't find anywhere information about it.
     

    Attached Files:

    LeoHerrera likes this.
  2. orzech123

    orzech123

    Joined:
    Mar 12, 2018
    Posts:
    17
    That's exactly what I also would like to do. Did you found the solution?

    Regards!
     
  3. korinVR

    korinVR

    Joined:
    Jul 7, 2012
    Posts:
    34
  4. TheNullReference

    TheNullReference

    Joined:
    Nov 30, 2018
    Posts:
    268
    Code (CSharp):
    1.  
    2. public class SetLoadersClass(){
    3.  
    4.    // Assign this, it should be in your settings folder.
    5.    private UnityEngine.XR.Management.XRGeneralSettings androidSettings = null;
    6.  
    7.     public void LoadOculusPlugin()
    8.     {
    9.              
    10.        PlayerSettings.Android.minSdkVersion = AndroidSdkVersions.AndroidApiLevel24;
    11.  
    12.        androidSettings.InitManagerOnStart = true;
    13.  
    14.        var loaderString = typeof(Unity.XR.Oculus.OculusLoader).FullName
    15.  
    16.         UnityEditor.XR.Management.Metadata.XRPackageMetadataStore.AssignLoader(androidSettings.AssignedSettings, loaderString, BuildTargetGroup.Android);
    17.            
    18.       EditorUtility.SetDirty(androidSettings);
    19.  
    20.     }
    21. }
    22.  
    This worked for me. I think UnityEditor.XR.Management.Metadata.XRPackageMetadataStore.ClearLoaders is a thing if you want to reverse it as well