avatar/Assets/VRCSDK/Dependencies/Oculus/Spatializer/Scripts/ONSPSettings.cs
2022-09-27 20:47:45 -07:00

56 lines
1.8 KiB
C#

using UnityEngine;
using System.Collections;
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoad]
#endif
public sealed class ONSPSettings : ScriptableObject
{
[SerializeField]
public int voiceLimit = 16; // very conservative fallback
private static ONSPSettings instance;
public static ONSPSettings Instance
{
get
{
if (instance == null)
{
#if UNITY_ANDROID
instance = Resources.Load<ONSPSettings>("ONSPSettings-Android");
#else
instance = Resources.Load<ONSPSettings>("ONSPSettings");
#endif
// This can happen if the developer never input their App Id into the Unity Editor
// and therefore never created the OculusPlatformSettings.asset file
// Use a dummy object with defaults for the getters so we don't have a null pointer exception
if (instance == null)
{
instance = ScriptableObject.CreateInstance<ONSPSettings>();
#if UNITY_EDITOR
// Only in the editor should we save it to disk
string properPath = System.IO.Path.Combine(UnityEngine.Application.dataPath, "Resources");
if (!System.IO.Directory.Exists(properPath))
{
UnityEditor.AssetDatabase.CreateFolder("Assets", "Resources");
}
string fullPath = System.IO.Path.Combine(
System.IO.Path.Combine("Assets", "Resources"),
#if UNITY_ANDROID
"ONSPSettings-Android.asset");
#else
"ONSPSettings.asset");
#endif
UnityEditor.AssetDatabase.CreateAsset(instance, fullPath);
#endif
}
}
return instance;
}
}
}