using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using UnityEditor; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.UIElements; using UnityEngine.Serialization; using UnityEngine.XR.Management; [assembly: InternalsVisibleTo("Unity.XR.Management.Tests")] namespace UnityEngine.XR.Management { /// /// Class to handle active loader and subsystem management for XR. This class is to be added as a /// ScriptableObject asset in your project and should only be referenced by the an /// instance for its use. /// /// Given a list of loaders, it will attempt to load each loader in the given order. The first /// loader that is successful wins and all remaining loaders are ignored. The loader /// that succeeds is accessible through the property on the manager. /// /// Depending on configuration the instance will automatically manage the active loader /// at correct points in the application lifecycle. The user can override certain points in the active loader lifecycle /// and manually manage them by toggling the and /// properties. Disabling implies the the user is responsible for the full lifecycle /// of the XR session normally handled by the instance. Toggling this to false also toggles /// false. /// /// Disabling only implies that the user is responsible for starting and stopping /// the through the and APIs. /// /// Automatic lifecycle management is executed as follows /// /// * OnEnable -> . The loader list will be iterated over and the first successful loader will be set as the active loader. /// * Start -> . Ask the active loader to start all subsystems. /// * OnDisable -> . Ask the active loader to stop all subsystems. /// * OnDestroy -> . Deinitialize and remove the active loader. /// public sealed class XRManagerSettings : ScriptableObject { [HideInInspector] bool m_InitializationComplete = false; #pragma warning disable 414 // This property is only used by the scriptable object editing part of the system and as such no one // directly references it. Have to manually disable the console warning here so that we can // get a clean console report. [HideInInspector] [SerializeField] bool m_RequiresSettingsUpdate = false; #pragma warning restore 414 [SerializeField] [Tooltip("Determines if the XR Manager instance is responsible for creating and destroying the appropriate loader instance.")] [FormerlySerializedAs("AutomaticLoading")] bool m_AutomaticLoading = false; /// /// Get and set Automatic Loading state for this manager. When this is true, the manager will automatically call /// and for you. When false /// is also set to false and remains that way. This means that disabling automatic loading disables all automatic behavior /// for the manager. /// public bool automaticLoading { get { return m_AutomaticLoading; } set { m_AutomaticLoading = value; } } [SerializeField] [Tooltip("Determines if the XR Manager instance is responsible for starting and stopping subsystems for the active loader instance.")] [FormerlySerializedAs("AutomaticRunning")] bool m_AutomaticRunning = false; /// /// Get and set automatic running state for this manager. When set to true the manager will call /// and APIs at appropriate times. When set to false, or when is false /// then it is up to the user of the manager to handle that same functionality. /// public bool automaticRunning { get { return m_AutomaticRunning; } set { m_AutomaticRunning = value; } } [SerializeField] [Tooltip("List of XR Loader instances arranged in desired load order.")] [FormerlySerializedAs("Loaders")] List m_Loaders = new List(); /// /// List of loaders currently managed by this XR Manager instance. /// public List loaders { get { return m_Loaders; } #if UNITY_EDITOR set { m_Loaders = value; } #endif } /// /// Read only boolean letting us know if initialization is completed. Because initialization is /// handled as a Coroutine, people taking advantage of the auto-lifecycle management of XRManager /// will need to wait for init to complete before checking for an ActiveLoader and calling StartSubsystems. /// public bool isInitializationComplete { get { return m_InitializationComplete; } } [HideInInspector] static XRLoader s_ActiveLoader = null; /// /// Return the current singleton active loader instance. /// /// [HideInInspector] public XRLoader activeLoader { get { return s_ActiveLoader; } private set { s_ActiveLoader = value; } } /// /// Return the current active loader, cast to the requested type. Useful shortcut when you need /// to get the active loader as something less generic than XRLoader. /// /// /// Requested type of the loader /// /// The active loader as requested type, or null. public T ActiveLoaderAs() where T : XRLoader { return activeLoader as T; } /// /// Iterate over the configured list of loaders and attempt to initialize each one. The first one /// that succeeds is set as the active loader and initialization immediately terminates. /// /// When complete will be set to true. This will mark that it is safe to /// call other parts of the API. This does not guarantee that init successfully created a loader. For that /// you need to check that ActiveLoader is not null. /// /// Note that there can only be one active loader. Any attempt to initialize a new active loader with one /// already set will cause a warning to be logged and immediate exit of this function. /// /// This method is synchronous and on return all state should be immediately checkable. /// public void InitializeLoaderSync() { if (activeLoader != null) { Debug.LogWarning( "XR Management has already initialized an active loader in this scene." + "Please make sure to stop all subsystems and deinitialize the active loader before initializing a new one."); return; } foreach (var loader in loaders) { if (loader != null) { if (CheckGraphicsAPICompatibility(loader) && loader.Initialize()) { activeLoader = loader; m_InitializationComplete = true; return; } } } activeLoader = null; } /// /// Iterate over the configured list of loaders and attempt to initialize each one. The first one /// that succeeds is set as the active loader and initialization immediately terminates. /// /// When complete will be set to true. This will mark that it is safe to /// call other parts of the API. This does not guarantee that init successfully created a loader. For that /// you need to check that ActiveLoader is not null. /// /// Note that there can only be one active loader. Any attempt to initialize a new active loader with one /// already set will cause a warning to be logged and immediate exit of this function. /// /// Iteration is done asynchronously and this method must be called within the context of a Coroutine. /// /// /// Enumerator marking the next spot to continue execution at. public IEnumerator InitializeLoader() { if (activeLoader != null) { Debug.LogWarning( "XR Management has already initialized an active loader in this scene." + "Please make sure to stop all subsystems and deinitialize the active loader before initializing a new one."); yield break; } foreach (var loader in loaders) { if (loader != null) { if (CheckGraphicsAPICompatibility(loader) && loader.Initialize()) { activeLoader = loader; m_InitializationComplete = true; yield break; } } yield return null; } activeLoader = null; } private bool CheckGraphicsAPICompatibility(XRLoader loader) { GraphicsDeviceType deviceType = SystemInfo.graphicsDeviceType; List supportedDeviceTypes = loader.GetSupportedGraphicsDeviceTypes(false); // To help with backward compatibility, if the compatibility list is empty we assume that it does not implement the GetSupportedGraphicsDeviceTypes method // Therefore we revert to the previous behavior of building or starting the loader regardless of gfx api settings. if (supportedDeviceTypes.Count > 0 && !supportedDeviceTypes.Contains(deviceType)) { Debug.LogWarning(String.Format("The {0} does not support the initialized graphics device, {1}. Please change the preffered Graphics API in PlayerSettings. Attempting to start the next XR loader.", loader.name, deviceType.ToString())); return false; } return true; } /// /// If there is an active loader, this will request the loader to start all the subsystems that it /// is managing. /// /// You must wait for to be set to true prior to calling this API. /// public void StartSubsystems() { if (!m_InitializationComplete) { Debug.LogWarning( "Call to StartSubsystems without an initialized manager." + "Please make sure wait for initialization to complete before calling this API."); return; } if (activeLoader != null) { activeLoader.Start(); } } /// /// If there is an active loader, this will request the loader to stop all the subsystems that it /// is managing. /// /// You must wait for to be set to tru prior to calling this API. /// public void StopSubsystems() { if (!m_InitializationComplete) { Debug.LogWarning( "Call to StopSubsystems without an initialized manager." + "Please make sure wait for initialization to complete before calling this API."); return; } if (activeLoader != null) { activeLoader.Stop(); } } /// /// If there is an active loader, this function will deinitialize it and remove the active loader instance from /// management. We will automatically call prior to deinitialization to make sure /// that things are cleaned up appropriately. /// /// You must wait for to be set to tru prior to calling this API. /// /// Upon return will be rest to false; /// public void DeinitializeLoader() { if (!m_InitializationComplete) { Debug.LogWarning( "Call to DeinitializeLoader without an initialized manager." + "Please make sure wait for initialization to complete before calling this API."); return; } StopSubsystems(); if (activeLoader != null) { activeLoader.Deinitialize(); activeLoader = null; } m_InitializationComplete = false; } // Use this for initialization void Start() { if (automaticLoading && automaticRunning) { StartSubsystems(); } } void OnDisable() { if (automaticLoading && automaticRunning) { StopSubsystems(); } } void OnDestroy() { if (automaticLoading) { DeinitializeLoader(); } } } }