Goal is to switch the headset target programmatically (so it's compatible with build pipeline). Manual way is of course switch headset target in VIU (Edit -> Preferences -> VIU Settings).
Method we have tried:
Try to load a VIUSettings file. Steps:
In VIU Settings -> Choose Wave
Copy newly created Assets/VIUSettings/Resources/VIUSettings.asset and rename "VIUSettingsWave.asset".
In VIU Settings -> Choose Occulus
Use Load: "HTC.UnityPlugin.Vive.VIUSettings.LoadFromResource(path);" where path was "Assets/VIUSettings/Resources/VIUSettingsWave.asset"
Open back VIU Settings (still set to Oculus) and did a build for Wave (broke).
Tried to set symbols directly using PlayerSettings.SetScriptingDefineSymbolsForGroup
Swapping symbols in an Editor script which throws Unity Editor into a compile loop:
<< OCULUSVR_ANDROID_SUPPORT
VIU_WAVEVR_SUPPORT
Results is no change in target.
We need this for the build pipeline to build for two different targets.
Goal is to switch the headset target programmatically (so it's compatible with build pipeline). Manual way is of course switch headset target in VIU (Edit -> Preferences -> VIU Settings).
Method we have tried:
Try to load a VIUSettings file. Steps:
Tried to set symbols directly using PlayerSettings.SetScriptingDefineSymbolsForGroup Swapping symbols in an Editor script which throws Unity Editor into a compile loop: << OCULUSVR_ANDROID_SUPPORT
Results is no change in target.
We need this for the build pipeline to build for two different targets.