Added platform and rendering system checks to see if the platform allows CPU/GPU
Currently IOS has full GPU support with Metal API on IOS11 for all support ARKit Devices
However, Android Vulka has GPU support but ARCore currently does not support Vulkan
IOS:GPU support is enabled if we are using metal if not fall back to CPU
Android:GPU support will be enabled if the device is running Vulkan, if not fall back to CPU
Only 2 files should be changed here - both the Detector.cs scripts
All logic is following the supported platforms from here https://docs.unity3d.com/Packages/com.unity.barracuda@1.0/manual/SupportedPlatforms.html
Added platform and rendering system checks to see if the platform allows CPU/GPU Currently IOS has full GPU support with Metal API on IOS11 for all support ARKit Devices However, Android Vulka has GPU support but ARCore currently does not support Vulkan IOS:GPU support is enabled if we are using metal if not fall back to CPU Android:GPU support will be enabled if the device is running Vulkan, if not fall back to CPU