86 lines
3.1 KiB
C#
86 lines
3.1 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/************************************************************************************
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* Filename : MetaXRAcousticBuildPreprocessor.cs
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* Content : Removes MetaXRAudioUnity binary from builds when using FMOD/Wwise
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***********************************************************************************/
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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using UnityEngine;
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static class MetaXRAcousticBuildProcessor
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{
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class Preprocessor : IPreprocessBuildWithReport
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{
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readonly string[] runtimePluginNames =
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{
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"libMetaXRAudioUnity.so",
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"MetaXRAudioUnity.dll",
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};
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public int callbackOrder => 0;
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void IPreprocessBuildWithReport.OnPreprocessBuild(BuildReport report)
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{
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SetRuntimePluginCopyDelegate();
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}
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void SetRuntimePluginCopyDelegate()
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{
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var allPlugins = PluginImporter.GetAllImporters();
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foreach (var plugin in allPlugins)
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{
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if (plugin.isNativePlugin)
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{
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foreach (var pluginName in runtimePluginNames)
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{
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if (plugin.assetPath.Contains(pluginName))
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{
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plugin.SetIncludeInBuildDelegate(ShouldIncludeRuntimePluginsInBuild);
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break;
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}
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}
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}
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}
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}
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static bool ShouldIncludeRuntimePluginsInBuild(string path)
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{
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if (path.Contains("MetaXRAudioUnity"))
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{
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const string AudioManagerAssetPath = "ProjectSettings/AudioManager.asset";
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SerializedObject audioManager = new SerializedObject(UnityEditor.AssetDatabase.LoadAllAssetsAtPath(AudioManagerAssetPath)[0]);
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SerializedProperty spatializerPluginProperty = audioManager.FindProperty("m_DisableAudio");
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bool disableUnityAudio = spatializerPluginProperty.boolValue;
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if (disableUnityAudio)
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{
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Debug.Log("Detected Unity Audio is disabled, excluding MetaXRAudioUnity plugin from build");
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}
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return !disableUnityAudio;
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}
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return true;
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}
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}
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}
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