mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-07 16:49:17 +00:00
[DesktopVRSwitch] - > DesktopXRSwitch
This commit is contained in:
parent
37fcf6ece1
commit
05374459be
21 changed files with 441 additions and 352 deletions
31
DesktopXRSwitch/Patches/CVRPickupObjectTracker.cs
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31
DesktopXRSwitch/Patches/CVRPickupObjectTracker.cs
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using ABI.CCK.Components;
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using UnityEngine;
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//Thanks Ben! I was scared of transpiler so I reworked a bit...
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namespace NAK.Melons.DesktopXRSwitch.Patches;
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public class CVRPickupObjectTracker : MonoBehaviour
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{
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public CVRPickupObject pickupObject;
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public Transform storedGripOrigin;
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void Start()
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{
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XRModeSwitchTracker.OnPostXRModeSwitch += PostXRModeSwitch;
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}
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void OnDestroy()
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{
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XRModeSwitchTracker.OnPostXRModeSwitch -= PostXRModeSwitch;
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}
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public void PostXRModeSwitch(bool isXR, Camera activeCamera)
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{
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if (pickupObject != null)
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{
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if (pickupObject._controllerRay != null) pickupObject._controllerRay.DropObject(true);
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(storedGripOrigin, pickupObject.gripOrigin) = (pickupObject.gripOrigin, storedGripOrigin);
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}
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}
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}
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24
DesktopXRSwitch/Patches/CameraFacingObjectTracker.cs
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24
DesktopXRSwitch/Patches/CameraFacingObjectTracker.cs
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using ABI_RC.Core.Util.Object_Behaviour;
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using UnityEngine;
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namespace NAK.Melons.DesktopXRSwitch.Patches;
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public class CameraFacingObjectTracker : MonoBehaviour
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{
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public CameraFacingObject cameraFacingObject;
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void Start()
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{
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cameraFacingObject = GetComponent<CameraFacingObject>();
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XRModeSwitchTracker.OnPostXRModeSwitch += PostXRModeSwitch;
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}
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void OnDestroy()
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{
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XRModeSwitchTracker.OnPostXRModeSwitch -= PostXRModeSwitch;
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}
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public void PostXRModeSwitch(bool isXR, Camera activeCamera)
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{
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cameraFacingObject.m_Camera = activeCamera;
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}
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}
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89
DesktopXRSwitch/Patches/IKSystemTracker.cs
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89
DesktopXRSwitch/Patches/IKSystemTracker.cs
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.IK.TrackingModules;
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using UnityEngine;
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namespace NAK.Melons.DesktopXRSwitch.Patches;
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public class IKSystemTracker : MonoBehaviour
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{
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public IKSystem ikSystem;
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void Start()
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{
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ikSystem = GetComponent<IKSystem>();
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XRModeSwitchTracker.OnPreXRModeSwitch += PreXRModeSwitch;
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XRModeSwitchTracker.OnFailXRModeSwitch += FailedXRModeSwitch;
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XRModeSwitchTracker.OnPostXRModeSwitch += PostXRModeSwitch;
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}
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void OnDestroy()
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{
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XRModeSwitchTracker.OnPreXRModeSwitch -= PreXRModeSwitch;
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XRModeSwitchTracker.OnFailXRModeSwitch -= FailedXRModeSwitch;
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XRModeSwitchTracker.OnPostXRModeSwitch -= PostXRModeSwitch;
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}
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public void PreXRModeSwitch(bool inXR, Camera activeCamera)
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{
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BodySystem.TrackingEnabled = false;
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BodySystem.TrackingPositionWeight = 0f;
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BodySystem.TrackingLocomotionEnabled = false;
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if (IKSystem.vrik != null)
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IKSystem.vrik.enabled = false;
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}
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public void FailedXRModeSwitch(bool inXR, Camera activeCamera)
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{
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BodySystem.TrackingEnabled = true;
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BodySystem.TrackingPositionWeight = 1f;
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BodySystem.TrackingLocomotionEnabled = true;
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if (IKSystem.vrik != null)
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IKSystem.vrik.enabled = true;
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}
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public void PostXRModeSwitch(bool inXR, Camera activeCamera)
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{
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if (IKSystem.vrik != null)
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DestroyImmediate(IKSystem.vrik);
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//make sure you are fully tracking
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BodySystem.TrackingEnabled = true;
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BodySystem.TrackingPositionWeight = 1f;
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BodySystem.TrackingLocomotionEnabled = true;
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BodySystem.isCalibratedAsFullBody = false;
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BodySystem.isCalibrating = false;
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BodySystem.isRecalibration = false;
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//make it so you dont instantly end up in FBT from Desktop
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IKSystem.firstAvatarLoaded = DesktopXRSwitch.EntryEnterCalibrationOnSwitch.Value;
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//turn of finger tracking just in case user switched controllers
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ikSystem.FingerSystem.controlActive = false;
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//vrik should be deleted by avatar switch
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SetupOpenXRTrackingModule(inXR);
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}
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void SetupOpenXRTrackingModule(bool enableVR)
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{
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var openXRTrackingModule = ikSystem._trackingModules.OfType<OpenXRTrackingModule>().FirstOrDefault();
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if (openXRTrackingModule != null)
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{
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if (enableVR)
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{
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openXRTrackingModule.ModuleStart();
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}
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else
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{
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openXRTrackingModule.ModuleDestroy();
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if (openXRTrackingModule != null)
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ikSystem._trackingModules.Remove(openXRTrackingModule);
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}
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}
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else if (enableVR)
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{
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var newVRModule = new OpenXRTrackingModule();
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ikSystem.AddTrackingModule(newVRModule);
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}
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}
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}
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54
DesktopXRSwitch/Patches/MovementSystemTracker.cs
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54
DesktopXRSwitch/Patches/MovementSystemTracker.cs
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using ABI_RC.Systems.MovementSystem;
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using UnityEngine;
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namespace NAK.Melons.DesktopXRSwitch.Patches;
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public class MovementSystemTracker : MonoBehaviour
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{
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public MovementSystem movementSystem;
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public Vector3 preSwitchWorldPosition;
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public Quaternion preSwitchWorldRotation;
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void Start()
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{
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movementSystem = GetComponent<MovementSystem>();
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XRModeSwitchTracker.OnPreXRModeSwitch += PreXRModeSwitch;
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XRModeSwitchTracker.OnPostXRModeSwitch += PostXRModeSwitch;
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}
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void OnDestroy()
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{
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XRModeSwitchTracker.OnPreXRModeSwitch -= PreXRModeSwitch;
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XRModeSwitchTracker.OnPostXRModeSwitch -= PostXRModeSwitch;
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}
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public void PreXRModeSwitch(bool isXR, Camera activeCamera)
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{
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//correct rotationPivot y position, so we dont teleport up/down
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Vector3 position = movementSystem.rotationPivot.transform.position;
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position.y = movementSystem.transform.position.y;
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preSwitchWorldPosition = position;
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preSwitchWorldRotation = movementSystem.rotationPivot.transform.rotation;
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//ChilloutVR does not use VRIK root right, so avatar root is VR player root.
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//This causes desync between VR and Desktop positions & collision on switch.
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//I correct for this in lazy way, but i use rotationPivot instead of avatar root,
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//so the user can still switch even if avatar is null (if it failed to load for example).
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movementSystem.ChangeCrouch(false);
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movementSystem.ChangeProne(false);
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}
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public void PostXRModeSwitch(bool isXR, Camera activeCamera)
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{
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//immediatly update camera to new camera transform
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movementSystem.rotationPivot = activeCamera.transform;
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//lazy way of correcting Desktop & VR offset issue (game does the maths)
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movementSystem.TeleportToPosRot(preSwitchWorldPosition, preSwitchWorldRotation, false);
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//recenter desktop collision to player object
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if (!isXR) movementSystem.UpdateColliderCenter(movementSystem.transform.position);
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movementSystem.ChangeCrouch(false);
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movementSystem.ChangeProne(false);
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}
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}
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142
DesktopXRSwitch/Patches/PlayerSetupTracker.cs
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142
DesktopXRSwitch/Patches/PlayerSetupTracker.cs
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using ABI.CCK.Components;
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using ABI_RC.Core.Base;
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK;
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using HarmonyLib;
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using RootMotion.FinalIK;
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using System.Reflection;
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using UnityEngine;
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namespace NAK.Melons.DesktopXRSwitch.Patches;
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public class PlayerSetupTracker : MonoBehaviour
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{
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public static PlayerSetupTracker Instance;
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public PlayerSetup playerSetup;
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public Traverse _initialCameraPosTraverse;
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public Traverse _lookIKTraverse;
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public Traverse _lastScaleTraverse;
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public HumanPose avatarInitialHumanPose;
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public HumanPoseHandler avatarHumanPoseHandler;
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public GameObject avatarObject;
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public CVRAvatar avatarDescriptor;
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public Animator avatarAnimator;
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public Vector3 initialPosition;
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public Quaternion initialRotation;
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void Start()
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{
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Instance = this;
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playerSetup = GetComponent<PlayerSetup>();
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_initialCameraPosTraverse = Traverse.Create(playerSetup).Field("initialCameraPos");
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_lookIKTraverse = Traverse.Create(playerSetup).Field("lookIK");
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_lastScaleTraverse = Traverse.Create(playerSetup).Field("lastScale");
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}
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public void OnSetupAvatar(GameObject avatar)
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{
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avatarObject = avatar;
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avatarDescriptor = avatarObject.GetComponent<CVRAvatar>();
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avatarAnimator = avatarObject.GetComponent<Animator>();
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initialPosition = avatarObject.transform.localPosition;
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initialRotation = avatarObject.transform.localRotation;
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if (avatarHumanPoseHandler == null)
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{
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avatarHumanPoseHandler = new HumanPoseHandler(avatarAnimator.avatar, avatarAnimator.transform);
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}
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avatarHumanPoseHandler.GetHumanPose(ref avatarInitialHumanPose);
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}
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public void OnClearAvatar()
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{
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avatarObject = null;
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avatarDescriptor = null;
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avatarAnimator = null;
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initialPosition = Vector3.one;
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initialRotation = Quaternion.identity;
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avatarHumanPoseHandler = null;
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}
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public void ConfigureAvatarIK(bool isVR)
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{
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bool StateOnDisable = avatarAnimator.keepAnimatorStateOnDisable;
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avatarAnimator.keepAnimatorStateOnDisable = true;
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avatarAnimator.enabled = false;
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//reset avatar offsets
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avatarObject.transform.localPosition = initialPosition;
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avatarObject.transform.localRotation = initialRotation;
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avatarHumanPoseHandler.SetHumanPose(ref avatarInitialHumanPose);
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if (isVR)
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{
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SwitchAvatarVr();
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}
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else
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{
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SwitchAvatarDesktop();
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}
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//lazy fix
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_lastScaleTraverse.SetValue(Vector3.zero);
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MethodInfo setPlaySpaceScaleMethod = playerSetup.GetType().GetMethod("CheckUpdateAvatarScaleToPlaySpaceRelation", BindingFlags.NonPublic | BindingFlags.Instance);
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setPlaySpaceScaleMethod.Invoke(playerSetup, null);
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avatarAnimator.keepAnimatorStateOnDisable = StateOnDisable;
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avatarAnimator.enabled = true;
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}
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private void SwitchAvatarVr()
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{
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if (avatarDescriptor == null) return;
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//remove LookAtIK if found
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LookAtIK avatarLookAtIK = avatarObject.GetComponent<LookAtIK>();
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if (avatarLookAtIK != null) DestroyImmediate(avatarLookAtIK);
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//have IKSystem set up avatar for VR
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//a good chunk of IKSystem initialization checks for existing
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//stuff & if it is set up, so game is ready to handle it
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if (avatarAnimator != null && avatarAnimator.isHuman)
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{
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IKSystem.Instance.InitializeAvatar(avatarDescriptor);
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}
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}
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private void SwitchAvatarDesktop()
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{
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if (avatarDescriptor == null) return;
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//remove VRIK & VRIKRootController if found
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VRIK avatarVRIK = avatarObject.GetComponent<VRIK>();
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VRIKRootController avatarVRIKRootController = avatarObject.GetComponent<VRIKRootController>();
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if (avatarVRIK != null) DestroyImmediate(avatarVRIK);
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if (avatarVRIKRootController != null) DestroyImmediate(avatarVRIKRootController);
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//remove all TwistRelaxer components
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TwistRelaxer[] avatarTwistRelaxers = avatarObject.GetComponentsInChildren<TwistRelaxer>();
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for (int i = 0; i < avatarTwistRelaxers.Length; i++)
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{
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DestroyImmediate(avatarTwistRelaxers[i]);
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}
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Transform headTransform = avatarAnimator.GetBoneTransform(HumanBodyBones.Head);
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if (headTransform != null)
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{
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//set DesktopCameraRig to head bone pos
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playerSetup.desktopCameraRig.transform.position = headTransform.position;
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//add LookAtIK & Configure
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LookAtIK lookAtIK = avatarObject.AddComponentIfMissing<LookAtIK>();
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lookAtIK.solver.head = new IKSolverLookAt.LookAtBone(headTransform);
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lookAtIK.solver.headWeight = 0.75f;
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lookAtIK.solver.target = playerSetup.desktopCameraTarget.transform;
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_lookIKTraverse.SetValue(lookAtIK);
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}
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//set camera position & initial position for headbob (both modes end up with same number)
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playerSetup.desktopCamera.transform.localPosition = (Vector3)_initialCameraPosTraverse.GetValue();
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}
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}
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91
DesktopXRSwitch/Patches/ReferenceCameraPatch.cs
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91
DesktopXRSwitch/Patches/ReferenceCameraPatch.cs
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using ABI_RC.Core.Base;
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using Aura2API;
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using BeautifyEffect;
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using UnityEngine;
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using UnityEngine.AzureSky;
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using UnityEngine.Rendering.PostProcessing;
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using Object = UnityEngine.Object;
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namespace NAK.Melons.DesktopXRSwitch.Patches;
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internal class ReferenceCameraPatch
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{
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internal static void OnWorldLoad()
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{
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Camera activeCamera = (MetaPort.Instance.isUsingVr ? PlayerSetup.Instance.vrCamera : PlayerSetup.Instance.desktopCamera).GetComponent<Camera>();
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Camera inactiveCamera = (MetaPort.Instance.isUsingVr ? PlayerSetup.Instance.desktopCamera : PlayerSetup.Instance.vrCamera).GetComponent<Camera>();
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CopyToInactiveCam(activeCamera, inactiveCamera);
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}
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internal static void CopyToInactiveCam(Camera activeCam, Camera inactiveCam)
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{
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DesktopXRSwitch.Logger.Msg("Copying active camera settings & components to inactive camera.");
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//steal basic settings
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inactiveCam.farClipPlane = activeCam.farClipPlane;
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inactiveCam.nearClipPlane = activeCam.nearClipPlane;
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inactiveCam.cullingMask = activeCam.cullingMask;
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inactiveCam.depthTextureMode = activeCam.depthTextureMode;
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//steal post processing if added
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PostProcessLayer ppLayerActiveCam = activeCam.GetComponent<PostProcessLayer>();
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PostProcessLayer ppLayerInactiveCam = inactiveCam.AddComponentIfMissing<PostProcessLayer>();
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if (ppLayerActiveCam != null && ppLayerInactiveCam != null)
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{
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ppLayerInactiveCam.enabled = ppLayerActiveCam.enabled;
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ppLayerInactiveCam.volumeLayer = ppLayerActiveCam.volumeLayer;
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}
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//what even is this aura camera stuff
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AuraCamera auraActiveCam = activeCam.GetComponent<AuraCamera>();
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AuraCamera auraInactiveCam = inactiveCam.AddComponentIfMissing<AuraCamera>();
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if (auraActiveCam != null && auraInactiveCam != null)
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{
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auraInactiveCam.enabled = auraActiveCam.enabled;
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auraInactiveCam.frustumSettings = auraActiveCam.frustumSettings;
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}
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else
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{
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auraInactiveCam.enabled = false;
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}
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//flare layer thing? the sun :_:_:_:_:_:
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FlareLayer flareActiveCam = activeCam.GetComponent<FlareLayer>();
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FlareLayer flareInactiveCam = inactiveCam.AddComponentIfMissing<FlareLayer>();
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if (flareActiveCam != null && flareInactiveCam != null)
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{
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flareInactiveCam.enabled = flareActiveCam.enabled;
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}
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else
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{
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flareInactiveCam.enabled = false;
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}
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//and now what the fuck is fog scattering
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AzureFogScattering azureFogActiveCam = activeCam.GetComponent<AzureFogScattering>();
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AzureFogScattering azureFogInactiveCam = inactiveCam.AddComponentIfMissing<AzureFogScattering>();
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if (azureFogActiveCam != null && azureFogInactiveCam != null)
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{
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azureFogInactiveCam.fogScatteringMaterial = azureFogActiveCam.fogScatteringMaterial;
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}
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else
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{
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Object.Destroy(inactiveCam.GetComponent<AzureFogScattering>());
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}
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//why is there so many thingsssssssss
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Beautify beautifyActiveCam = activeCam.GetComponent<Beautify>();
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Beautify beautifyInactiveCam = inactiveCam.AddComponentIfMissing<Beautify>();
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if (beautifyActiveCam != null && beautifyInactiveCam != null)
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{
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beautifyInactiveCam.quality = beautifyActiveCam.quality;
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beautifyInactiveCam.profile = beautifyActiveCam.profile;
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}
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else
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{
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Object.Destroy(inactiveCam.gameObject.GetComponent<Beautify>());
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}
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}
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}
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45
DesktopXRSwitch/Patches/VRModeSwitchTracker.cs
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45
DesktopXRSwitch/Patches/VRModeSwitchTracker.cs
Normal file
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using ABI_RC.Core.Player;
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using UnityEngine;
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using UnityEngine.Events;
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namespace NAK.Melons.DesktopXRSwitch.Patches;
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public class XRModeSwitchTracker
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{
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public static event UnityAction<bool, Camera> OnPreXRModeSwitch;
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public static event UnityAction<bool, Camera> OnPostXRModeSwitch;
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public static event UnityAction<bool, Camera> OnFailXRModeSwitch;
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public static void PreXRModeSwitch(bool isXR)
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{
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TryCatchHell.TryCatchWrapper(() =>
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{
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DesktopXRSwitch.Logger.Msg("Invoking XRModeSwitchTracker.OnPreXRModeSwitch.");
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Camera activeCamera = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
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XRModeSwitchTracker.OnPreXRModeSwitch?.Invoke(isXR, activeCamera);
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},
|
||||
"Error while invoking XRModeSwitchTracker.OnPreXRModeSwitch. Did someone do a fucky?");
|
||||
}
|
||||
|
||||
public static void PostXRModeSwitch(bool isXR)
|
||||
{
|
||||
TryCatchHell.TryCatchWrapper(() =>
|
||||
{
|
||||
DesktopXRSwitch.Logger.Msg("Invoking XRModeSwitchTracker.OnPostXRModeSwitch.");
|
||||
Camera activeCamera = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
|
||||
XRModeSwitchTracker.OnPostXRModeSwitch?.Invoke(isXR, activeCamera);
|
||||
},
|
||||
"Error while invoking XRModeSwitchTracker.OnPostXRModeSwitch. Did someone do a fucky?");
|
||||
}
|
||||
|
||||
public static void FailXRModeSwitch(bool isXR)
|
||||
{
|
||||
TryCatchHell.TryCatchWrapper(() =>
|
||||
{
|
||||
DesktopXRSwitch.Logger.Msg("Invoking XRModeSwitchTracker.OnFailXRModeSwitch.");
|
||||
Camera activeCamera = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
|
||||
XRModeSwitchTracker.OnFailXRModeSwitch?.Invoke(isXR, activeCamera);
|
||||
},
|
||||
"Error while invoking OnFailXRModeSwitch.OnPreXRModeSwitch. Did someone do a fucky?");
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue