set up addressable geo tile streaming for quest
- add addressables settings/groups for tile prefabs with custom TileBuildPath/TileLoadPath profiles and link.xml preservation - add editor tools for building tile addressables, configuring openxr quest loaders, removing missing scripts, and forcing android tool paths - add runtime loader + manifest model to stream tile bundles from persistent data with radius-based load/unload - add TestArea1 scene wired to GeoTileAddressablesLoader and update build settings to enable it - update geo tile prefab importer output path to Assets/TilePrefabs - update project/xr/android settings: min sdk 34, app id, openxr composition layers + quest devices, scripting define symbols, and renderer tweaks - update packages (addressables 2.8, ar foundation 6.3.2, composition layers 2.3, collab proxy 2.11.2) and record scriptable build pipeline config - remove temporary recovery scene files and add Notes plan/progress docs
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25
Assets/Editor/ForceAndroidPreferences.cs
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25
Assets/Editor/ForceAndroidPreferences.cs
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using UnityEditor;
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using UnityEngine;
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[InitializeOnLoad]
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public class ForceAndroidPreferences
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{
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static ForceAndroidPreferences()
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{
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// Force JDK path
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EditorPrefs.SetString("JdkPath", "/usr/lib/jvm/java-17-openjdk");
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// Force SDK path
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EditorPrefs.SetString("AndroidSdkRoot", "/opt/android-sdk");
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// Force NDK path
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EditorPrefs.SetString("AndroidNdkRoot", "/opt/android-sdk/ndk/27.2.12479018");
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// Disable "use Unity embedded" flags
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EditorPrefs.SetBool("AndroidSdkUseEmbedded", false);
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EditorPrefs.SetBool("AndroidNdkUseEmbedded", false);
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EditorPrefs.SetBool("JdkUseEmbedded", false);
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Debug.Log("[ForceAndroidPreferences] Android tools paths set on startup");
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}
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}
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