Files
DTrierFlood_Linux/Assets/Editor/ForceAndroidPreferences.cs
s0wlz (Matthias Puchstein) bd1e6f4f4d 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
2026-01-22 01:12:59 +01:00

26 lines
765 B
C#

using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
public class ForceAndroidPreferences
{
static ForceAndroidPreferences()
{
// Force JDK path
EditorPrefs.SetString("JdkPath", "/usr/lib/jvm/java-17-openjdk");
// Force SDK path
EditorPrefs.SetString("AndroidSdkRoot", "/opt/android-sdk");
// Force NDK path
EditorPrefs.SetString("AndroidNdkRoot", "/opt/android-sdk/ndk/27.2.12479018");
// Disable "use Unity embedded" flags
EditorPrefs.SetBool("AndroidSdkUseEmbedded", false);
EditorPrefs.SetBool("AndroidNdkUseEmbedded", false);
EditorPrefs.SetBool("JdkUseEmbedded", false);
Debug.Log("[ForceAndroidPreferences] Android tools paths set on startup");
}
}