using UnityEngine; namespace Passer.Humanoid { [CreateAssetMenu(menuName = "Humanoid/Configuration", fileName = "HumanoidConfiguration", order = 100)] [System.Serializable] public class Configuration : ScriptableObject { public bool openVRSupport = false; public bool steamVrSupport = false; public bool viveTrackerSupport = false; public bool oculusSupport = true; public bool windowsMRSupport = true; public bool vrtkSupport = true; public bool neuronSupport; public bool hi5Support; public bool realsenseSupport; public bool leapSupport; public bool kinect1Support; public bool kinect2Support; public bool kinect4Support; public bool astraSupport; public bool hydraSupport; public bool arkitSupport; public bool tobiiSupport; public bool optitrackSupport; public bool pupilSupport; public bool antilatencySupport; public NetworkingSystems networkingSupport; public bool networkingVoiceSupport; public string humanoidSceneName; public static Configuration Load(string configurationName) { #if UNITY_EDITOR string[] foundAssets = UnityEditor.AssetDatabase.FindAssets(configurationName + " t:Configuration"); if (foundAssets.Length == 0) return null; string path = UnityEditor.AssetDatabase.GUIDToAssetPath(foundAssets[0]); Configuration configuration = UnityEditor.AssetDatabase.LoadAssetAtPath(path); return configuration; #else return null; #endif } } }