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Block MSBuildForUnity behind WSAPlayer
1 parent 193c0a7 commit b36b8eb

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2 files changed

+2
-2
lines changed

2 files changed

+2
-2
lines changed

Assets/MixedRealityToolkit/Inspectors/Setup/MixedRealityProjectConfiguratorWindow.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -169,7 +169,6 @@ private void RenderConfigurations()
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RenderToggle(MRConfig.SinglePassInstancing, "Set Single Pass Instanced rendering path");
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#endif // UNITY_2019_3_OR_NEWER
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RenderToggle(MRConfig.SpatialAwarenessLayer, "Set Default Spatial Awareness Layer");
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RenderToggle(MRConfig.EnableMSBuildForUnity, "Enable MSBuild for Unity");
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EditorGUILayout.Space();
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if (MixedRealityOptimizeUtils.IsBuildTargetUWP())
@@ -182,6 +181,7 @@ private void RenderConfigurations()
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#if UNITY_2019_3_OR_NEWER
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RenderToggle(MRConfig.EyeTrackingCapability, "Enable Eye Gaze Input Capability");
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#endif
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RenderToggle(MRConfig.EnableMSBuildForUnity, "Enable MSBuild for Unity");
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}
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else
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{

Assets/MixedRealityToolkit/Utilities/Editor/Setup/MixedRealityProjectConfigurator.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -106,7 +106,7 @@ public bool IsActiveBuildTargetValid()
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#pragma warning restore 0618
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{ Configurations.SinglePassInstancing, new ConfigGetter(() => { return MixedRealityOptimizeUtils.IsSinglePassInstanced(); }) },
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{ Configurations.SpatialAwarenessLayer, new ConfigGetter(() => { return HasSpatialAwarenessLayer(); }) },
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{ Configurations.EnableMSBuildForUnity, new ConfigGetter(() => { return IsMSBuildForUnityEnabled(); }) },
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{ Configurations.EnableMSBuildForUnity, new ConfigGetter(() => { return IsMSBuildForUnityEnabled(); }, BuildTarget.WSAPlayer) },
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// UWP Capabilities
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{ Configurations.SpatialPerceptionCapability, new ConfigGetter(() => { return GetCapability(PlayerSettings.WSACapability.SpatialPerception); }, BuildTarget.WSAPlayer) },

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