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Fix the broken OpenVR build.
Some of the new code that was introduced added dependencies on UWP APIs even when calling from a non-UWP context. (i.e. UserInput_Playback.cs) Also added a UNITY_WSA check around OpenKeyboard because the touch keyboard APIs are only documented to work on UWP/IOS/Android/etc locations.
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Assets/MixedRealityToolkit.Examples/Demos/EyeTracking/Demo_Visualizer/Scripts/UserInput_Playback.cs

Lines changed: 5 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -113,7 +113,11 @@ public void LoadNewFile(string filename)
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try
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{
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#if WINDOWS_UWP
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if (!UnityEngine.Windows.File.Exists(filename))
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#else
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if (!System.IO.File.Exists(filename))
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#endif
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{
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txt_LoadingUpdate.text += "Error: Playback log file does not exist! ->> " + filename + " <<";
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Log(("Error: Playback log file does not exist! ->" + filename + "<"));
@@ -271,7 +275,7 @@ private void ShowAllAndFreeze(InputPointerVisualizer visualizer, InputSourceType
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#if UNITY_EDITOR
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Load();
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#else
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#elif WINDOWS_UWP
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txt_LoadingUpdate.text = "[Load.2] " + FileName;
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bool result = AsyncHelpers.RunSync<bool>(() => UWP_Load());
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txt_LoadingUpdate.text = "[Load.2] Done. ";

Assets/MixedRealityToolkit.Examples/Demos/HandTracking/Script/OpenKeyboard.cs

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -12,6 +12,7 @@ public class OpenKeyboard : MonoBehaviour
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public static string keyboardText = "";
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public TextMesh debugMessage;
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#if UNITY_WSA
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private void Update()
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{
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if (keyboard != null)
@@ -28,6 +29,7 @@ private void Update()
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}
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}
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}
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#endif
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public void OpenSystemKeyboard()
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{

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