/// If true, MRTK will generate components that let you to view the state of running services. These objects will not be generated at runtime.
/// </summary>
[Obsolete("Service inspectors will be removed in an upcoming release")]
publicboolUseServiceInspectors
{
get{returnuseServiceInspectors;}
}
[Obsolete("Service inspectors will be removed in an upcoming release")]
[SerializeField]
[Tooltip("Deprecated: If true, MRTK will generate components that let you to view the state of running services. These objects will not be generated at runtime.")]
privatebooluseServiceInspectors=false;
/// <summary>
/// If true, MRTK will render the depth buffer as color. Only valid in editor.
/// </summary>
publicboolRenderDepthBuffer
{
get{returnrenderDepthBuffer;}
}
[SerializeField]
[Tooltip("If true, MRTK will render the depth buffer as color. Only valid in editor.")]
privateboolrenderDepthBuffer=false;
/// <summary>
/// If true, verbose logging will be enabled for MRTK components.
/// </summary>
publicboolEnableVerboseLogging
{
get{returnenableVerboseLogging;}
set{enableVerboseLogging=value;}
}
[SerializeField]
[Tooltip("If true, verbose logging will be enabled for MRTK components.")]
/// Used by scene service to control how to transition from one lighting scene to another.
/// </summary>
publicenumLightingSceneTransitionType
{
None,// Previous lighting scene is unloaded, new lighting scene is loaded. No transition.
FadeToBlack,// Previous lighting scene fades out to black. New lighting scene is loaded, then faded up from black. Useful for smooth transitions between locations.
CrossFade,// Previous lighting scene fades out as new lighting scene fades in. Useful for smooth transitions between lighting setups in the same location. NOTE: This will not work with different skyboxes.
/// Configuration profile settings for setting up scene system.
/// </summary>
[CreateAssetMenu(menuName="Mixed Reality Toolkit/Profiles/Mixed Reality Scene System Profile",fileName="MixedRealitySceneSystemProfile",order=(int)CreateProfileMenuItemIndices.SceneSystem)]
// CS414 is disabled during this section because these properties are being used in the editor
// scenario - when this file is build for player scenario, these serialized fields still exist
// but are not used.
#pragma warning disable 414
[SerializeField]
[Tooltip("If true, the service will update your build settings automatically, ensuring that all manager, lighting and content scenes are added. Disable this if you want total control over build settings.")]
privatebooleditorManageBuildSettings=true;
[SerializeField]
[Tooltip("If true, the service will ensure manager scene is displayed first in scene hierarchy, followed by lighting and then content. Disable this if you want total control over scene hierarchy.")]
privatebooleditorEnforceSceneOrder=true;
[SerializeField]
[Tooltip("If true, service will ensure that manager scenes and lighting scenes are always loaded. Disable if you want total control over which scenes are loaded in editor.")]
privatebooleditorManageLoadedScenes=true;
[SerializeField]
[Tooltip("If true, service will ensure that only lighting-related components are allowed in lighting scenes. Disable if you want total control over the content of lighting scenes.")]