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    Runtime Settings

    Runtime Settings determine how an experience should run in its current environment. This include the layout, shape and size of the Immersive Spave it is being run within.

    There are several different implementations of Runtime Settings. In Desktop builds the Runtime Settings are provided via runtime arguments. Within the Unity Editor they are provided from the Simulator Settings.

    Desktop Runtime Settings

    When running a Build through Immersive Studio the runtime arguments will be automatically passed through to the executable.

    The following runtime arguments can be used to control the Runtime Settings:

    • layout
      • Required
      • This is a number which defines what surfaces are present in the space. Left Surface = 1, Centre Surface = 2, Right Surface = 4, Back Surface = 8, Floor= 16. To combine surfaces add the numbers together. For example, 7 represents a Space with Left, Centre and Right walls.
      • eg. -layout=7
    • surfaces
      • Required
      • This is an array of the resolution of each surface. The format is [x,y,width,height]. The first element corresponds to the first surface in the layout defined by the order above. The second element corresponds to the second surface in the layout and so on.
      • eg. -surfaces="[0,0,1920,1080][1920,0,1920,1080][3840,0,1920,1080]"
    • debug
      • Point and Area touches will display a touch marker.
      • eg. -debug=true
    • debuginteraction
      • Similar to debug however allows you to enable Point and Area touch debug independently.
      • Value should be two "|" separated boolean values. Element 1 enables Point Touch debug, and element 2 enables Area Touch debug.
      • eg. -debuginteraction=true|false
        • Point Touches are displayed but Area Touches are not.
    • simulateMultiTouch
      • When enabled and using Virtual Room or Flatview Display Modes, users can simulate Multi Touch using a mouse.
      • Hold CTRL + drag to simulate a "pinch" gesture.
      • Hold Shift + drag to simulate a "pan" gesture.
    • displayMode
      • Allows you to force the application into either Virtual Room or Flat View.
      • Values can be VirtualRoom or FlatView.
      • eg. -displayMode=FlatView.
    • physicalAspectRatios
      • Allows you define the Physical Aspect Ratios for each surface.
      • See Aspect Ratios for further information.
      • Value should be a series of comma seperated floats. One for each surface.
      • If not supplied the Physical Aspect Ratios are calculated automatically from the surfaces argument.
      • eg. -physicalAspectRatios=1.7,1.57,1.65
    • forceDynamicWallAspectRatio
      • Force walls to render out at the Physical Aspect Ratio.
      • See Aspect Ratios for further information.
      • eg. -forceDynamicWallAspectRatio=true
    • forceDynamicFloorApsectRatio
      • Force floor to render out at the Physical Aspect Ratio.
      • See Aspect Ratios for further information.
      • eg. -forceDynamicFloorAspectRatio=true
    • surfaceDivisions
      • Allows you to subdivide surfaces into multiple divisions.
      • Dynamically placed objects such as PopUps will then be placed between Surface Divisions.
      • Usecase: Octagonal Immersive Space.
      • Value should be an int array with a number of divisions corresponding to each surface.
      • eg. -surfaceDisions=1,2,1
    • centreWallWidth
      • Provide the physical width of the Centre Wall.
      • See Floor Offset.
    • floorWidth
      • Provide the physical width that the Floor fills.
      • See Floor Offset.
    • wallCentreGap:
      • The physical distance between the Centre Wall and the Floor.
      • See Floor Offset.
    • floorXOffset:
      • How much the floor is offset from the centre horizontally.
      • Can be calculated from Left Wall to Floor Gap - Right Wall to Floor Gap.
      • Note: Not necessary in vast majority of cases.
      • See Floor Offset.

    Overriding Arguments

    It is possible to override the arguments passed in by adding a file ParameterOverride.txt the root folder of the build. This file should contain all the arguments you wish to override in the exact same format. This can be used if you want to test specific features without changing you main settings.

    Testing using Batch Files

    A common way to test experiences is to create a batch file (.bat) which will open the experience with the combination of parameters you wish to test with. The removes the need to upload to Immersive Studio for testing.

    Example.

    "..\..\Immersive Application.exe" -layout="7" -surfaces="[0,0,1920,1080][1920,0,1920,1080][3840,0,1920,1080]" -popupwindow
    

    Note: It is recommended to add the -popupwindow argument for best results.

    Run Shortcuts

    When building you Desktop Build a directory called Run Shortcuts is automatically generated. This is filled with batch file setup to run the experience with commonly used parameters. They are seperated into common room configurations (Standard, Wide, Wide Front). The default files assume a 16x9 aspect ratio. There are also 16x10 and 4x3 varient available. For each room configuration there are varients to run the experience with only the Centre Wall, Left and Centre Walls, Walls (Left, Centre and Right) or All Walls. Double clicking the file that matches your Spaces configution will run the experience.

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