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PermissionsCheck.cs
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PermissionsCheck.cs
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#if UNITY_ANDROID
using UnityEngine.Android;
#endif// UNITY_ANDROID
using UnityEngine.Events;
namespace UnityEngine.XR.ARFoundation.Samples
{
public class PermissionsCheck : MonoBehaviour
{
private const string k_DefaultPermissionId = "com.oculus.permission.USE_SCENE";
#pragma warning disable CS0414
[SerializeField, Tooltip("The Android system permission to request when this component Starts")]
string m_PermissionId = k_DefaultPermissionId;
[SerializeField]
UnityEvent<string> m_PermissionDenied;
[SerializeField]
UnityEvent<string> m_PermissionGranted;
#pragma warning restore CS0414
#if UNITY_ANDROID
void Start()
{
if (!Permission.HasUserAuthorizedPermission(m_PermissionId))
{
var callbacks = new PermissionCallbacks();
callbacks.PermissionDenied += OnPermissionDenied;
callbacks.PermissionGranted += OnPermissionGranted;
Debug.Log($"Requesting permission for: {m_PermissionId}");
Permission.RequestUserPermission(m_PermissionId, callbacks);
}
else
{
Debug.Log($"User has permission for: {m_PermissionId}");
}
}
void OnPermissionDenied(string permission)
{
Debug.LogWarning($"User denied permission for: {m_PermissionId}");
m_PermissionDenied.Invoke(permission);
}
void OnPermissionGranted(string permission)
{
Debug.Log($"User granted permission for: {m_PermissionId}");
m_PermissionGranted.Invoke(permission);
}
#endif// UNITY_ANDROID
}
}