using System;
namespace UnityEditor.TestTools.TestRunner
{
internal class SwitchPlatformSetup : IPlatformSetup
{
public void Setup()
{
EditorUserBuildSettings.switchCreateRomFile = true;
EditorUserBuildSettings.switchNVNGraphicsDebugger = false;
EditorUserBuildSettings.switchNVNDrawValidation_Heavy = true; // catches more graphics errors
EditorUserBuildSettings.development = true;
#if UNITY_6000_0_OR_NEWER
EditorUserBuildSettings.switchEnableHostIO = true;
#else
EditorUserBuildSettings.switchRedirectWritesToHostMount = true;
#endif
// We can use these when more debugging is required:
//EditorUserBuildSettings.switchNVNDrawValidation = false; // cannot be used with shader debug
//EditorUserBuildSettings.switchNVNGraphicsDebugger = true;
//EditorUserBuildSettings.switchNVNShaderDebugging = true;
//EditorUserBuildSettings.switchCreateSolutionFile = true; // for shorter iteration time
//EditorUserBuildSettings.allowDebugging = true; // managed debugger can be attached
}
public void PostBuildAction()
{
}
public void PostSuccessfulBuildAction()
{
}
public void PostSuccessfulLaunchAction()
{
}
public void CleanUp()
{
}
}
}