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Question by impurekind · Aug 11, 2018 at 10:57 PM · raycastvirtualenabledrealityplayer settings

Am I using the PlayerSettings.virtualRealitySupported check wrong?

 using UnityEngine;
 using UnityEditor;
 
 public class GunController : MonoBehaviour
 {
     public Transform gunBarrelTransform;
     Camera playerCam;
     bool GameInVRMode;
 
     void Start()
     {
         if (PlayerSettings.virtualRealitySupported == true)
         {
             GameInVRMode = true;
         }
         else
         {
             GameInVRMode = false;
         }
     }
 
     void Update()
     {
         if (OVRInput.GetDown(OVRInput.Button.SecondaryIndexTrigger) || Input.GetMouseButtonDown(0))
         {
             RaycastGun();
         }
     }
 
     private void RaycastGun()
     {
         playerCam = Camera.main;

         RaycastHit hit;
 
         if (GameInVRMode)
         {
             if (Physics.Raycast(gunBarrelTransform.position, gunBarrelTransform.forward, out hit))
             {
                 if (hit.collider.gameObject.CompareTag("Enemy"))
                 {
                     Destroy(hit.collider.gameObject);
                 }
             }
         }
         else
         {
             if (Physics.Raycast(playerCam.transform.position, playerCam.transform.forward, out hit))
             {
                 if (hit.collider.gameObject.CompareTag("Enemy"))
                 {
                     Destroy(hit.collider.gameObject);
                 }
             }
         }
     }
 }

The script above is causing the build to fail with multiple errors since I added in the "if (PlayerSettings.virtualRealitySupported == true)" and the other stuff to do with it. So am I using it wrong? And if I am then what's the correct way to go about checking if my game is in either PC or VR mode so I can make the gun use the specific raycast check in each case?

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