Configuration ecosystem

ApertusVR can be configured by JSON config fiiles. ApeSystem.json contains settings for ApertusCore and beside that, each ApertusPlugin is configurable by its own JSON config file.

ApertusVR Samples (applications) can also manage multiple, separated configurations. For more details, please check the example below.

Example

Relative configs folder

If you would like to have your configs folder next to your application executable (ApeHelloWorld), just rewrite line 30 in samples/helloWorld/ApeHelloWorld.cpp

configDir << APE_SOURCE_DIR << "/samples/helloWorld/configs/";

to

configDir << "configs/";

In this scenario, you can start ApeHelloWorld application in 2 ways:

Option A

If you run it without any arguments, and it will display a list of configuration options ( folders inside configs folder, i.e. local_monitor ) which you can select in terminal to start.

Option B

If you would like to start the application with a specific configuration, then start ApeHelloWorld as:

> ApeHelloWorld -c [config_folder_name]

Absolute configs folder

If you would like to have your configs folders anywhere else (not relative to your ApeHelloWorld executable), just remove line 30 in samples/helloWorld/ApeHelloWorld.cpp:

configDir << APE_SOURCE_DIR << "/samples/helloWorld/configs/";

If you have your configs folder in ~/path/to/configs, then you can start ApeHelloWorld as:

> ApeHelloWorld -c ~/path/to/configs

‚Äč

Configuration files

ApeSystem.json

{
"mainWindow": {
"name": "Ape",
"creator": "ApeOgreRenderPlugin"
},
"sceneSession": {
"participantType": "Local",
"uniqueUserNamePrefix": "",
"sessionGUID": "",
"sessionResourceLocation": [
"/plugins/helloWorld/resources"
],
"natPunchThroughServer": {
"ip": "",
"port": ""
},
"lobbyServer": {
"useLobby": false,
"ip": "",
"port": "",
"sessionName": "test"
}
},
"pluginManager": {
"plugins": [
"ApeOgreRenderPlugin",
"ApeOisUserInputPlugin",
"ApeHelloWorldPlugin"
]
}
}

As you can see, there are three objects: mainWindow, sceneSession, and pluginManager.

MainWindow object

"mainWindow": {
"name": "Ape",
"creator": "ApeOgreRenderPlugin"
}

The name key is the name of the Window. The creator key is the name of the plugin which is going to make the window.

SceneSession object

Coming soon.

PluginManager object

"pluginManager": {
"plugins": [
"ApeOgreRenderPlugin",
"ApeOisUserInputPlugin",
"ApeHelloWorldPlugin"
]
}

The plugins object defines an array of plugin names. These plugins will be started on the initialization of ApertusVR.