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OpenVR - Build marks XRSettings.enabled as false

Discussion in 'AR/VR (XR) Discussion' started by lifGwaethrakindo, Feb 22, 2019.

  1. lifGwaethrakindo

    lifGwaethrakindo

    Joined:
    Oct 22, 2017
    Posts:
    3
    I am having a problem in my project once I compile the build, it does not seem to detect the VR device connected. With a test script, I debugged whether the XRSettings's enabled property was set to true. On Editor mode it is debugged to true (first figure), however, it is set to false once the build is executed (second figure).



    The debug script is very simple:

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.XR;
    5. using UnityEngine.UI;
    6.  
    7. public class TESTXRSettingsDebug : MonoBehaviour
    8. {
    9.     [SerializeField] private Text feedback;     /// <summary>Feedback.</summary>
    10.  
    11.     private void Start()
    12.     {
    13.         feedback.text += XRSettings.enabled.ToString();
    14.     }
    15. }
    We have checked all the required settings for VR:





    Additional Info:

    - Unity Version: 2018.2.3f1.
    - Steam VR's Package Version: 1.2.2 (It is outdated, but we have built already a couple of applications with it, so we are used to it).
    - Device: HTC Vive.

    What was tried already:

    - Re-import (delete and import) SteamVR's package.
    - Re-import all assets.
    - Delete external packages (like Cinemachine).
    - Make builds just using SteamVR's assets and scenes.


    Please let me know if there is more information I'd need to provide. Thanks in advance.