In the EVR Guide[v5] (page 3) it says to either download SteamVR or Oculus Utilities if you've a Vive or Rift, respectively. Will that continue to be a requirement now that XR is in Unity? The reason I ask is that I'm attempting to create something that has both a VR and non-VR mode and therefore can run on platforms other than Windows. Currently, in Unity 2018.2.12f1, simply importing the SteamVR or Oculus packages cause an OSX build to fail. They cannot be present at all in the project. This isn't the case for Unity XR. On the Mac, it will compile and when running, it'll fallback to 'None'.