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Question WebXR Unity Build not Recognizing HTC Vive

Discussion in 'VR' started by strykerb, Jun 4, 2020.

  1. strykerb

    strykerb

    Joined:
    Aug 22, 2019
    Posts:
    1
    I am building a WebXR experience in Unity and testing it on my Vive. The test scene is live here. I have followed all steps in this video to set up the project for WebGL build. It works fine off of the Vive in the Unity Editor. My friend is able to access in VR from an Occulus Quest, but when I launch the build in Firefox with my Vive connected, it does not ask for permission to enable Virtual Reality as other WebXR experiences do. If I activate the XR view, I am greeted with split panes with no headset tracking.

    I am using:
    Firefox Version 77.0.1 (64-bit)
    Unity 2019.3.12f1
    SteamVR Version 1.12.5

    I entered the WebXRManagement script provided in the package and added some debug logs to see whether the Vive was being detected. Sure enough, it wasn't.

    Debug Statement:
    WebXRManager_XRDevice_Check.png

    Firefox Console:
    FireFox_Log_cropped.png

    Here are my player settings: (I have enabled VR for universal build and OpenVR is there)
    player_settings_1.png
    player_settings_2.png

    I heard someone mention that the Vive won't work unless its being served over https, which I've also done. I must be missing something obvious. Any help would be greatly appreciated.
     
    CaseyHofland likes this.