Unity openxr steamvr. Since … Specification.


Unity openxr steamvr They run totally independent of the Input APIs, and while you can check the Runtime (Windows or Oculus or SteamVR), I don’t think there is a guaranteed way to get headset model. 15 or old beta win7&8 makes my valve index/wand appear again in my game or other samples from asset OpenXR is an open, royalty-free standard developed by Khronos that aims to simplify AR/VR development by allowing developers to target a wide range of AR/VR devices. The right hand is completely fine, but the left hand has a positional offset, as well as a 45 degree This is specifically blocked by Unity’s own OpenXR plugin as support hasn’t been implemented by Unity yet. We intend to continue development of this plugin in the push towards OpenXR. 8) should have a fix for the controls that did not work. I am currently using Unity 2021. I've enabled the SteamVR Oculus XR plugin compatibility and Meta Plugin Use the OpenXR VR Motion Capture Animation Tool - R1Tools tool from R1Tools on your next project. OpenXR is an open, royalty-free standard developed by Khronos that aims to simplify AR/VR development by allowing developers to target a wide range of AR/VR devices. I got a report that the game is no longer working on windows all of a sudden on 3/17 and the game binary was built on 2/2. What is OpenXR? OpenXR is an open standard provided by Khronos that aims to simplify AR/VR development by allowing developers to seamlessly target a wide range SteamVR Plugin features not available: To help the community as a whole, Unity will continue to submit any runtime issues, and contribute conformance tests and specification changes to the Khronos working group. zezba9000 June 23, 2021, 6:29am 1. With the Oculus XR it’s working fine, the rotation are good but when i’ve switched to OpenXR the rotation was not the same like 30° difference on the X axis. This package provides the necessary sdk libraries for users to build Applications that work with the OpenVR runtime. So I went back and tested more, the black screen happens with any OpenXR game in Steam using the beta mentioned above, I tested this with StarCaller. In SteamVR i have the focus 3 controllers setup. I’m able to run the Mixed Reality Template in 2022. Templates. It should be also “one checkbox away” on Unity once they have a stable version. Unity 6 Development (Beta) The VIVE OpenXR Unity Plugin 2. Issue 1: Playspace is high above the floor The play space floor is well above where it should be, around 1 room hight of where expected. 25f1 is verified). We just call an OpenXR API to get the controller pose and move the controller using When importing OpenXR the simple scene demo doesnt register inputs, tracking and the controller models are pinned to the ground. It happens when I’m using the Oculus and Steam as the OpenXR runtime – both in editor and in builds. Other: Allows you to navigate to and select the json file for a specific runtime. Following the failure to load a WebXR-site, other VR applications will also fail. The pixel coordinates sent to the root of the document with a SendEvent MouseMove are correct. However, when I I’ve been watching the OpenXR posts in the Unity forums, Oculus developer forum, and Valve’s forums, and there are people shipping apps, but there are also people panicing about 1 star reviews they’re getting because of bugs and quirks in each OpenXR runtime. (I was just attacked on r/Steam for asking this honest question :(). I don’t care about The heart of the SteamVR Unity Plugin is actions. It’s a must-grasp technology for every VR/AR developer aiming for extensive reach and compatibility. Find out the requirements, features, limitations, validation, troubleshooting and examples for different runtimes and platforms. I thought this was their method of future-proofing, so that even if new TODO : Get the complete list of requirements for Ubuntu and Arch Linux. 0 is released for Unity Editor version 6000. This does not work in a build. We’re When I install SteamVR SDK (via package manager or GitHub unitypackage doesn’t matter), it checks “OpenVR Loader”. 1 - VR Project Setup - Unity Learn Seems like no matter what I tweak, I can’t get it to Play in the headset. I'm not experienced in Unity, but it should be possible to Greetings! Today, we're going to be looking at implementing the OpenXR Beta plugin with Unity 2020. The modern SteamVR Unity Plugin manages three main things for developers: loading 3d models for VR controllers, handling input from those controllers, and estimating what your hand looks I have been using the SteamVR plugin and the OpenVR loader in Unity 2019. Every other input feature seems to work, including the “touch” event for the buttons, but “press” never becomes true. We're using 5 and sometimes 6 trackers to capture motion and render body parts for VR physical therapy games built in Unity, SteamVR is built and maintained by the company behind Steam, Valve, while OpenXR is built and maintained by the Khronos Group. また、Zombieland VRがUnityのOpenXR Pluginを使用しているとのことです。 Viveトラッカーを使用するには. Golden Sample Hi, I'm in the process of porting my software from OpenVR to OpenXR. 3. For Unity 2020. 3, Input System 1. 12") If you can't find the version we provide on GitHub, please refer Unity 2020. If you are developing through Unity, you will almost definitely need to use one these standards. 0-pre. Unity generally crashes every 3 play attempts give SteamVR Unity Plugin. I could be wrong, happy to be corrected, it’s a long, changing spec. When I go to edit → project settings → OpenXR(under XR-plug-in management) “OpenXR Runtime (Editor Instance Only)” dropdown says “System Default (None Set)”. The purpose of this package is to provide OpenVR rendering to Unity XR. I’ve had multiple reports of people with the Aero for who my OpenXR game Vermillion, which forces SteamVR OpenXR use, does not launch in VR. 2 Single Pass Instanced, Ryzen 3700X CPU, 5700XT GPU. But got no response. Had to change the OpenXR runtime through SteamVR settings (the dropdown within Unity OpenXR plugin doesn’t seem to do anything). This package does not provide Unity XR Input. 37f1 In my project, you can modify the eyetextureresolutionscale via a slider, ranging from 0. add oculus sdk and package and xr package from package manager. Unity’s new OpenXR plug-in enables you to target a broad range of AR/VR devices. The 2. I want other in game cameras to keep rendering. Unity Discussions Unity crashing trying to start SteamVR when WMR-OpenXR only selected. Also running the 1. Each release of the OpenXR Plugin is linked against the Khronos Group OpenXR-SDK. A few months ago Valve released preview of the plugin, and recently moved it to its own repository. 2f1 OpenVR XR Plugin 1. Things I’ve tried: Switching to the Ocolus only plugin makes everything work, but that’s not compatible with SteamVR I can see the Have you tried reproducing the issue outside of Unity? It might be useful to confirm it's an issue in SteamVR rather than in Unity. SteamVR always "late start", even at 80Hz with enough CPU. 1 - Unity Technologies XR Plugin Management 4. 1 OpenXR 1. 8; the current OpenXR runtime is SteamVR. with DX11 on windows 10. We’re building a VR game in Unity 2021. However, a full SteamVR Input implementation is First of all, nice tutorial! I was able to build for the Focus3, but i had the issue that the tracking of the left controller position and rotation seemed fine, but the tracking of the right controller had an strange offset and didn't work correctly (I used the OpenXR (1. Things I’ve tried: Switching to the Ocolus only plugin makes everything work, but that’s not compatible with SteamVR I can see the 8. GetControllerState that doesn't always work), both Unity and other engines should be able to grab input from the extension with ease. 5 with OpenXR selected, Single Pass Instance, OpenXR runtime to either SystemDefault or SteamVR and the HTC Vive Controller profile selected even though I do not use the controllers in the app), OpenXR 1. I have made 8 test projects and updated three projects from 2021 to 2022 and all of them have The default installed OpenXR Runtime. When using OpenVR, my application uses the poses (orientations and positions) of three Vive trackers to track the hips and feet for full-body tracking. Unity 2020. Version information Released for Unity. Compatible Migrating from using the Oculus XR Plugin to using the OpenXR plugin and am using the Tracked Pose Driver. I have tested the OpenXR plugin for both the Oculus and SteamVR Runtimes and the same offset occurs in both. Everything else we tested with OpenXR works fine but the slider (pointer highlight, buttons, I am testing out the preview OpenXR in unity 2020. One day the openXR plugin just stopped working and I’m not sure where the problem is. The challenge we as an industry have 9450 SW Gemini Drive #45043 Beaverton, OR 97008-6018 USA Office: +1 (415) 869-8627 Android XR builds on the Android tradition of supporting industry standards and tools familiar to XR developers. My understanding about the way OpenXR works is that if you are using a controller type which has an associated interaction profile which is not added in the XR Plug-in Management section of the project settings, then the controller would fallback to use one of the other Interaction profiles you have added. I tried everything including reinstalling windows but neither Unity editor nor the binary build can detect index controllers. 0, but I don’t have the HTC Vive Tracker profile available in the interaction profiles. I was hoping to release the game for hmds like the quest as well as vive, index, rift, etc but I'm okay with giving that up if SteamVR would I have added the Vive Packages to the project and enabled VIVE XR Support under open XR. I’m using an Oculus Rift S for testing and, before I enabled “Oculus Plugin” in the “XR Plugin Management” settings, the game played fine in the Editor. The OpenVR X A detailed tutorial on how to solve the problem of input not working for SteamVR headsets in Unity when you use the XR Interaction Toolkit Learn how to use OpenXR, an open standard for AR/VR development, with Unity. 24 includes built-in OpenXR support, and it's just a checkbox away. What gives? Using Unity 2020. Just OpenXR is enough to run VR-Application. We’re at an inflection point now, where OpenXR 1. Sorry I don’t know what the exact issue is, and maybe ECS has nothing to do with it. Environment Settings Install the feature 1. I have been asked to use HTC Vive Pro Eye headset (with standing Due to some issues with Unity XR Hands on PC, it is not recommended to use Realistic Hand Interaction on PC. 1 OpenXR Plugin v1. Thanks for your help. This package will enable us to have both Vive and Index The editor and packages in use: Unity 2021. 35f1 vs Unity 2018. With this version of the script you can bind paths like <XRViveTracker>{Left Foot}/devicePose/position and <XRViveTracker>{Left I’ve been trying for days to get OpenXR to track my controllers. There are 2 extensions used for Hand Interaction: XR_HTC_hand_interaction and XR_EXT_hand_interaction. e. Hi, I recently updated my OpenXR project from 2021. Is SteamVR officially not supported on Unity 2021? My I’m experiencing a weird bug after switching to OpenXR where the audio output device is always defaulting to the system’s default instead of the VR headset. 26), setting my "Application Type" to "Overlay" in the OpenVR settings produces unusually high GPU usage. I use the following chain of connections: Pico 4 - Streaming Assistant - SteamVR - Unity. I found it in HKEY_LOCAL_MACHINE\\SOFTWARE\\Khronos\\OpenXR\\1 The SteamVR . In my game Vermillion, running on Unity 2021. The following is the default URP scene with an XR Rig thrown in. When I press play I either get no controllers at all or the controllers are incorrectly tracking and pointing in random directions and move erratically. Looking at the log, Unity never starts the initialization of OpenXR when the SteamVR OpenXR runtime is active. Tools . My plug-in setup for: Unity 2020. I’m using Unity’s OpenXR for my Steam game and it works for both Pico 3 and 4 and a bunch of other devices. Link: Steps for Unity Steps for Unreal Next. Steam VRのランタイムはOpenXR規格のViveトラッカーの暫定拡張に対応しています(XR_HTCX_vive_tracker_interaction)。OpenXR Pluginではプロファイルを追加すること Unity 2020. I just can’t connect to them in Unity. Considerations before porting to OpenXR. 0 标准于2019年公布,各大XR平台开始逐步加入到支持OpenXR标准的行列,包括Oculus Quest/Rift、Windows Mixed Reality、Unity、Unreal Engine、SteamVR等目前主流的VR平台和游戏引擎。这就意味着,开发者将专注于应用程序的开发而不是各平台的交互适配问 SteamVR: If available, sets the current OpenXR runtime to the SteamVR OpenXR runtime. Knowing that changing that value at runtime can be taxing, I implemented a “Confirm/Cancel” prompt to only apply this change once, instead of everytime this value is changed via the (cross-post from a Vive Forum Post (mods there asked me to repost here, but not certain whether falls into Bug/OpenXR/SteamVR/Dev)) I've been struggling with getting the Vive Trackers (2. I was hoping to release the game for hmds like the quest as well as vive, index, rift, etc but I'm okay with giving that up if SteamVR would I can run a Vive through SteamVR connected to the editor with OpenXR Plugin 1. I reverted back to 1. Just a heads up for people working with Hi, I recently updated my OpenXR project from 2021. Up until now, I have just been using the SteamVR plugin, but I didn’t realize it was not okay to do so for a paid app if I don’t plan on distributing through Steam. It does work if it launches with the Varjo OpenXR runtime instead. And on the top of it, when i launch steamVR, the position and rotation are good but in Unity they don’t I haven't been using them for input, so can't confirm unfortunately. On Windows, On Unity, the latest SteamVR Unity Plugin (beta) supports Unity XR for rendering and SteamVR Input for controller processing, currently via the OpenVR API. Somewhere past SteamVR update 1. set xr back-end to OpenXR Enable Feature Summary. What I am now going to do is go through different install situations with versions of unity OpenXR, OculusXR, Inputs manager, Interaction framework and all the possibilities to get the very basics what is needed, as I do not think you need all this . 03 or if you have suggestions? I installed XR plugin management. 5, some OpenXR/ hardware combinations don’t have tracking controllers. New thread for the issue first discussed with @the_real_apoxol in the OpenXR mega thread. Later it recovers to 120 FPS. My previous solution with SteamVR (and Unity 2019) this worked as expected. Supported by 100,000+ forum Got staff response on the github: The reason we didn’t put platform ifdef here is because we believe the logic should work for all platforms. Fragment Shading Rate What happened When using OpenXR with SteamVR as the default system OpenXR runtime and using multiple SteamVR supported devices together e. 3 for the Vive + SteamVR using the new OpenXR system and new Input system. 3, legacy input support was removed. I’m attempting to set up the VIVE Tracker 3. When I play actual Unity’s new OpenXR plug-in enables you to target a broad range of AR/VR devices. If you do you can try binding it to <XRController>{RightHand}/joystick which should work, but I would think the binding to primary axis should work too. 4. Profiling shows CPU at We are thrilled that over the past four years developers have released more than 4000 OpenVR titles on Steam, supporting all major PC VR headsets. Use this plug-in to enable OpenXR in XR Plug-in Management. I understand that SteamVR is simply extending openVR, but I am wondering what are the advantages/disadvantages of only using XR that is shipped with unity? In another way to put it, This works to detect when the Steam menu and the Rift menu are opened on PCVR. Profiled from standalone build with the profiler running in Editor. (I’m also using the sdk integration from assetstore) add oculus camera rig to an empty scene. Tracking in editor and in build: OpenXR SteamVR with SteamVR hardware Native Oculus Not tracking in editor, Hey, I am building a VR game with the new input system openxr, and I use the menu button in order to open the menu but seems that when I use steamvr it will reserve the menu button and it will open the steamvr menu not The project uses HDRP (10. No data seems This package can be used by itself, or for full SteamVR Input support, with the SteamVR Unity Plugin. OpenXR Loader. Hello, I'm trying to set a game image within the basic SteamVR Overlay (the one that open upon pushing the settings button). I’ve tried removing/readding packages, deleting the project and starting over, changing from system default to SteamVR, checking my registry to make sure SteamVR path for the OpenXR json file is My HTC Vive controller work with Unity 2019. 21f1 to 2021. The trackers show up just fine in SteamVR, so they do work. I have a project that I need to use HTC VIVE Trackers. bat stuff and you don’t even need the OculusXR in I have installed openXR into my project since steam VR doesn’t seem to exist anymore and I am having a bunch of issues. json file. First make sure you have the Oculus Touch Controller Profile feature enabled in the OpenXR feature list. I’ve checked Oculus’s settings for VR audio by adding/removing pc audio to the headset, and vice versa, all Just tested this with Rift S on the SteamVR runtime instead of Oculus, and the results are wildly different. When I play actual Go to Window > Package Manager, the VIVE OpenXR Plugin version should be 2. This is a frequent, intermittent issue. We’re currently investigating to what’s required to support building for Linux with OpenXR. Useful when you want to use an OpenXR runtime that Unity might not directly support or detect I’ve been trying for days to get OpenXR to track my controllers. json I’m having an issue where I have to restart SteamVR each time I reenter play mode in the editor. This site uses cookies to optimize website functionality, analyze website performance, and provide personalized experience and advertisement. I dragged the "[CameraRig]" object that is localized on the SteamVR/Prefabs directory, to my Scene. It wouldn't make any sense for Valve to implement it considering Unity is doing it themselves. Find this integration tool & more on the Unity Asset Store. 16 and it’s back to working order again. using URP. Knowing that changing that value at runtime can be taxing, I implemented a “Confirm/Cancel” prompt to only apply this change once, instead of everytime this value is changed via the Hello! I have a problem connecting Pico 4 to Unity via SteamVR. 2, and we’re inviting you to share your feedback. So far I have been using SteamVR plugin (SteamBehaviour). Useful when you want to use an OpenXR runtime that Unity might not directly support or detect Both Valve’s SteamVR OpenXR runtime and Meta’s Rift/Link/PC OpenXR runtime incorrectly allow system-level recentering for the STAGE space, so it works like LOCAL FLOOR even though it should not. Your VIVE OpenXR Plugin should be OpenXR 1. Input goes through SteamVR’s legacy input system on a simulated per controller basis. SteamVR Input abstracts away the device specific parts of your code so you can focus on the intent of the user - their actions. . 2 - SteamVR - OpenXR - Vive Pro Eye Unity 2021. 15f1 by these steps: Windows - > Package Manager - > OpenXR Plugin Windows - > Package Manager - > OculusXR Plugin Edit - > Project Settings → XR Plugin Management - > Install XR Plugin Management XR Plug-in Management - > select ‘OpenXR’ in windows and android tabs. When I press Play button in editor, Unity goes into infinite loading. However, as a 设置虚幻引擎(Unreal)以使用 SteamVR(Windows Description: Learn how to use OpenXR hand tracking with VIVE PC VR. I’m trying to use the XR Origin action-based setup with a Oculus quest + link. Then I add an object and add the “Steam VR Issues have been *SOLVED* with the newest SteamVR beta update: 2. 8 and I would like to get either the name of my tracked device or in case it is a Lighthouse, I would like to get the channel on which the Lighthouse is working. EXCEPT. Game: Snapshot VR, which is built for both SteamVR and Quest standalone, and this issue happens when playing via SteamVR using the Oculus Quest 2 via the Link Cable (it may happen on other devices, but the issue did not repro with Vive Controllers, Index Controllers, or in Quest I'm using SteamVR 2. This reduces the time and cost required for developers to adapt solutions to SteamVR Plugin features not available: To help the community as a whole, Unity will continue to submit any runtime issues, and contribute conformance tests and specification changes to the Khronos working group. 3) using my Vive Pro Eye and using the eye tracking functionality. It can be imagined Hello, Recently converted my game to OpenXR, I and many of my players are reporting strange issues with play space positioning in SteamVR. I tried launching a previous build of the unity project and it also seems to have the same issue. Everything seems to work out of the box. I have tried running with SteamVR or occulus and both show nothing on the screen. 4 SteamVR 2. You can accept our cookies by clicking on the button below or ISSUE Between 2/2 and 3/17, SteamVR no longer worked with Unity OpenXR. I would like to be able to use my HTC trackers in my Unity project with OpenXR and SteamVR without having to preassign roles to my trackers in SteamVR. The challenge we as an industry have faced with many of these titles is that for I understand that OpenXR is still relatively early in development. I still consider it a beta implementation; Remember that when using OpenXR in Unity, at the moment, you can not use the functionalities of the vendors’ plugins in your projects. 3 URP Project. Fixed Fragment Density Map (FFDM) from provider. Virtual Reality is evolving at a rapid rate and we need our software to be able to evolve with the hardware. ※VIVE Focus 3: VIVE Focus 3 uses VIVE Hub for PC VR. 1 - Unity Technologies XR Interaction Toolkit 2. 17 beta update broke all inputs. If I have Initialize XR on Startup set to true, then SteamVR handles my input properly (but after running Play twice as well). Everything is working perfect with DirectX 11 but when we switch to DirectX 12 with the purpose of using Raytracing features, it is not streamed to the "headset". 35f1 OpenXR Plugin 1. 0 and it has I understand that OpenXR is still relatively early in development. 0 SRanipal eye tracking driver in the background. The SteamVR runtime itself does not currently support any OpenXR passthrough features, but provides access to the camera video feeds and projection data through the proprietary OpenVR interface. Did you try doing this on a clean project, just 2020, and open XR to see if it at least the I switched to OpenXR and was initially extremely positively surprised. I cannot reproduce it, it does not appear to happen to everyone and appears to have started recently. 1+ this will automatically install the OpenVR Unity XR Plugin. It includes hand tracking, custom hand gestures, and realistic hand interaction. On Windows, the current set runtime is located in the registry at HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR\1 under ActiveRuntime. 5, OpenXR 1. 16f1, targeting OpenXR plugin When we run the OpenXR build via Oculus/Meta Quest (running on Windows, playing on Meta Quest 2 via link cable) our player log is filled with “[XR] SetOutput Failed” errors. We would also love to know the status of when this might be coming to the OpenXR plugin. However, in the build, all I would Meanwhile, Facebook also added a latency-reducing option called Phase Sync to Unity and Unreal integrations using OpenXR. Only issue is that the controller rotation in game is different between devices and the Pico controllers are identified as Oculus controllers, not Pico! so you may run into issues if a specific rotation of your hand is crucial for your game 设置虚幻引擎(Unreal)以使用 SteamVR(Windows Select the menu on the Unity UI "VIVE/OpenXR PC Installer", press "Install or Update latest version". Sale. trackingAcquired (or any of the other InputTracking events) don’t fire in a Windows (x64) build but work perfectly well in the Unity editor. I’m trying to figure out whether this is a Unity Issue, an Oculus Issue, a SteamVR issue, or a combination of all three I'm using SteamVR 2. Follow this guide to learn how. When I call the eye tracking calibration (runs in SteamVR) the calibration runs fine, but when done it returns to the default “Waiting for application” screen of SteamVR. I’m having problems getting the primary and secondary buttons presses working. 16f1 LTS, together with OpenXR 1. Unity Project Settings are set to OpenXR Play mode runtime SteamVR and I have tried using just OpenVR. I gave a lot of attention to follow the setup tutorial exactly. Applications. Sell Assets. 11. Things work in Unity 2020 and 2021 versions so I think this is a Unity 2022 issue. The boundaries through TryGetBoundaryPoints. 5f1, URP forward, openXR 1. json file was located at \\Program Files (x86)\\Steam\\steamapps\\common\\SteamVR\\steamxr_win64. Then I add an object and add the “Steam VR Unity’s new OpenXR plug-in enables you to target a broad range of AR/VR devices. However, using I’m trying to get an existing VR project (started in Unity 2019,) working with Unity 2020. 1) and the Default Input Actions of the XR Interaction Toolkit(2. Unity Discussions Unity support for OpenXR in preview. I Only OpenXR is enabled & the play mode is set to only init WMR_G2. Use the Unity Package Manager and use the "Add package from disk" and select the package. 0-preview. Unity Engine. You'll need, at least : build tools (build-essential on Debian); git; OpenXR development headers in /usr/include/openxr ( libopenxr-dev on Ubuntu Groovy, openxr-headers-git on Arch Linux AUR repository ) ; Hello everyone, I’m currently experimenting a bit with VR headsets and I was wondering if I could use the passthrough feature of the Oculus Quest (2 and 3) in a desktop build using OpenXR. The only way that I get it to work was using directly the SteamVR Unity plugin. 1) , XR Plugin Management (4. If I port my app to use Unity’s XR Toolkit with OpenXR, will I not have this problem? Hello, I am currently developing a VR game with Unity 2022 using OpenXR and noticed that the Index controllers have a haptic feedback set in their OpenXR bindings in SteamVR (the Steam client side software, not the Unity plugin), that gets triggered when the “grip” value reaches the treshold of “gripPressed”. Expected results: same functionality regardless of the system OpenXR runtime Actual results This new OpenVR Plugin package for Unity XR handles the display, tracking, and input for OpenVR devices. SteamVR supports the Valve Index, HTC Vive, Oculus Rift, Windows Mixed Reality headsets, and others. I am not sure it coincided with an update (last update was 01/31). 4 - Valve Corporation OpenXR Plugin 1. 16 Hotfix remedied my OpenXR Oculus input problems, but the 1. Game: Snapshot VR, which is built for both SteamVR and Quest standalone, and this issue happens when playing via SteamVR using the Oculus Quest 2 via the Link Cable (it may happen on other devices, but the issue did not repro with Vive Controllers, Index Controllers, or in Quest With the Oculus Quest 2, even if I use the vanilla VR Project from Unity straight out-of-the-box, I can successfully go into VR directly from even the Editor in one click via Virtual Desktop + SteamVR (to leverage PCVR streaming for near unlimited graphics potential in my projects), but the controllers don’t work. While my IK system is fully functional and my trackers are perfectly visible and tracking within SteamVR, I have found no way to get my tracker’s position and rotation data to show inside of Unity. 0) haptic POGO output pins working with Unity for AGES. 2 is the highest version I can install with Unity 2022. ) I am on Unity 2022. Valve released fixes to SteamVR Beta channel yesterday which fixes the issues described in this thread. Go to Window -> Package Manager and check the version of the packages. Hi all. Hi, We are doing a VR UI with UItoolkit, Unity 2021. 0 asset was All of my Recent OpenXR builds (using SteamVR as the OpenXR Runtime) have had some serious HMD jitter while using a Quest, but it apparently runs perfectly fine on a Vive or Index from testing reports. 12f . (This will be for general use Linux devices, using either the SteamVR or Monado runtimes). I would also need to identify 2 trackers. 0 (I have to set the Runtime explicitly to SteamVR). Supported by 100,000+ forum I have a similar issue, just not using Unity. Step 2. StayTalm_Unity February 20, 2021, 2:26am 4. If I launch just the Steam VR Home the controllers show up and track without issue. Things I’ve tried: Switching to the Ocolus only plugin makes everything work, but that’s not compatible with SteamVR I can see the OpenXR controller transform not working - Unity Forum Like in the issue linked above, I am having the problem of my controllers not tracking (moving from their origin) and need to keep the Oculus asset 40. In Steam VR you can also choose somewhere in the Setting that SteamVR will be standardly used for OpenXR Runtime. 1). 3D. timewizardgames: The SteamVR 1. I am using the New Input System and have set my Player Settings to Both. When I have RenderDoc loaded in the Editor, the Recently, since working with UnityXR (Unity 2021 + OpenXR), all cameras stopped rendering when my Oculus Rift S goes into ‘sleep mode’ (headset not being on a head / sensor not detecting anything). When importing OpenXR the simple scene demo doesnt register inputs, tracking and the controller models are pinned to the ground. 7f1, OpenXR plugin 1. As the question states, what decides if it’ll launch through SteamVR or through Oculus for headsets that support both? The default installed OpenXR Runtime. Confirm the OpenXR backend is now set to SteamVR in the Oculus App 11. 0 XR Interaction Toolkit 2. Supported Devices: VIVE XR Elite, VIVE Focus Vision, VIVE Focus 3, Vive Cosmos series, VIVE Pro series ※VIVE Pro series: VIVE Pro uses the VIVE Console utility for PC VR. EDIT - FIXED! The issue was that the default Active Runtime for OpenXR was set to Oculus. Since Perform testing on your project: I’ve noticed that there are still some overall instabilities and incompatibilities when using OpenXR with Unity. Cart. This is a beta release of the plugin and includes a rewrite of the core OpenVR plugin. 1 - Unity Technologies I am developing a research project for my college. Enter Play mode 12. Your VIVE OpenXR Plugin should be When using the latest SteamVR plugin and the new XR management system in Unity (testing with 2019. Rated by 85,000+ We are thrilled that over the past four years developers have released more than 4000 OpenVR titles on Steam, supporting all major PC VR headsets. 0. Instead of writing the code to recognize "pulling the So I am developing a little VR game that will give the option to the player for full body tracking. 0 and 3. 15f1 using OpenXR, I am getting a black screen on the monitor when running a built version. I’m not sure how to set Oculus as the OpenXR runtime but SteamVR has a setting somwhere in their Settings menu to set SteamVR as the current OpenXR runtime. According to the latest release description, the SteamVR package supports Unity's OpenXR Plugin for Unity 2020. 19 and OpenXR Plugin 1. That is a big mess. Enable the Eye Tracker feature. My setup is Unity 2020 (also 2021 for testing), a high end RTX card and CPU, and an Oculus Quest 2 connected via the official Link cable. I can see the Main Camera in Unity remains at Postion 0,0,0 and Rotation 0,0,0. 4 (OpenVR) and 2020. An example in a new, clean, empty project, containing only the SteamVR plugin: "Scene" uses around 11% GPU in build at runtime, "Overlay" uses around 85% GPU. Is the editor doing some magic with XR Loaders that I need to implement for a build? Is it currently even possible to build an app for SteamVR using Unity XR or am I wasting my time? Should I stick I have installed openXR into my project since steam VR doesn’t seem to exist anymore and I am having a bunch of issues. Others have discussed pogo pin input in this Vive Forum thread, but based on my testing I think you'd have the best luck getting pogo input working with Unity + OpenXR + OpenVR Loader + SteamVR Asset in Unity project, with I have received reports from some players of my Steam OpenXR game that they are receiving a crash immediately after trying to launch the game. Rated by 85,000+ customers. 2 and am getting the same issue. I’ve checked Oculus’s settings for VR audio by adding/removing pc audio to the headset, and vice versa, all Hello community, I’ve expanded an existing (and working) Unity VR-application which used Open XR (OpenXR Plugin, XR Plugin Management installed) , SteamVR and HTC Vive. SteamVR recognizes the glasses as Pico 4, not Oculus Quest 2. Everything works great except for the Touch Controllers are positionally and rotationally offset from where they should be. Though we’re still working through some details, we want to reiterate our commitment Hi, I’m trying to get started with this project: 1. Edit: Managed to fix it. The TL;DR: Making a VR project that relies on sword combat and smooth locomotion, openxr is weird and buggy in some cases, should I switch to SteamVR? Or is there another solution? SteamVR Plugin features not available: To help the community as a whole, Unity will continue to submit any runtime issues, and contribute conformance tests and specification changes to the I’m wondering if this is a SteamVR OpenXR implementation issue or maybe it is something video card related (NVIDIA 2060). Events registered with InputTracking. 3 using SteamVR plugin but they don’t work with OpenXR in Unity 2020. Open XR is meant to replace SteamVR (or any other plugins). With SteamVR developers can target one API that all the popular VR headsets can connect to. It From everything I have read I should be OK using the SteamVR for both Oculus and HTC. 21. When switching back to legacy non-OpenXR and OVR Manager everything is fine So I’ve taken an older Unity project of ours that used SteamVR and we have updated it to 2022. Oculus platforms work fine (using Oculus specific libraries and code path, we will not be using the new input system for Oculus HMDs since they’re already 100% functional). 0 as I am developing using both the Steam Index and Oculus Quest 2. Though we’re still working through some details, we want to reiterate our commitment Hello everyone. Going to close this thread; if you have any additional questions feel free to respond in the thread I linked above. Valve maintains a Unity plugin to smoothly interface SteamVR with Unity. The latest version of Steam VR OpenXR Runtime (beta 1. 8 beta does fix the previous problem with the thumbstick not being recognised, but unfortunately it seems to introduce this new problem where the face buttons and trigger buttons don’t get recognised by themselves, but do fire when the thumbstick is I’ve been trying for days to get OpenXR to track my controllers. You do not need the oculus integration either. 15 in Steam things stopped working. When we run the same build via SteamVR (still playing on Quest 2 via link cable, just with SteamVR as OpenXR runtime) When using the latest SteamVR plugin and the new XR management system in Unity (testing with 2019. Fragment Shading Rate (FSR) using a provider's texture. Bug, XR. 2D. For standard controllers/keyboard I’ve done the same thing that has worked perfectly for everything - setup First make sure you have the Oculus Touch Controller Profile feature enabled in the OpenXR feature list. You have to deal with situations like someone using a Rift CV1 with the Steam OpenXR Unity OpenXR provides support for various techniques of foveated rendering and will attempt to enable the following foveation techniques in this order depending on availability: Gaze-based Fragment Density Map (GFDM) from provider. 4 and with frameworks combo #1 (OpenXR + OpenVR Loader + SteamVR Asset and Camera Rig in Unity, with old SteamVR and OpenXR are two standards for AR and VR. The sliders were working fine with SteamVR, but now we want to use OpenXR. Instead of writing the code to recognize "pulling the According to the SteamVR Unity Package it supports Unity’s OpenXR Plugin for Unity 2020. Is this fe I checked the g2 controller profile (which I assume you are using) and it does specify a primary2dAxis, but not a secondary2dAxis, were you trying secondary2dAxis just to see if that worked ? This package will now be released via tarballs here as well as included with the official SteamVR Unity Plugin on the Unity Asset Store (and github). 11f1, OpenXR 1. 36f1 and also SteamVR is updated. 0 is experimental for Unity 6 development (version 6000. My project works with OpenXR if I choose Oculus. 0 has been ratified and OpenXR runtimes by various vendors are reaching maturity. Just has the endless steam little popup in the home screen of it loading. Vive + SteamVR is not I can confirm the Quest 2 using Virtual Desktop and SteamVR now works with the controllers and OpenXRincluding all of the touch events. My HTC Vive controller work with Unity 2019. 7263127--876346--upload_2021 SteamVR - Choose your own hardwareSteamVR is the ultimate tool for experiencing VR content on the hardware of your choice. This looks like a new issue as I’ve never run into @DavidZobrist_1 I can’t really help you with the quest as I have no experience with that but there is no relationship between SteamVR and OpenXR when it comes to usage. We're using 5 and sometimes 6 trackers to capture motion and render body parts for VR physical therapy games built in Unity, SteamVR Plugin features not available: To help the community as a whole, Unity will continue to submit any runtime issues, and contribute conformance tests and specification changes to the Khronos working group. 1 and Unity 2019. Outside of the VivePro, the headsets arn’t as easily identifiable. I've tried everything. 17. Official, OpenXR is a royalty-free, open standard that provides a common set of APIs for developing XR applications that run across a wide range of AR and VR devices. 1f1 testing OpenXR and SteamVR, both Unity versions using Medium Quality settings. Incorporating them will not be too difficult, since both come with plug-ins that can be installed within a Unity project. I’ve been having trouble with using the Oculus Quest through SteamVR/Virtual Desktop, as it won’t detect the For those out of the loop, the tl;dr is that the new XR Management system hasn’t had OpenVR support for awhile, as Unity stated that Valve would be responsible for creating a plugin. I didn’t have any problems SteamVR: If available, sets the current OpenXR runtime to the SteamVR OpenXR runtime. The view in the headset is working fine but the display mirror is not. Refer to Supported Extensions about all features supported in VIVE OpenXR Plugin. It seems to me that once SteamVR allows applications to get input from trackers via OpenXR (currently, I have to use a janky workaround using SteamVR. Find this & more animation tools on the Unity Asset Store. Compatible Hey everyone, hope you can help ! I have a different base rotation for my controllers (Quest 2). 6. This happens on the first play-through if the room setup was done, or the Hey there, I’ve gotten the Oculus Quest 2 working with Unity 2021. Cancel. When switching Use the OpenXR VR Motion Capture Animation Tool - R1Tools tool from R1Tools on your next project. What is OpenXR? OpenXR is an open standard provided by Khronos that aims to simplify AR/VR development by allowing developers to seamlessly target a wide range I am very new to Unity/VR dev, and this took me awhile to get right. 14. Audio. 4 Beta release notes also only cite the haptic component with the vive trackers. Golden Sample. They appear to be adding some new ways to check user presence and user focus in newer versions of the OpenXR plugin (via OpenXRUtility. I have tried also with 2022. Follow the steps to setup a project, enable XR features, and link USB debugging. I think I’m missing something obvious, but I don’t know what it is. For "Install specific version", Step 1 : Copy the release version from Here Step 2 : Paste the version to install the specific version. Vive Cosmos and Vive Trackers/Oculus Quest and Vive Trackers, the play mode/headset view will be So yeah, if you don’t have any headset connected and you set your xr back-end to OpenXR and enable the OculusXR feature Unity crashes. Have tried Unity 2022. (For example: "1. Valve has recently added support for the LOCAL FLOOR space to SteamVR’s OpenXR runtime. On Unity, the latest SteamVR Unity Plugin (beta) supports Unity XR for rendering and SteamVR Input for controller processing, currently via the OpenVR API. However, with this commit to 1. The Realistic Hand Interaction feature contains two main components: HandGrabInteractor and HandGrabInteractable. 3D projected overlay applications are supported with OpenVR, but there are no readily made solutions or proper documentation for them. Rolling back to pre 1. Supported by 100,000+ forum SteamVR does support linux, and SteamVR supports OpenXR, so that sounds like a possibility to me Thanks for reaching out and bringing this issue to our attention. This repository contains the authoritative public OpenXR StayTalm_Unity February 20, 2021, 2:26am 4. API Reference. Decentralization. SteamVR does support linux, and SteamVR supports OpenXR, so that sounds like a possibility to me Thanks for reaching out and bringing this issue to our attention. There are errors in the log file: When I was using Virtual Desktop, SteamVR saw Pico I’m having an issue where I have to restart SteamVR each time I reenter play mode in the editor. 4 for the past few months but I’ve been really struggling with the lack of helpful documentation on how to use everything. I haven't been using them for input, so can't confirm unfortunately. 3 and see my surroundings correctly with the HTC Vive XR Elite and the Vive Business Streaming app. 0), XR Plugin (4. The models for the controllers are just on the floor at ISSUE Between 2/2 and 3/17, SteamVR no longer worked with Unity OpenXR. What is OpenXR? OpenX Thi just made my Christmas, thanks Unity and Valve! 🙂 <3. I updated the Unity Version from 2020. Hand Tracking (Joint Pose) In previous chapters, we discussed how to use the controller as the input to interact with objects in XR. Results : Unity 2022 with OpenXR Multipass got around 35 fps. 8 to 1. 16. Hi!, We are currently developing an AR app that is rendered in desktop and streamed to any headset using SteamVR plugin and OpenXR plugin. Win10 Unity3D LTS 2020. 0)). Hi, I just tested the same scene to make a fps comparision of Unity 2022. 1f1 I’ve followed this entire tutorial. VFX. For PC: Go to Project Settings > XR Plug-In Management > OpenXR and enable VIVE XR Eye Tracker. I'm using Unity and OpenXR (not OpenVR) and the rectangle on the left is just grey, is there a way to set it? Overview. Over 11,000 five-star assets. Are you sure you used the same runtime for each test? When it comes to controller positions with OpenXR unity has very little to do with where they show up. Rendering. For now we recommend using the SteamVR Unity Plugin, and SteamVR Input. Join us as we explore OpenXR APIs, our partn Hey, I am building a VR game with the new input system openxr, and I use the menu button in order to open the menu but seems that when I use steamvr it will reserve the Find this integration tool & more on the Unity Asset Store. (cross-post from a Vive Forum Post (mods there asked me to repost here, but not certain whether falls into Bug/OpenXR/SteamVR/Dev)) I've been struggling with getting the Vive Trackers (2. 2 Omnitrack 2. Any ideas how to resolve this? This didn’t happen before I updated to 2020. 8 update. 1+, so I tried to check if it would work for Unity 2021 and this is what can be seen after hitting the play button: In the hea VIVE OpenXR Unity plugin supports Passthrough VIVE XR Composition Layer and VIVE XR Composition Layer(Passthrough) which depends on the OpenXR feature group. However, using OpenXR I can only see the start screen in SteamVR. IsSessionFocused and OpenXRUtility. In the future OpenXR should handle input. Tweak and customize For some reason with 2021. For Android: Go to Project Settings > XR Plug-In Management > OpenXR and enable VIVE XR Eye Tracker. I’m using Unity 2021. I created a test project from the VR template project, that had OpenXR plugin 1. Add-Ons. OpenXR currently only has overlay support as a provisional extension that neither SteamVR or Unity support. I’ve literally had to rely entirely on the SteamVR interaction example scene to reverse engineer the Player prefab and figure out how I can use it for my own VR project. Essentials. 26f1 to 2020. I’m experiencing a weird bug after switching to OpenXR where the audio output device is always defaulting to the system’s default instead of the VR headset. unity-game-engine; steamvr; Share. @the_real_apoxol Did you guys have something to do with this or did Steam just fix it? Valve fixed it after we forwarded on the reports from everyone here. This sets it apart, making it an indispensable tool in the AR/VR development arena. - With OpenXR, all input from conformant OpenXR runtimes (including Valve’s runtime) will be routed through Unity and can be accessed through Unity’s Input System and the XR Interaction Toolkit. SteamVR exposes settings for individual users to override the hmd timeout behaviour (headset when Idle) which impacts the openxr session state, and we allow end users to set these timeouts (or lack thereof) as they prefer - this is not a ISSUE I'm unable to launch any WebXR-based websites after the 1. IsUserPresent), but v1. those are the same settings that allowed Hand tracking in Unity work well when connecting via Meta quest airlink). But input isn’t recognized in either play. The default installed OpenXR Runtime. The recently released Unreal Engine 4. 0f1 SteamVr 1. I checked and I can’t seem to find anyone else that has the VIVE OpenXR Unity plugin supports Passthrough VIVE XR Composition Layer and VIVE XR Composition Layer(Passthrough) which depends on the OpenXR feature group. 3, XR 4. To use SRP materials, you can create an SRP project in Unity Hub by selecting the 3D (Built-In Render Pipeline) template. runeberg-valve March 19, 2021, 6:46pm 195. 9 Download the code as a ZIP-file and unarchive it to your computer. 2 is released for Unity Editor version 2022. Others have discussed pogo pin input in this Vive Forum thread, but based on my testing I think you'd have the best luck getting pogo input working with Unity + OpenXR + OpenVR Loader + SteamVR Asset in Unity project, with We have been closely monitoring the development of the OpenXR standard. As In this session, lets learn how to use the passthrough feature which enables an application to show the passthrough image to see the surrounding environment from the VR headset. (I tried the unity VR forum, in case its a VR related issue. 43f1 XR Interaction Toolkit v2. 3 to switch to OpenXR. ) works as intended/expected. We don’t get this on Oculus XR Unity’s new OpenXR plug-in enables you to target a broad range of AR/VR devices. 1. I cannot edit the OpenXR binding via SteamVR However the results between the Oculus OpenXR runtime and the Steam VR OpenXR runtime are not identical. However, you can only use SteamVR Input OR Unity’s XR Input at one Learn how to use the VIVE OpenXR Plugin to create immersive content for VIVE Devices with Unity. 0f1 SteamVR beta 1. 8 I have lost all tracking of my controllers, the HMD still tracks correctly. There is no “userPresence” in OpenXR, this is a Unity implementation simply interpreting the current openxr session state. If I don’t, then the game never loads into VR. The OpenXR standard doesn't have any preset paths for getting hip/foot poses, but this would still be OK as long as SteamVR, as an OpenXR We have been closely monitoring the development of the OpenXR standard. On Android, you can enable both XR_HTC_hand_interaction Use the OpenXR VR Motion Capture Animation Tool - R1Tools tool from R1Tools on your next project. Close SteamVR 10. Oculus: If available, sets the current OpenXR runtime to the Oculus OpenXR runtime. 8. Maybe posting this here will help someone else. When I run my scene, I have no errors or warnings in the Console. 10 OpenXR Plugin I'm using the Quest 3 with Steam Link and trying to develop a VR game in Unity with OpenXR (I've enabled the Hand interaction profile and the Hand tracking subsystem, etc. 2. 7. Observe controllers stop working. I’ve been having trouble with using the Oculus Quest through SteamVR/Virtual Desktop, as it won’t detect the This is specifically blocked by Unity’s own OpenXR plugin as support hasn’t been implemented by Unity yet. The red line in the gif is meant to be the default ray that comes from the hands in the XR rig, I just set this up as an example to ask this question. As of today, it’s available as a Preview package for Unity 2020. AI. This inflection point has accelerated our efforts to enable OpenXR in Unity. i. However its trying to open SteamVR for some reason & then it just crashes. Is there any chance to get for example all the information that the SteamVR system report generates also via API? Best. Attached is one of the crash reports / stack traces. The interaction system was working as intended until the Oculus Integration 40. What's the status?Stay informed of your VR system's status at a glance with the ever-present VR Status Monitor. Omnideck Sample Scene Import one of Ok, I got it all working and it is very nice to have controllers again. I updated OpenXR Plugin (1. SteamVR is built and maintained by the company behind Steam, Valve, while OpenXR is built and maintained by As far as I know, the SteamVR Unity plugin has no OpenXR support. Should the If I have my Index headset turned off, I have to press Play in the editor TWICE for SteamVR to turn on. This repository contains the authoritative public OpenXR Go to OpenXR Set Play Mode OpenXR Runtime to SteamVR (or System Default if SteamVR is the System Default OpenXR runtime) Click the Play button in the Editor Observe crash The crash logs which I am unable to provide indicate a Segmentation Fault (SIGSEGV). Golden Sample This is not possible with OpenXR at the moment. Use the SteamVR Plugin from Valve Corporation on your next project. Every provider and combination seems to provide different but also always incorrect results. I'm wondering if I should re-do this project with SteamVR rather than continuing down this path and facing whatever issues arise from it. Back in steamvr they are oriented correctly and work as expected. Unity version; 2020. Please visit [Unity] VIVE OpenXR - API Reference. But I am running out of ideas. Since Specification. This will give developers more access to some controllers than has previously been available through the legacy interface. I feel it is somehow related to the OpenXR requirement to set the Window > Analysis > Input Debugger > Options > Lock Input to Game View. We intend to continue It covers the essential steps for installing VIVE OpenXR Plugin, starting development with OpenXR, and transitioning existing projects from the VIVE Wave SDK to VIVE OpenXR. g. I directly use OpenXR runtime in C++, and on my end, it's a call to `xrCreateInstance()` that makes my app crash when no HMD is plugged. They worked previously but downgrading to pre-January versions of OpenXR and Interaction toolkit doesn’t resolve the issue. Go to Window > Package Manager, the VIVE OpenXR Plugin version should be 2. Please refer to the It allows OpenXR applications that use the OpenXR passthrough feature to enable it when using the SteamVR runtime. I tested @pmem 's script and had some changes to properly register characteristics / usages and fix offsets (attached). 1 in my actual project. I am running a Valve Index at 120 FPS for my game, but at some point it falls back to 60 FPS. The project is configured to run on Windows/Oculus Quest depending on build settings - everything else (headset rendering, controller input, haptics, etc. Package version 1. What is OpenXR? OpenX @the_real_apoxol Did anybody take a look at our profiles regarding the intermittent performance issues. 0 or newer. VIVE trackers only work with SteamVR. The SteamVR update also includes some other new settings, such as “per I really like the New Input system, the abstracted controls work well - so far it’s worked perfectly with every single controller I’ve tested with across several platforms. But I only see my steam home inside the HTC Vive. 4f1, and along with that we updated SteamVR, and consequently OpenXR too. Unity does not yet provide out-of-the-box solutions to the following when using OpenXR, however there may be platform Have you tried reproducing the issue outside of Unity? It might be useful to confirm it's an issue in SteamVR rather than in Unity. I used the following code to get the I updated the Unity Version from 2020. Open SteamVR and enable the OpenXR backend, go to "Settings > Developer > Set SteamVR as OpenXR runtime" 9. I convinced them to make it so STAGE is not recenterable and As of updating SteamVR to version 1. I use the latest drivers. The HandGrabInteractor updates hand tracking data and allows grabbing at gameobjects with the HandGrabInteractable I'm using SteamVR 1. The VIVE OpenXR plugin provides a profile under Edit > Project Settings > XR Plug-in Management > OpenXR titled VIVE XR - Interaction Group, which includes extensions related to interaction. It is awesome. The heart of the SteamVR Unity Plugin is actions. And one important point: in the OpenXR Setting I have to select SteamVR (installed App from Steam) as Play Mode OpenXR Runtime or else my app will not be started from SteamVR. 15 or old beta win7&8 makes my valve index/wand appear again in my game or other samples from asset 设置虚幻引擎(Unreal)以使用 SteamVR(Windows and this section covers the range of hand interaction capabilities available with VIVE OpenXR. 1+, so I tried to check if it would work for Unity 2021 and this is what can be seen after hitting the play button: In the headset one eye would be gray with stretched editor icons and the other eye would be completely black. I checked and I can’t seem to find anyone else that has the Sometimes if I restart my computer, restart SteamVR and run the build it works, but mostly it doesn’t. However, starting VR development has led to the first hitch with the new input system. I had to go to registry and change it to SteamVR. EDIT : for some reason now gives me 70+ Unity 2022 with SteamVR Multipass Mirror View Mode to Right got around OpenXR is supported by various tech demi-gods like Google, Nvidia, Epic Games, and Microsoft, and integrates seamlessly with game engine giants – Unreal and Unity. While I can understand that unity needs to stop rendering to the HMD at that point it also seems to stop all other cameras that for example could be used for SteamVR is built and maintained by the company behind Steam, Valve, while OpenXR is built and maintained by the Khronos Group. Composition Layer: This extension adds an additional layer type where the XR runtime must map a texture stemming from a swapchain onto the inside of a cylinder section. We have integrated OpenXR for PC and OpenXR for Mobile VR plugin into one which includes new feature samples and tutorials. OS Windows 10 64 HMD The original HTC Vive STEPS Launch SteamVR Open a WebXR-based website in Chrome or Edge Optionally: Open a OpenXR project in Unity and hit Play. My idea was that it would just look at the previous frame time, and Yep, it seems like the Oculus runtime follows the OpenXR spec more closely and transitions to the idle lifecycle state whenever you take off the HMD while the SteamVR runtime keeps you in the focused state. When I install SteamVR SDK (via package manager or GitHub unitypackage doesn’t matter), it checks “OpenVR Loader”. The VIVE OpenXR Unity plugin supports the XR_EXT_user_presence extension, allowing you to detect if a player is wearing the headset. steps to reproduce. Supported Platforms and Devices Specification Environment Settings Usage At the moment I’ve run into yet another issue (Unity 2020. 1. Check the version of the packages. Please note that Unity 6 uses URP as the default project template. 5. fogbrzy mhlqr brzf yqugm fylhkusi utf csav bjri igri erxpvkie