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Investigate Steam support under Unity XR plug-in framework #130
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The SteamVR runtime apparently now supports the OpenXR spec. This might mean we can use the generic OpenXR plugin with no issues, but still needs investigating. |
Unity are supplying a Unity XR OpenXR plug-in, which may solve these issues. Announcement. This requires Unity 2020.x. |
There are public solutions.
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EDIT - The latest SteamVR plugin, which is how we use this SDK only supports SDK 1,14,15 (according to the 2.7.3 readme). The idea was to collapse down to one SDK, i.e. the new plug-in system. We could simplify a lot of code this way. This might be a little idealistic, but the above solutions could make this happen. The Unity XR OpenXR plug-in would be layering the new Unity API on top of OpenXR, and the second solution is a wrapping abstraction for the current problem. Hopefully we're just in a transition period and things will settle down in the next few months and we can use the Unity OpenXR solution. This would also mean we could use vendors direct Unity XR plugins as well (which may be more reliable whilst OpenXR is in flux). We'd only need this for Steam. All the other vendors have plug-ins. |
Another public solution from beep2bleep. |
The Vive Wave XR Plugin supports new Unity XR plugin framework. |
Related to #222 |
This article summarises the Valve OpenXR / Unity XR issue.
Valve's statement.
Unity-xr-plugin which does not support the Unity XR Input system.
Complication for issue Update OpenBrush to use Unity XR plugin system #129.
OpenBrush 0.3 on SteamVR Unity Plugin 2.3.2.
Version 2.7.3 is available and includes "support for Unity XR API" (added in 2.6.x).
OpenVR Unity XR Plugin also available!
It appears that Valve's direction here is: we'll support OpenXR and everyone else should follow this.
Unity have the new Unity XR plugin system so some vendors have plugins for this, and others will be supported through the new Unity OpenXR XR plugin (requires Unity 2020.3).
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