Search Issue Tracker
By Design
Votes
0
Found in [Package]
4.4.0
Issue ID
XRMB-65
Regression
No
No warning is present and input is no longer detected if both OculusXR and OpenXR are enabled
Steps to reproduce:
1. Open the attached user's project "XRITest.zip"
2. Make sure Oculus link is enabled on Quest 2
3. Go to XR Plugin Management and observe how both OpenXR and OculusXR plugins are enabled
4. Enter Play Mode and observe interactions not working
Expected results: A warning is outputted that both XR Plugins cannot be enabled at the same time
Actual results: No warning is present and input is no longer detected if both Plugins are enabled
Reproducible in: XR Management 4.4.0 (2021.3.29f1, 2022.3.7f1, 2023.1.7f1, 2023.2.0b4)
Environment tested on: Windows 10
Notes:
-By default, you cannot find yourself in this situation because one of the Plugins always disables itself if another is enabled
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Animator Controller throws MissingReferenceException after undoing Layer Creation
- Full stack trace is always printed when an exception occurs in an IL2CPP build
- Licensing Client fails to launch when opening Unity Hub (licensing client path is not found)
- Licensing Client fails to launch when opening Unity Hub
- Different custom Shader behavior when GPU Resident Drawer is enabled
Resolution Note:
Due to how the Editor works, XR Plug-in Management will use the Desktop Plug-in providers while running in editor (even if Android is the selected build target). For example, if you have OpenXR and Oculus enabled in the Android settings, but only OpenXR in the Desktop settings, the editor will use OpenXR when running over link.
This will be made more clear in a future XR Management release.