Search Issue Tracker
By Design
Votes
0
Found in
Issue ID
1013092
Regression
No
WindowsMR Platform XRSettings.supportedDevices reports Standalone VR SDKs
When you switch platforms from Standalone to Universal Windows Platform, the PlayerSettings->XRSettings->Virtual Reality SDKs from Standalone are still reported by XRSettings.supportedDevices during playmode. This can lead to confusion for users who are trying to target multiple platforms.
Reproduced in 2018.2.0a5, 2018.1.0b10, and 2017.3.1f1
Steps to reproduce:
1. Open the attached project LegacyXRInput.zip
2. Open the TrackedPoseDriver scene
3. In Build Settings, switch to the "PC, Mac & Linux Standalone" build platform.
4. Set PlayerSettings->XRSettings->Virtual Reality Supported to enabled
5. Add the OpenVR and Oculus SDKs
6. In Build Settings, switch to the "Universal Windows Platform" build platform.
7. Set PlayerSettings->XRSettings->Virtual Reality Supported to enabled
8. Add the Windows Mixed Reality SDK.
9. Press play. Observe that the reported Supported Devices still contains the VR platforms from the Standalone platform.
Expected Results: Only report the platform supported VR SDKs.
Observed Results: Report the VR supported SDKs that were set while targeting a different build platform.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “FMOD failed to set the software format to the custom sample rate…” warnings are thrown as System Sample Rate value is being changed in Audio section of Project Settings window
- VFX Marquee selection does match the visual indicator
- “Invalid AABB aabb” errors are spammed when “Infinity” value is entered in Collider Component fields
- Editor Role does not sync with the MPPM Play Mode Scenario Role when entering Play mode
- Long asset names cause overlap with the “Find” function in search result tabs
Add comment