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
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
- “Maximized serialized file backup not found” error is thrown when minimizing a window in a newly opened project
- Build stack trace contains invalid lines when building with IL2CPP using scripts with delegates containing generic types in the signature
- Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”
- Entities Hierarchy Search “Show/Hide” button’s Lens Icon is blurry when the Editor is on an external monitor
Add comment