Closed jkieffer-filament closed 3 years ago
If SteamVR is already running before the app is launched, SteamVR input works as expected. Initializing SteamVR also fails if Desktop Theater is running. We need to be able to launch our game without SteamVR running beforehand.
Is there anyway to ensure SteamVR is completely launched before initializing the Unity plugin?
Still happening.
Finally found the setting in the Steamworks portal for SteamVR Input System (under Application/Virtual Reality at the bottom) thanks to another issue thread. I never saw any documentation about the setting. Maybe the settings needs to be called out more often as it is a potentially critical failure point.
SteamVR Unity Plugin 2.6.1 SteamVR 1.13.10 OpenVR XR Plugin 1.0.1 Unity 2019.3.4f1
We allow users to switch to VR mode if they have launched in desktop mode and use SteamVR.Initialize(true) after initializing the OpenVR XR plugin. Input fails if the user has launched into desktop mode through Steam, but works if launched from Windows. It also works if launched from Steam into VR mode which uses the same initialization code.
There is an oddity when going into the Input Debugger in the VR overlay. Where it will show legacy binding and intermittently flash the correct app bindings for a few frames.