XRSettings.enabled not working

Hello,
I have a very simple function to know if XR enabled or not:

Code (CSharp):
  1. private void Start()
  2.     {
  3.         Debug.Log(XRSettings.enabled);
  4.        
  5.     }
The problem is that it always return "False", but I have XR enabled! (Virtual Reality Supported - Oculus SDK).

Do someone can help me to understand what's going on?
Many thanks!

Google VR SDK stuck in portrait mode

Hey all, maybe somebody can help this beginner dev. I'm building my first test app for google cardboard on android. I've built the app and compiled it with VR enabled and cardboard selected as my VR device. I can install and run it on my phone (Samsung S8) BUT the in game camera is stuck in portrait mode and the yew is inverted (turning my head left turns the camera right). I have scoured the internet but still can't find a way to fix this.

- I've enabled VR in playersettings and added...

Google VR SDK stuck in portrait mode

Oculus.Avatar.CAPI.ovrAvatar_InitializeAndroidUnity

Hi, occasionally our Quest app crashes on startup with the stack trace below.
Does anyone have a clue as to what the cause could be?

Code (JavaScript):
  1. 05-31 10:06:03.802  9133  9360 F art     : art/runtime/java_vm_ext.cc:470] JNI DETECTED ERROR IN APPLICATION: thread Thread[12,tid=9360,Native,Thread*=0xda5b9700,peer=0x32c1a9c0,"UnityMain"] using JNIEnv* from thread Thread[12,tid=9360,Native,Thread*=0xda5b9700,peer=0x32c1a9c0,"UnityMain"]
  2. 05-31 10:06:03.803  9133  9360 F art     :...
Oculus.Avatar.CAPI.ovrAvatar_InitializeAndroidUnity

How to use different scenes in an AR app?

An AR app can get pretty big, so I am hitting the Google Play store app size limit. To avoid this, I want to split the app into a small startup APK and extension files (obb).

To reduce the APK as much as possible, it is recommended to use a small startup scene (which e.g. only shows a splash screen) and then switch to the actual content scene on startup (using SceneManager.LoadScene()).

However, if I try this in my AR app, the scene switch takes place, but the AR camera is not being...

How to use different scenes in an AR app?

Menu to control VR game on monitor that’s not visible to player in VR

Hi,

My current project is developing VR physiotherapy for disabled children using the Vive and its puck trackers. In this case the therapist needs to be able to control the experience of the user in VR at the monitor, but also to be able to see the VR view. If you've played The Lab and seen the Level Select menu overlayed onto the VR view on the monitor, that's pretty much exactly what I'm going for.

I have a second camera with a seperate view from the VR view working fine on the monitor...

Menu to control VR game on monitor that's not visible to player in VR

Terrain Not Rendering properly on Android

Hi,

I am a beginner.I was a building a small app based on a tutorial. It is basically loading a terrain on top of the image target with a flying bird on top of it. There is also a canvas. It works well and fine in the play mode.

But when I build it on android device, the canvas is rendered properly. there seem to be multiple instances of the canvas on the screen and everything goes haywire

Vuforia Cloud Based Recognition – Model not loading over Target Image

Hello,

I am working on Vuforia Cloud based Recognition, and I uploaded the 3D Models on Dropbox by preparing Unity Asset Bundle and connecting the Meta Data link with Target image which I upload on Vuforia Cloud Database.

I am facing a issue with Model not being loading over Target Image, It just loads on my Mobile Screen in Camer view.

I would like the model to be loaded right over target image and if I rotate the target image with my hands, the model should also rotate.

If I keep the...

Vuforia Cloud Based Recognition - Model not loading over Target Image

Hey, this is nreal!

This is Sylvia form nreal. We’ve been actively developing ready-to-wear mixed reality devices. Our flagship product, nreal light, is a lightweight and comfortable MR glasses sporting an industry-leading wide-screen vivid display. We just announced nreal light Developer Kit and developer program at AWE 2019(Variety:Nreal Announces $499 Consumer AR Glasses).

nreal light Developer Kit includes one...

Hey, this is nreal!