SteamVR

SteamVR

Keith Apr 29, 2020 @ 10:47am
OpenVR Unity XR Plugin v1.0.0-preview1 (sdk 1.11.11)
This new OpenVR Plugin package for Unity XR handles the display, tracking, and input for OpenVR devices. Input goes through SteamVR’s legacy input system on a simulated per controller basis. This will give developers more access to some controllers than has previously been available through the legacy interface. However, a full SteamVR Input implementation is currently not feasible. This plugin will not create OpenVR actions / action sets that users can rebind in SteamVR, and will not be able to use Skeletal Input as these are separate APIs that rely on the “actions not buttons” style interface.

Input Choice
This package can be used by itself, or for full SteamVR Input support, with the SteamVR Unity Plugin. However, you can only use SteamVR Input OR Unity’s XR Input at one time - they are currently not compatible. Future versions of the SteamVR Unity Plugin will automatically install this package to ease development on newer versions of unity that no longer support the old VR SDK.
Beta version of the associated SteamVR Unity Plugin: https://github.com/ValveSoftware/steamvr_unity_plugin/releases/tag/2.6.0b1

We’ve created custom legacy bindings and hooked them up to the Unity Input System to give you individual access to as many controller sensors as possible. You can modify these bindings while in play mode by going to the SteamVR interface, Menu, Settings, Controllers, Manage Controller Bindings, and Custom. These are saved to a folder in your project at Assets/StreamingAssets/SteamVR/[bindings].json. We’ve included default bindings for a variety of supported SteamVR controllers. If you would like your controller included in this default list please create an issue on our github with your preferred legacy binding and unity input system layout.

This package enables Unity XR which you can find documentation for here: https://docs.unity3d.com/Manual/XR.html

The package is available with installation instructions on our github here: https://github.com/ValveSoftware/steamvr_unity_plugin/tree/UnityXRPlugin

This is a beta release of the plugin and includes a rewrite of the core OpenVR plugin. We’re expecting bugs and we do not yet recommend releasing titles with it. We’d welcome your feedback or comments in this forum. If you find bugs it’s easier to track those on our github issues page here: https://github.com/ValveSoftware/steamvr_unity_plugin/issues

< >
Showing 1-13 of 13 comments
gmukobi Apr 29, 2020 @ 11:39am 
Wow, it's cool that this is suddenly released in preview (typical Valve for not giving any sort of heads up or timeline).

So basically we can use the old SteamVR Unity plugin features within the new Unity XR system? And does it support HDRP/URP yet?
freefang Apr 29, 2020 @ 1:24pm 
Perfect timing! Just started work on a device agnostic VR project in unity, but only have an HTC Vive to test with while working at home. I'll certainly give the plugin a try and report if there are any issues.
Noctide Apr 29, 2020 @ 3:27pm 
Yes this is amazing news and good pace! No more anxiety about having to switch APIs midway through a project :)! Thanks so much for your hard work!
andybak Apr 30, 2020 @ 1:59am 
Anyone else finding the terminology confusing?

I need to use the OpenVR Unity XR plugin with the SteamVR Unity plugin?

Or am I using the SteamVR Unity plugin with the OpenVR Unity XR plugin?

Or maybe it's the OpenXR Unity VR plugin that goes with the SteamXR Unity VR plugin?

thundthund Apr 30, 2020 @ 9:54am 
Is it intended to be installed as other XR plugins, using the XR Plugin Management section in ProjectSettings? Can it be enabled/disabled like the others?
Happy Hippie Apr 30, 2020 @ 10:36am 
Originally posted by andybak:
Anyone else finding the terminology confusing?

I need to use the OpenVR Unity XR plugin with the SteamVR Unity plugin?

Or am I using the SteamVR Unity plugin with the OpenVR Unity XR plugin?

Or maybe it's the OpenXR Unity VR plugin that goes with the SteamXR Unity VR plugin?

From an initial read of the post it's a lot to keep track of, but I suggest you read the explanation on the github page that's linked to get a better understanding of how the different plugins interact.

https://github.com/ValveSoftware/steamvr_unity_plugin/tree/UnityXRPlugin
thundthund Apr 30, 2020 @ 10:53am 
Originally posted by thundthund:
Is it intended to be installed as other XR plugins, using the XR Plugin Management section in ProjectSettings? Can it be enabled/disabled like the others?

Ok I answer myself, following the guid here https://github.com/ValveSoftware/steamvr_unity_plugin/tree/UnityXRPlugin, adding the package though the git URL it works as any other XR plugin.
Salazka May 1, 2020 @ 1:50pm 
Ok thank you very much, that is at least something.

Although not really something very useful.
"a full SteamVR Input implementation is currently not feasible."

At least it makes it clear what the problem is.
andybak May 2, 2020 @ 8:43am 
Originally posted by Happy Hippie:

From an initial read of the post it's a lot to keep track of, but I suggest you read the explanation on the github page that's linked to get a better understanding of how the different plugins interact.

Yeah I managed to figure it out but I'll forget by tomorrow and have to work it out again every time I come back to this. Trying to remember stuff named this badly is like trying to eat soup with a fork.
76561198888408842 May 25, 2020 @ 6:32pm 
Hi, Any idea on when this might come out of preview and will be ready to be used for production apps?
PropLogic Jun 17, 2020 @ 4:49pm 
Anyone else getting this error when installing the package?

"Package Metadata store error. Check if there are any other errors in the console and make sure they are corrected before trying again."

Unity editor behaves completely normally until I try installing the package and then it goes haywire...
Salazka Jun 24, 2020 @ 1:09pm 
If possible start looking into other solutions or use older version that still works.
This whole situation does not look good.
Last edited by Salazka; Jun 24, 2020 @ 1:10pm
The Fusion Works Jun 25, 2020 @ 11:07am 
@Salazka
Unfortunately I agree. That's a shame that I have found this after about a week looking into a problem.
< >
Showing 1-13 of 13 comments
Per page: 1530 50