GvrViewer.Instance.VRModeEnabled = false not working??

I’m a newbie in Unity so please be patient with me :smile:
I’m trying to make a script from the a menu scene(0) that will enable or disable vr mode in the next scene(1) via gui button click. Unfortunately, the button that disables the vr mode isn’t working.

This is the script that I am using in the menu scene(0). It creates an instance of itself in the next scene(1) and enables or disables the vr mode on the next scene(1). Or at least that’s what I’m trying to make it do.

using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;

public class cameraModeScript : MonoBehaviour {

    static cameraModeScript Instance;

    void Start(){
        //destroy or preserve instance
        if (Instance != null) {
            GameObject.Destroy (gameObject);
        }
        else {
            GameObject.DontDestroyOnLoad (gameObject);
            Instance = this;
        }
    }
    //vr mode button is clicked
    public void vrmode()
    {
        Debug.Log ("VR Mode button clicked!");
        Start();
        //load next scene
        SceneManager.LoadScene(1);
        //set cam to vr mode
        GvrViewer.Create();
        GvrViewer.Instance.VRModeEnabled = true;
        Debug.Log ("VR Mode button Enabled!");
    }

    //normal mode button is clicked
    public void normalmode()
    {
        Debug.Log ("Normal Mode button clicked!");
        Start ();
        //Load next scene
        SceneManager.LoadScene(1);
        //set cam to normal mode
        GvrViewer.Create();
        GvrViewer.Instance.VRModeEnabled = false;
        Debug.Log ("Normal Mode Enabled!");
    }
}

Setting the GvrViewer.Instance.VRModeEnabled to true in line 28 seems to work but when I set it to false in line 41, it doesn’t seem to work. The camera in the next scene is still being rendered in stereo mode.
The next scene(1) already has the GvrViewerMain object so maybe that’s what’s causing the problem? I really have no idea what to do.

Any kind of help will be much appreciated. Thank You:)

The GvrViewer is destroyed so that VRModeEnabled is not passed along to the next scene. So I would assume that the GvrViewer in the second scene is just doing what it does by default and that is enabling VRMode.

The comments in the GvrViewer state above awake:
/// @ Each scene load causes an OnDestroy of the current SDK, followed
/// by and Awake of a new one. That should not cause the underlying native
/// code to hiccup. Exception: developer may call Application.DontDestroyOnLoad
/// on the SDK if they want it to survive across scene loads.