For those out of the loop, the tl;dr is that the new XR Management system hasn’t had OpenVR support for awhile, as Unity stated that Valve would be responsible for creating a plugin. A few months ago Valve released preview of the plugin, and recently moved it to its own repository.
- Legacy Input support. To get input for now you’ll need to use the SteamVR Unity Plugin.
Previously, the plugin supported the input system, but now developers are required to use SteamVR input, which requires importing in the SteamVR plugin, and is a knock against having cross platform VR that works agnostically on Oculus or OpenVR.
Is there currently a plan between the input system team, the XR team, and the Valve plugin team to support the new input system? It’s been excellent to use, and I’d prefer if our project could continue using it going forwards.
Thanks,
Erik
(Not sure if this topic is better suited here on the XR forum.)
From what I have seen, the new Input system seems to include the OpenVR Controllers already but they don’t really do anything. These show up even without the SteamVR Plugin installed.
So I do hope that the support will be coming, hopefully even without the need of the SteamVR Plugin.
If anyone has a bit more reliable information about this topic I would really appreciate some feedback.
The real question for me is, Am I required to release the game supporting SteamVR if I’m to publish the game to steam?
because I can release the game with XR and it will support all major headsets without going through the hassle of working with SteamVR.