UNITY XR InputTracking.nodeAdded event not firing in standalone build

Hi

I’m using Unity 2018.3.10f1 and working on a VR application. Basically I want to be able to use the following callback Unity - Scripting API: XR.InputTracking.nodeAdded
whenever the VR sensors are loaded by the application.

The callback fires correctly in the Unity editor but whenever I create a standalone build, the callback does not fire. The debug log never fires in the code snippet below. The callbacks seem very useful as it means I don’t have to continuously poll in the update loop to check if an XRNode is loaded before I can starting using it. Its a shame this doesn’t seem to work in the build.

I

......  

InputTracking.nodeAdded += XRNodeAdded;
       
    }

    public void XRNodeAdded(XRNodeState xrNode)
    {
Debug.Log("Oculus sensor added");
}

I’m finding the same behavior in 2017. It seems that all of the callbacks do not fire in stand alone builds.
Edit: I’ve found that if you have “None” listed as the first option in XR Settings, the callbacks don’t fire. If you remove “None” and just have “OpenVR” set, then they seem to fire.