Hello,
We are working on a project that have to support multi headsets. So, since vive started to support openXR, we started to use it.
We followed exactly the instruction from the callback example here
Even if when we launch the application inside unity it works correctly, the built version freeze, and only when there is the "S Ranipal Eye Framework" activated. If we just inactivate it, it works normally (without eye tracking of course).
The log file gives us this then:
(Filename: D:/dev/ptvr-core/Assets/ViveSR/Scripts/Eye/SRanipal_Eye_Framework.cs Line: 77)
[XR] [36