Jump to content

OpenXR Runtime in builds problem when publishing to viveport


simeon

Recommended Posts

9 hours ago, simeon said:

I also hope, that only few people have no active openXR runtime, but in my case (see first post) the viveport app reviewer obviously had no active runtime enabled, can't see an image in VR and rejected the app.

Thank you for caring. You saw, that @C.T. also has this on scope?

Bare with us, this may require a visit to the viveport testing environment in person to check for details soon. We still have limited access to the office currently due to the covid-19. Thanks 

Link to comment
Share on other sites

@simeonCan you share with me the testing condition on your end? including the which headset & controller/runtime and SteamVR version? I can see the images fine with vive pro and cosmos, but wasn't able to get the controller input on Vive Pro. 

Link to comment
Share on other sites

Windows Mixed Reality HP VR1000 - Windows Runtime, SteamVR Runtime
HTC Vive -> SteamVR Runtime
Oculus 1 via link. -> Oculus Runtime.

My SteamVR was somethat 1.18... but currently it's 1.19.7. All setups worked for me and because the usage of openXR I thought, it would also work on all other headsets.

I updated a new version for review. In this version a controller is not needed, as we use this also for public installation. Hopefully it makes things easier. I also removed compatibility to cosmos headsets, because their own openXR runtime seem to have problems with the app.

 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...