I have my app working fine with both Vive and Rift when using only OpenVR SDK in player settings. To prepare for submission to oculus store, I need to run the Validation tools, (VRC Validator etc) none of the test passed until I added Oculus to the list of "Virtual Reality SDK's" in the "XR Settings\Virtual Reality Supported" settings.
Obviously the Oculus plugin is running with only OpenVR or else it would not work in my Rift, which leads to my first question: Q1: Why should I need to add the Oculus SDK in the XR settings?
Once I added the Oculus SDK and made it the FIRST SDK in the list, the first few tests started passing..
Starting TestSdkVersion
SDK version detected 1.27 for processId 0x1ed0
SDK version detected 1.27 for processId 0x1ed0
Engine Identification for processId 0x1ed0
EngineName: Unity
EnginePluginName: OVRPlugin
EnginePluginVersion: 1.27.0
EngineVersion: 2018.1.3.10828496
Cleaning up...
Test PASSED
Starting TestEntitlementCheck
Cleaning up...
Test PASSED
Starting TestOculusDLLIncludes
Enumerating the DLLs loaded by the application and verifying that Oculus DLLs are loaded from the Oculus runtime directory.
Cleaning up...
Test PASSED
.... Yeah, some test are passing..
but the rest of the tests fail.. the game just doesn't work anymore..
Q2: When Oculus SKD is first in the list I get Unity console spam with these errors: Assertion failed: Assertion failed on expression: 'IsMatrixValid(matrix)'
Screen position out of view frustum (screen pos 0.000000, 0.000000, 1.000000) (Camera rect 0 0 1344 1600)
Screen position out of view frustum (screen pos 1344.000000, 0.000000, 1.000000) (Camera rect 0 0 1344 1600)
Im sure the errors above are due to my using the STEAM VR camera rig prefab.. I could probably fix it.. but I want both SteamVR and Oculus option. Or is that against the rules?