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Single unity build for both Oculus and SteamVR distribution?

wheatgrinder
Explorer
I spent the last week porting my previously steamvr only game to target both oculus store and steam distribution. 
I have a nice multiplatform solution that passes all the VRC checks, except one!  

The package contains DLL libraries that are known to cause issues when running on the Oculus platform. These files must be removed prior to uploading:
  .........\Plugins\openvr_api.dll
Cleaning up...
Test FAILED

Following the link I read this:
"The app must not contain extraneous files such as marketing assets, copies of the Oculus SDK, or libraries for other VR APIs and distribution platforms." 

This seems a bit predatory, some what Zucky to be sure.. 😉 .. 
 FYI:  My game was working great on the Rift AND Vive using OpenVR.  Obviously I can work around this, but I don't want separate builds for each headset. 

 Suggestions?
3 REPLIES 3

Heaney-555
Heroic Explorer
No. You have to make separate builds for Oculus and Steam.

But if you're using Unity, that's trivial to do. You can use an Editor script to automate your build process and produce 2 builds.

https://docs.unity3d.com/Manual/BuildPlayerPipeline.html

It's literally just a matter of scripting 1 build to include SteamVR (Steam build) and 1 build to not include it (Oculus store build).

https://docs.unity3d.com/ScriptReference/PlayerSettings.SetVirtualRealitySDKs.html

wheatgrinder
Explorer
Thanks! That will be good enough.
I'm Curious how others solve supporting both headsets in the actual project.  
I'm using unity XR Camera Rig and a bit of code to detect the loaded platform SDK and determine which platform specific objects to "enable" at run time. 

thanks again. 


  

clint205
Explorer
Hello!  Hoping that you can help me with the solution you came up with as I am fairly confused on what I need to do here.  I just finished creating a game using SteamVR in Unity and it supports both Oculus and Vive.  Is there a tutorial anywhere on how to get your Unity SteamVR game working with the Oculus Store requirements?

Thanks!