PSA for using Unity XR plugin
We just shipped our first game built on the Unity XR Plugin architecture, and ran into a few gotchas that took a while to work through. Sharing here to hopefully save others some pain.
Even though the plugin works great in the editor, you will still need to install the standard Oculus plugin in order to pass the VRC process. In particular, you'll need the standard plugin to call entitlement check: https://developer.oculus.com/documentation/native/ps-entitlement-check/?locale=en_US&device=QUEST
Also, events like focus lost, HMD mounted, etc. are not fired with the XR plugin alone, and the Unity events aren't fully functional (yet). To fix this, you'll need to have an OVRManager component active somewhere in the scene. This also solved an issue where the Rift would not exit when the user chooses to quit through the dash.
Hopefully these will get fixed over time, but that was required with the current setup: Unity 2019.4.9f1, Oculus XR Plugin 1.4.3.
Even though the plugin works great in the editor, you will still need to install the standard Oculus plugin in order to pass the VRC process. In particular, you'll need the standard plugin to call entitlement check: https://developer.oculus.com/documentation/native/ps-entitlement-check/?locale=en_US&device=QUEST
Also, events like focus lost, HMD mounted, etc. are not fired with the XR plugin alone, and the Unity events aren't fully functional (yet). To fix this, you'll need to have an OVRManager component active somewhere in the scene. This also solved an issue where the Rift would not exit when the user chooses to quit through the dash.
Hopefully these will get fixed over time, but that was required with the current setup: Unity 2019.4.9f1, Oculus XR Plugin 1.4.3.
