I want to publish a VR app at the viveport made with Unity 2020.3.15 + openXR. Today it was rejected. I tested it on three different Headsets (wmr, oculus, htc) and everything worked fine. In the rejection mail they said, that "there's no image in the VR Headset." They also send there player log:
At the beginning of the player.log I see the lines:
[XR] [17744] [17:39:44.530][Info ] ==== OpenXR Support Details ====
[XR] [17744] [17:39:44.530][Info ] OpenXR Runtime:
[XR] [17744] [17:39:44.530][Info ] UNKNOWN COMPANY, which is not a Unity supported partner
We all know, that the third line should be something like:
Valve / Microsoft / Oculus
So it seems, that the system, they use, has not an OpenXR Runtime set.
On my machines this is not a problem, because I have three runtimes and set it to my prefered. Mostly Steam. But it seams, that a SteamVR installation alone with viveport does not set itself as OpenXR runtime.
In unity there is a dropdown, which runtime the editor should use, but this is not used in the build. I also posted this problem in the unity forum - but I also want to try to get some useful infos here.
I could imagine, that the viveport desktop should check, if there is an active openXR Runtime and if not, should set it to SteamVR. Because they work together and viveport should also support openXR builded apps, right?