Search Issue Tracker
By Design
Votes
0
Found in
5.4.0f3
Issue ID
819022
Regression
No
[OpenVR] Cannot have two instances of the same project open at once (build and editor)
Steps to reproduce:
1. Download and open attached project "vr-test.zip"
2. Make sure the VR mode is on
3. Build standalone project w/ "Example" scene
4. Run the said project
5. Play the project in editor
Actual result: Standalone just quits
Expected: Standalone pauses or disables VR mode
Note: This makes local multiplayer testing impossible if multiple instances are used
Tested and reproduced on:
Windows 10
Unity 5.4.1p3, 5.5.0b5
HTC Vive
Comments (4)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
cameronbowen
Nov 07, 2018 16:32
This is still a problem in 2018.2 ..Has anyone sifted through the OpenVR /SteamVR packages to try and circumvent this?
Tilemapping
Jul 03, 2018 17:54
For anyone being in this awkward spot of Unity crashing while developing a VR multiplayer game:
You can run multiple instances, where one instance has no VR enabled and cannot be controlled by the HMD input.
1. Edit > Project Settings > Player Settings
2. In XR-Settings click the [+] Plus icon under the List "Virtual Reality SDKs", add "None" to it
3. Build the game and navigate to the freshly built .exe file
4. Either create a batch script or two shortcut links where one startup parameter is
-vrmode None
and the other (depending on your VR device)
-vrmode OpenVR
Although this is a rather ugly solution, you can still run two instances this way - just without the second one being controllable by the HMD itself.
I hope this helps and I hope they are going to fix this in the future by claiming the VR-Device as soon as the window is focussed.
egeusz
Jun 26, 2018 21:49
Same issue in 2018.1. This is very very annoying. Adds many hours to VR multiplayer development time. This is not an issue in Unreal Engine....
davidhaley
Sep 26, 2017 23:58
+1