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This question was closed Jun 20, 2017 at 03:00 AM by IgnoranceIsBliss for the following reason:

Stupid mistake - I had my NON-VR scene selected in the build options, not my VR version. Unity added head-tracking for me.

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Question by IgnoranceIsBliss · Jun 16, 2017 at 06:43 AM · strange ioc

SteamVR Controllers Not Working in Build, Works in Editor

I'm trying to build a Unity app using SteamVR that is working fine in the editor, but when I run the stand-alone version built for Windows x64, there appear to be some issues, such as controllers not appearing and behaviours not running.

In t$$anonymous$$s case, I've got a single scene in Unity 5.5.3f1 (SteamVR didn't work in the latest 5.6) with the 'Player' prefab used so that I can take advantage of the interaction system.

In the editor, everyt$$anonymous$$ng works exactly as expected. The scripts on the objects under the SteamVRObjects object run, the controllers track etc.

When I run the Windows build though, the debug lines I've got in the assets inside SteamVRObjects don't appear to run at all (ie. they've been disabled before they get a chance to Start, although their OnDisabled isn't called either), and the controllers don't seem to be tracking (or are off-screen). However, the VR headset itself tracks.

Note that I did try the SteamVR_Update_Poses trick to get it working in 5.6, but had no luck.

Has anyone found similar issues? Is there a workaround I can use? Do I need to use any other scripts other than the Player prefab?

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avatar image UNITEDFUTURES · Jul 11, 2017 at 02:33 AM 0
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Having the same issue. Unity 5.6.2 and SteamVr 1.2.2 Any luck solving issue?

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