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document Unity XR testing (fixes issue #155)
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cvan committed Jun 25, 2018
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32 changes: 32 additions & 0 deletions docs/xr-testing.md
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# Enabling Virtual Reality player mode in Unity's XR Editor

## XR Settings

For rapid testing in your headset, enable Virtual Reality support in your [Unity project](./project-setup.md):

![Animation of Unity's XR Settings](./images/unity-xr-settings.gif "Animation of Unity's XR Settings")

1. Select the **`File > Build Settings…`** menu option from the top-level Unity application menu.
2. When the pop-up window appears, select to highlight the **`PC, Mac & Linux Standalone`** option in the **`Platform`** list. (When you are ready to [build your application for WebVR](./build.md), ensure that **`WebGL`** is still the selected platform.)

![Screenshot of "Platform" list in Unity's "Build Settings…" menu](./images/standalone-platform.png 'Screenshot of "Platform" list in Unity\'s "Build Settings…" menu')

3. Click the **`Player Settings…`** button at the bottom of the pop-up window. Or you can access the **`Player Settings…`** by selecting the **`Edit > Project Settings > Player`** menu option from the top-level Unity application menu.

![Screenshot of Unity's "Player Settings…" menu](./images/unity-xr-settings-5.png 'Screenshot of Unity\'s "Player Settings…" menu')

4. In the **`Inspector`** pane, click the tab for **`Settings for PC, Mac & Linux Standalone`** pane (i.e., the icon with the underlined down arrow), if the tab is not already selected.

![Screenshot of Unity's "Settings for PC, Mac & Linux Standalone" pane](./images/unity-xr-settings-6.png 'Screenshot of Unity\'s "Settings for PC, Mac & Linux Standalone" pane')

5. Click on the **`XR Settings`** title to expose the section if it is hidden. Enable the **`Virtual Reality Supported`** checkbox field.

![Screenshot of Unity's "XR Settings"](./images/unity-xr-settings-7.png 'Screenshot of Unity\'s "XR Settings"')

6. Notice that are two **`Virtual Reality SDKs`** listed, sorted in the order in which Unity attempts to enable VR devices at runtime or during VR preview:
- **`OpenVR`** (i.e., for the HTC Vive and Windows Mixed Reality headsets)
- **`Oculus`** (i.e., for the Oculus Rift and, soon, Oculus Go headsets)

When building for [WebVR](./build.md), ensure that the **`WebGL`** option is still selected in the **`Platform`** list (**`File > Build Settings…`**).

![Screenshot of "Platform" list in Unity's "Build Settings…" menu](./images/webgl-platform.png 'Screenshot of "Platform" list in Unity\'s "Build Settings…" menu')
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