Skip to content

VR Runtimes

Unity supports many runtimes to display images to HMDs and recieve inputs (position, controllers, etc). The common ones are OpenVR(SteamVR), Oculus and Windows Mixed Reality Portal.

What Runtime should I select?

In almost every case, OpenXR is best choice. It is not a runtime itself - it is a standard all major parties support. OpenVR(SteamVR), Oculus, Windows Mixed Reality Portal and Varjo are some major supporters. By choosing OpenXR, you can use any of these VR Runtimes.

The other SDKs in this top section may have more complete integration with Cognitive3D (such as recording the size of Oculus' Guardian or OpenVR's Chaperone) but this will be superseded by OpenXR eventually.

One major exception is Oculus Quest. At the time of writing (June 2021), Unity's OpenXR integration does not support mobile Oculus devices, so the Oculus Runtime is required.

Eye Tracking

Some additional runtimes work alongside OpenXR to provide eye tracking data to Unity.

  • The SRanipal Runtime is required for eye tracking from the Vive Pro Eye
  • The Omnicept Runtime is required for eye tracking from the HP Reverb G2 Omnicept Edition
  • Eye tracking with Varjo HMDs is implemented through OpenXR and does not need any additional SDKs or runtimes.

Make sure to import and configure the appropriate SDKs into Unity, available from the appropriate developer portals. You will almost always want to select OpenXR AND one of these providers. You can select multiple in this list by shift clicking.

What are the legacy SDKs?

We continue limited support for many HMDs that we see less frequently. These HMDs generally operate through one of the OpenXR providers listed above (OpenVR, Oculus, Windows MR Portal) but offer some additional functionality we support (in many cases eye tracking or recording controller inputs).

If you have any questions, get in touch!