Statement from OpenXR Working Group in response to community discourse on the OVRPlugin from Meta

The Khronos OpenXR Working Group recognizes the challenges developers have faced with legacy APIs and platform-specific behaviors that limit XR application portability. The Working Group is dedicated to evolving OpenXR by incorporating vendor extensions into the core specification and continues to enhance platform interoperability. Today, three major engines - Unity, Unreal, and Godot - support building OpenXR applications that are compatible with multiple vendors’ OpenXR conformant devices, provided vendor-specific features are avoided.
Application developers retain the choice to target specific runtimes and devices if desired, though this approach may introduce some vendor dependencies. For guidance on building OpenXR PCVR applications on Windows without vendor dependencies, please follow the link below to access PDFs on how to set up cross-device OpenXR on Unity/Unreal/Godot for Windows PCVR:

Given that “OVRPlugin from Meta” was in the subject, I was a little surprised to see neither OVRPlugin nor Meta mentioned in the body, nor on the linked web page. Was this an oversight?

Pulling up the 3 PDFs linked to that web page though, I do find this “Meta” mention in 2 out of 3 of them (for Unity and Gadot):

Note: Make sure the “Meta Plugin Compatibility” is “Off” to prevent SteamVR from simulating
the behaviour of a Meta OpenXR runtime. You could switch it to “On” later if needed.

However, no such mention in the guide for Unreal. And no explicit mention of “OVRPlugin”.


And for completeness, a link to a recent related forum post: