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07/06/2021 at 16:46 #20489
Grant [Tobii]
Keymaster
Hi @jeroen, sorry to hear about your issues however you will be pleased to hear that we have now fixed this issue for the next SDK release in response to you raising the problem, so thanks for the feedback!
In the meantime, what you can do is to update the line
#if OPENVR_ENABLED
to
#if OPENVR_ENABLED && !UNITY_ANDROID
in the scripts ControllerManager.cs and OpenVRControllerAdapter.cs
Furthermore, we do recommend using OpenXR when developing for Vive Pro Eye and newer Unity versions.
Do let us know if you have any trouble implementing the proposed workaround unit we roll out the next release. Best Wishes.