unity-webxr-export: "No active WebXR.WebXRSubsystem is available" Error - Can't See Anything in Oculus Quest via Link (Running in Editor)
I recently followed your Getting Started guide. I’ve set up my project in Unity 2019.4.18f1 under the WebGL platform; but I can’t see anything in the HMD.
I also get the following error:
No active WebXR.WebXRSubsystem is available. Please ensure that a valid loader configuration exists in the XR project settings.
UnityEngine.Debug:LogWarningFormat(String, Object[])
WebXR.SubsystemLifecycleManager`2:GetActiveSubsystemInstance() (at Library/PackageCache/com.de-panther.webxr@803e390e10/Runtime/XRPlugin/XRSystemLifecycleManager.cs:57)
WebXR.SubsystemLifecycleManager`2:EnsureSubsystem() (at Library/PackageCache/com.de-panther.webxr@803e390e10/Runtime/XRPlugin/XRSystemLifecycleManager.cs:37)
WebXR.SubsystemLifecycleManager`2:Awake() (at Library/PackageCache/com.de-panther.webxr@803e390e10/Runtime/XRPlugin/XRSystemLifecycleManager.cs:26)
WebXR.WebXRManager:Awake() (at Library/PackageCache/com.de-panther.webxr@803e390e10/Runtime/Scripts/WebXRManager.cs:64)
I am not sure what that’s all about or how to fix it.
About this issue
- Original URL
- State: closed
- Created 3 years ago
- Comments: 19 (10 by maintainers)
I suggest to first test it on a local server, uploading to itch might have other issues
Thanks! So next time someone ask, should tell them to uncheck
Initialize XR on Startup
for Android?@De-Panther I just found this a moment ago: https://forum.unity.com/threads/unable-to-start-oculus-xr-plugin.913883/
If you scroll down to Ayday96’s response he states:
So I unchecked Initialize XR on Startup for both PC and Android then checked it again for PC and now it works!!
Looking at the screenshots you captured from the Sample Project, it seems that it tried to run the Oculus XR Plugin. Was the headset connected to your computer at the time? If it was connected you shouldn’t get those errors