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)

Most upvoted comments

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:

I found a solution that worked for me. SInce I had the oculus loader selected in both the Windows and the Android platform (under XR Management in the project settings) it must only allow one to be selected at a time.

https://stackoverflow.com/questions...s-xr-plugin-error-when-starting-game-in-unity

“In XR plugin Management (Edit > Project Settings > XR Plugin Management) remove the Oculus Loader from the Plugin Providers in the Windows (PC, Mac & Linux Standalone settings) Tab. List should be empty. That fixed it for me.”

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 image