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Returns where automatic VR is in its life cycle. Compare it with these built-in constants: VR_STATE_OFF (0) - no VR prepared VR_STATE_PREPARED (1) - InitVR succeeded VR_STATE_WAITING (2) - EnableVR succeeded; waiting for the headset VR_STATE_RUNNING (3) - the headset session has begun VR_STATE_STOPPING (4) - DisableVR is waiting for the headset VR_STATE_FAILED (5) - VR failed; VRLastError says why Show it on a status line while you set VR up, or fall back to the desktop view when it becomes VR_STATE_FAILED. Running means the session has begun, not that the player can see your game: check VRVisible and VRTrackingFlags for that. Like the other VR queries, it never waits for the headset and never changes VRLastError. Automatic VR is experimental, and works in 64-bit Windows programs through an OpenXR runtime and Direct3D 12. In 32-bit programs the commands are there, so the same source compiles, but InitVR returns False and VRLastError says why. For the full story - setup, frame rules and limitations - see the Automatic PC VR guide and its complete AutomaticVR.bb sample. See also: VREnabled, VRVisible, VRLastError, InitVR, EnableVR. |