So after a few days of "Evaluating" AppGameKit (Version 2) and AGKVR... specifically I acquired the Steam Version because I had assumed it would just "Work" without any needless setup, this has frustratingly not been my experience.
Now bare in mind that I'm not trying to support any "Special" Platforms., such-as Mobile / Linux / etc.
I'm purely focused on Windows 10 / PC and Xbox (One) Development and Support.
Honestly, I'm fine with AppGameKit not supporting Xbox (One), although strictly speaking I've had no (major) issues getting the Tier 2 (C++ Middleware) running on Xbox Dev Mode... but it does require a little setup to wrap it into a Universal Application Package.
Still, that this isn't a Default option within Tier 1 (BASIC Development Environment) … well it's strange, as I'd have thought supporting UWP would've made sense.
In any case... that's not strictly the current frustration I'm dealing with.
No, what I'm having an issue with is that the Demonstration (Pre-Built) Runtimes for AGKVR don't Dispatch to the Windows Mixed Reality HMD (Dell VR118) … they do Render to Screen, and I can see that it has zero issues with Tracking the HMD Movement but yeah the HMD itself entered "Standby" (so not a Black Screen, but the Screens shutdown with the AppGameKit Demos Runtimes running).
I'm also not sure, but while it supports all of the Input Controls from the WMR Motion Controllers … it doesn't track their movement.
Note, this isn't because it doesn't work in Steam VR., as it does "Fine" … I mean the Image is a bit Blurry and the Control Update Frequency is disgustingly (like 45-60Hz Vs. 90Hz of the Display) but otherwise it's "Okay", certainly works well enough for Testing / Prototype Purposes; at least from Unity 4/5.
So I'm left a little baffled as to why AppGameKit is simply not dispatching to the HMD.
I figured that maybe the Pre-Build was with an older version of the AGKVR, that maybe was entirely focused on VIVE / Oculus Support; that's not uncommon.
But when I went to build the Project, so I had a baseline to then tinker with; I noticed NONE of the AGKVR Commands are Highlighted … I tried to Run/Compile and it says "AGKVR is either not Installed or Unavailable on this Platform" … so I then checked the "Installed Plug-Ins" and noticed it's simply not present there., not Unchecked but just doesn't exist as far as AGK2 is concerned; although under DLC it is present.
The Help was... well not Helpful as it just says "If you have the Steam Version, then you Automatically have it setup ready to Go... just remember to copy across the OpenVR.dll to any New Projects that use VR"
And as a note, the VR Sample from the Main Help supports Oculus Go or something; it's Mobile Only., which you'd think would have an Emulation Mode for Development but whatever.
Still, it's weird how the Commands aren't available as part of the Browser-Based Help... instead they're only available via the PDF.
I'm sure I can just use the WMR Toolkit with Tier 2 … not yet really looked to see how difficult it would be to integrate, but it somewhat defeats the point in a Middleware and of course also means the purchase of the AGKVR becomes basically useless; as well at that point it's not that much more work to make a Plug-In but sorta purchased the AGKVR (or had hoped) to avoid the need to do such.