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Programatically switching supported VR SDKs

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I'm working on a VR app that supports Vive and Oculus. With Unity 5.3 we could use the native VR support for Oculus and the OpenVR plugin for Vive and our build scripts turn things on and off as appropriate.

Unity 5.4 added a list of "Virtual Reality SDKs" to the Player Settings. These are serialized in `ProjectSettings.asset` in a section that looks like this:
Code (asset):
  1.   vectorPropertyNames:
  2.  
  3.   ...
  4.  
  5.   - Standalone::VR::enabledDevices
  6.  
  7.   ...
  8.  
  9.   Standalone::VR::enabledDevices:
  10.   - Oculus...
Programatically switching supported VR SDKs

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