The AppGameKit VR Plug-In has both Windows 32bit and 64bit Libraries., and it will compile in both (I use AppGameKit Studio in 64bit by Default)
Now when I first started using the Plug-In, I do remember having some issues with getting the Demos to work properly...
Just as an important clarification:
You do have the Oculus Runtime installed and running?
You do have Steam VR installed and running? (Some older/third party VR HMD will NOT automatically start Steam VR)
Download a (Free) Steam VR title just to test that the HMD is working correctly (The Lab for example)
If you verify this... then Start Steam VR > Steam VR Home
Then try Build / Run (F5) your AppGameKit VR Demo Application
You shouldn't need to "Copy" any files for the Demos as long as they're run from the Demo Folder., but keep in mind that
ANY Projects you create, you will have to copy the corresponding plug-in from the OpenVR Folder into your main project folder.
Note: If you're using Windows 64bit., rename OpenVR_api.dll to OpenVR_api_x64.dll and also copy the 32bit one.
I don't know why it isn't named that by default.
This said I am curious about this line:
Quote: "Using the OpenGL renderer"
AppGameKit Classic only has an OpenGL Renderer and there is no way to change it.
Running the AGKVR DLC on AppGameKit Studio requires a little bit of a different setup, but it will run on Vulkan and OpenGL.