# isDeviceActive

> Read-only value that can be used to determine if the XR device is active.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine.XR](/engine/6000.5/script-reference/unityengine/xr.md)
* **Assembly:** UnityEngine.XRModule

```csharp
public static bool isDeviceActive { get; }
```

### Remarks

When true, Unity accepts input from the device and attempts to render to the device's display(s). Note that this returns true even if the device is not currently rendering due to lack of user presence (see userPresence). This can become false if a device is disconnected, could not be initialized (see [XRSettings.LoadDeviceByName](/engine/6000.5/script-reference/unityengine/xr/xrsettings/loaddevicebyname.md)), or [XRSettings.enabled](/engine/6000.5/script-reference/unityengine/xr/xrsettings/enabled.md) is set to false.

XR output is automatically mirrored to the main display (if applicable).  This can be controlled with [XRSettings.showDeviceView](/engine/6000.5/script-reference/unityengine/xr/xrsettings/showdeviceview.md).

The main window is still controlled by [Screen](/engine/6000.5/script-reference/unityengine/screen.md) and related APIs.
