Integrated OVR mode into single build, toggleable.

Ran into weird bug with variable holding an gameobject which gets
Destroy() called on it  then immediately after gets repalced a few lines
later:  code that runs in other functions later thinks it's still
deleted.
Weird C# GC colection timing bug or unity script splicing thing or me
just trippin balls?
Hack fix is to get the object everytime in other functions right before
use (instead of using the stored varaible/reference)