Forum Discussion
RobAC94
8 years agoHonored Guest
Validation Questions
Hi everyone,
I've been using VRC Validator 1.20.0.0 to test the latest builds of my company's game before we submit it in a few weeks' time, but there are a few tests we're failing that we can't find solutions for. Specifically:
1. TestSDKVersion: We're using Unity 2017.2.0p2 with the 1.20.0 versions of Oculus Utilities and Platform SDK, but the validator does not recognise the Unity version (outputs "EngineVersion: 0.0.0"), so we fail the test. The plugin download page and Compatibility and Version Requirements page both state that 2017.2 is officially supported. Are apps built on this version being accepted for store submissions yet?
2. TestLaunchIntoVR: Our app is taking around 5.6 seconds to launch, so it fails to meet the 4-second threshold. We first load an empty scene (with the player object and a black background) to handle the entitlement check, and if that succeeds, we then load the main menu scene, which happens almost instantly. However, as we're using Unity Personal, the "Made with Unity" splash screen appears on the monitor (not in the HMD) before any of our scenes load. Our only other option is to replace it with our logo using the "VR splash screen" option, but the launch time remains at 5.6 seconds.
Does anyone know if it's possible to pass this test with Unity Personal's enforced splash screen?
3. TestAudioOutput: This fails with the following error message: "ERROR: Application should not have played sound thru Rift Audio Device". I tried looking for a solution, but found conflicting information. Some people said Unity is supposed to handle this automatically, while others said the user's audio preferences in the Oculus app should be referenced manually (but did not say how). We are not using any Oculus audio plugins or other third-party audio solutions, and sound successfully plays through the HMD when playing the game.
Does anyone have any advice for how to address this problem?
Any help would be greatly appreciated.
I've been using VRC Validator 1.20.0.0 to test the latest builds of my company's game before we submit it in a few weeks' time, but there are a few tests we're failing that we can't find solutions for. Specifically:
1. TestSDKVersion: We're using Unity 2017.2.0p2 with the 1.20.0 versions of Oculus Utilities and Platform SDK, but the validator does not recognise the Unity version (outputs "EngineVersion: 0.0.0"), so we fail the test. The plugin download page and Compatibility and Version Requirements page both state that 2017.2 is officially supported. Are apps built on this version being accepted for store submissions yet?
2. TestLaunchIntoVR: Our app is taking around 5.6 seconds to launch, so it fails to meet the 4-second threshold. We first load an empty scene (with the player object and a black background) to handle the entitlement check, and if that succeeds, we then load the main menu scene, which happens almost instantly. However, as we're using Unity Personal, the "Made with Unity" splash screen appears on the monitor (not in the HMD) before any of our scenes load. Our only other option is to replace it with our logo using the "VR splash screen" option, but the launch time remains at 5.6 seconds.
Does anyone know if it's possible to pass this test with Unity Personal's enforced splash screen?
3. TestAudioOutput: This fails with the following error message: "ERROR: Application should not have played sound thru Rift Audio Device". I tried looking for a solution, but found conflicting information. Some people said Unity is supposed to handle this automatically, while others said the user's audio preferences in the Oculus app should be referenced manually (but did not say how). We are not using any Oculus audio plugins or other third-party audio solutions, and sound successfully plays through the HMD when playing the game.
Does anyone have any advice for how to address this problem?
Any help would be greatly appreciated.
3 Replies
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- HejdenExplorerI'm having similar problems with Unreal engine and the VRC Validator 1.20.0.0. Although the engine version reads correctly (++UE4+Release-4.18-) The engine name is listed as Unity instead of UE4. And since ++UE4+Release-4.18- is an unknown version of Unity, it fails the test.
When it comes to TestAudioOutput, I noticed that (at least with Unreal engine) the application has to actually play sounds immediately in order for the test to pass. But you could try going into the Oculus App Settings/Devices/Rift and set the Audio Output in VR to Windows default instead of Rift headphones, and then run your VR app and see if you hear anything. If not, perhaps that's a clue towards what's wrong. - AnonymousI believe I'm running into some of the same problems @RobAC94 was having. Since 1.21 runtime hasn't been released yet, I'll assume that TestSDKVersion isn't going to be a problem. I'm using Unity 2017.2.0f3, and the test shows Engine Version at 0.0.0. TestLaunchIntoVR also fails, I'm thinking because of the Unity intro screen. Again, shouldn't be a problem.TestFrameRate is where I start having other issues that I'm unsure of. Using --print_fps shows me consecutive 90 fps until "ERROR: INTERNAL ERROR: Events Lost" and then test failure. I first load to a scene with nothing more than a cube and a single canvas, so I don't know what could be going wrong.TestSubmitFramesWhenVisible, TestResponseToRecenterRequest, TestAppShouldQuit, and TestAudioOutput all throw the same internal error message and failures. I see in the docs that I should be polling for "ovr_GetSessionStatus". I'm guessing some of the 'Events Lost' are in relation to this. But the code found here in the docs (p 42-44) references variable types that weren't imported with the Unity OVR or Platform packages. Is there something I'm missing?My app handles lost focus via Unity's XR.XRDevice.userPresence, and re-centering through XR.InputTracking.Recenter(), audio works fine, and the app can close gracefully.
- AnonymousI believe I'm running into some of the same problems @RobAC94 was having. Since 1.21 runtime hasn't been released yet, I'll assume that TestSDKVersion isn't going to be a problem. I'm using Unity 2017.2.0f3, and the test shows Engine Version at 0.0.0. TestLaunchIntoVR also fails, I'm thinking because of the Unity intro screen. Again, shouldn't be a problem.TestFrameRate is where I start having other issues that I'm unsure of. Using --print_fps shows me consecutive 90 fps until "ERROR: INTERNAL ERROR: Events Lost" and then test failure. I first load to a scene with nothing more than a cube and a single canvas, so I don't know what could be going wrong.TestSubmitFramesWhenVisible, TestResponseToRecenterRequest, TestAppShouldQuit, and TestAudioOutput all throw the same internal error message and failures. I see in the docs that I should be polling for "ovr_GetSessionStatus". I'm guessing some of the 'Events Lost' are in relation to this. But the code found here in the docs (p 42-44) references variable types that weren't imported with the Unity OVR or Platform packages. Is there something I'm missing?My app handles lost focus via Unity's XR.XRDevice.userPresence, and re-centering through XR.InputTracking.Recenter(), audio works fine, and the app can close gracefully.
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