Forum Discussion
SplicedDNA
7 years agoProtege
VRC TestAppShouldQuit fails erroneously
The VRC check fails with this log:
'''
I am 100% positive that my game is quiting gracefully. When manually testing the quit behavior from both the Oculus Home "return to menu" and Rift Core 2 Oculus Dash quit, my game promptly quits. I can confirm that Application.Quit() is being called in OVRManager.
I'm uncertain about ovr_Destroy because I am using Unity and assuming that it is being called under the hood.
How serious of a failure is this and would it prevent a successful submission to the Oculus Store?
'''
Starting TestAppShouldQuit
Waiting for the application to run for 5 seconds before testing begins...
Starting test...
Sending a request to quit...
Failed to receive a call for ovr_Destroy on attempt to quit in 30 seconds
'''
'''
I am 100% positive that my game is quiting gracefully. When manually testing the quit behavior from both the Oculus Home "return to menu" and Rift Core 2 Oculus Dash quit, my game promptly quits. I can confirm that Application.Quit() is being called in OVRManager.
I'm uncertain about ovr_Destroy because I am using Unity and assuming that it is being called under the hood.
How serious of a failure is this and would it prevent a successful submission to the Oculus Store?
9 Replies
Replies have been turned off for this discussion
- LucasRizzottoExplorerFacing this exact issue. Don't know if it's something I should worry about. Failing on the 1.26 version too.
- juanoldinhoHeroic Explorer@SplicedDNA
We are looking into this on our end.
Can you provide the Unity version, Oculus Utilities version you are using? - SplicedDNAProtegeHi @juanoldinho
I am using Unity 2018.1 and OVRPlugin 1.25 . It should just work as long as Application.Quit is called in response to the events which is happening in OVRManager which I haven't changed. - SplicedDNAProtegeHi @juanoldinho
I am using Unity 2018.1 and OVRPlugin 1.25 . It should just work as long as Application.Quit is called in response to the proper events, right? That is what is happening in OVRManager which I haven't changed. - mekiwiHonored GuestHi,
we're facing the same issue. The use case works manually but the test fails. Using Unity 2018.1, VRTK 2.2.1 and OVRPlugin 1.26.
Any findings on this issue from Oculus? - DudevidHonored GuestHi @juanoldinho. It's late August now and we're having this issue, too. Has there been any resolution? We are certain our application is exiting gracefully to Oculus Home. All of our exits happen via Application.Quit() in Unity.
- vilyaHonored GuestI'm using the C++ SDK and having the same problem. This is the output I get from the VRC Validator:
Starting TestAppShouldQuit
Waiting for the application to run for 5 seconds before testing begins...
Starting test...
Sending a request to quit...
Failed to receive a call for ovr_Destroy on attempt to quit in 30 seconds
Please refer to VRC Guidelines: https://developer.oculus.com/distribute/latest/concepts/vrc-pc-input-4/
Cleaning up...
Test FAILEDMy program exits instantly once "Sending a request to quit" is printed. appears The total wall clock time from that point to "Test FAILED" being printed is well under 1 second and I can confirm, thanks to logging in my own code, that ovr_Destroy is definitely being called in that time.
I've tried running the VRC Validator as Administrator; this didn't make any difference.
The program exits cleanly if I follow the manual steps described for VRC.PC.Input.4
Any suggestions? - vilyaHonored GuestHi, sorry for the slow reply. I haven't uploaded my program to the store or created an appid for it yet, I've just been running the VRC Validator locally (using an appid borrowed from the Avatar SDK's Mirror sample for testing purposes).
- guillermo.quesadaHonored Guest
Was this ever fixed? Getting the same issue using UE4
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