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Up and Coming
July 26, 2014

Getting rid of health and safety warning

What is the proper way to get rid of the health and safety warning in Unity?
In OVRDevice.cs, I tired commenting out this:

if (HMD != null && Input.anyKeyDown && HMD.GetHSWDisplayState().Displayed)
HMD.DismissHSWDisplay();

and adding this to the end of Awake():

HMD.DismissHSWDisplay();


But that only works in the Editor but in the standalone version the head tracking stops working and the warning is not removed.

    261 replies

    Up and Coming
    August 16, 2014
    "jherico" wrote:

    The software doesn't know who has the headset on. So I'm over at a friend's house


    Your friend is the licensee for the Rift, not you. He saw the message and agreed to it. If he wants he can reset it. Plus, you could easily make it so that the game detects a profile change and forces it to be seen *once*, again.

    Regardless, nothing in their reqs say you can't do it that way, and the scenario you describe does not present liability to Oculus (because they are covered because the licensee already agreed to the HS warning).
    Twitter IndieDB
    Up and Coming
    August 16, 2014
    "n00854180t" wrote:
    So all that said, until there are specific requirements for how it's displayed, implementing your own warning (with their text) would seem to satisfy that portion of the license agreement.

    What is "their text" and where can I find it?

    I've asked this question three days ago, relating to submitting LFS to Oculus Share. I want to comply with their requirements before submitting Live for Speed but the Oculus people, as usual, don't find themselves able to respond to this simple request for information.
    viewtopic.php?f=53&t=12439

    Trying to find out how to do the right thing but they don't respond... makes me quite annoyed actually.
    Live for Speed - www.lfs.net
    Participant
    August 16, 2014
    "kaetemi" wrote:
    By the way, the Oculus license agreement requires you to display the warning in your project.

    A decision by Oculus to remove the warning or change it to only be displayed once per [user/game] would presumably be accompanied by a change in the licence agreement. Besides, EULAs carry about as much legal weight as toilet paper in most countries. They are legalese designed to scare people off suing - rather like the warning screen actually.

    nuB is right that this screen could set a very bad precedent for the VR industry. Will we have a vrfixer.com in a few years where people can download warning screen removers for VR games and devices? I hope everyone's time can be better spent.
    Up and Coming
    August 16, 2014
    Oculus are just getting their knickers in a twist about nothing.

    As I said in my original post...
    "scawen" wrote:
    For example, I have a real car and it's far more dangerous than a DK2, but doesn't make me wait 15 seconds or whatever while I read a safety warning.

    If they really think the long term future of virtual reality is a stupid message that nobody reads, then they are losing sight of reality. ;)

    The warning should come, as it does with every single other product on this planet that you can buy, on a piece of paper in the box. Job done, end of story.
    Live for Speed - www.lfs.net
    Up and Coming
    August 16, 2014
    "scawen" wrote:
    Oculus are just getting their knickers in a twist about nothing.

    As I said in my original post...
    "scawen" wrote:
    For example, I have a real car and it's far more dangerous than a DK2, but doesn't make me wait 15 seconds or whatever while I read a safety warning.

    If they really think the long term future of virtual reality is a stupid message that nobody reads, then they are losing sight of reality. ;)

    The warning should come, as it does with every single other product on this planet that you can buy, on a piece of paper in the box. Job done, end of story.



    How the hell did they used to sell things without a screen to display a safety warning? Is that even possible? :roll:
    But I know: In Absurdistan there will be a law which demands a warning at the centre of ones vision, and AR glasses of the future will show shock pictures of obese people when you purchase a candy bar.
    Participant
    August 18, 2014
    1.) it's VERY annoying. i'm an adult.
    2.) it won't disappear in some demos, making it impossible to play these demos. is there a trick how i can make it disappear? i tried ALL keys on my keyboard and buttons on my mouse.

    edit:
    "jherico" wrote:
    The software doesn't know who has the headset on. So I'm over at a friend's house and he invites me to try out some Rift demo. I trip and break my nose. I decide to sue Oculus for failing to provide a warning. [...]

    is that some kind of joke? do you have these warning for "sleep easy masks" and similar stuff, too? and what about _really_ dangerous stuff like a skateboard? or a car? or a gun?
    Up and Coming
    August 18, 2014
    "jherico" wrote:

    The software doesn't know who has the headset on. So I'm over at a friend's house and he invites me to try out some Rift demo. I trip and break my nose. I decide to sue Oculus for failing to provide a warning.


    In the US perhaps, not in Europe :) Perhaps they could make the warning regional (kind of reminds me of "Objects in mirror are closer than they appear" warning which is not used in Europe either) ? All other electronic devices I have seen have their warnings either on a piece of paper or as a sticker somewhere. I don't see why the Rift should be any different.
    Windows 8.1 | i7 5820k@4.3Ghz | Asus Strix 980 GTX | Asus X99-A motherboard | 32GB DDR4 2133Mhz | 1TB Samsung 840 EV0 SSD | Corsair HX750i PSU
    Up and Coming
    August 18, 2014
    "ziphnor" wrote:
    kind of reminds me of "Objects in mirror are closer than they appear" warning which is not used in Europe either

    That sounds like a really strange mirror.
    Kaetemi | Ryzom Core MMORPG Engine
    Participant
    August 18, 2014
    "kaetemi" wrote:
    "ziphnor" wrote:
    kind of reminds me of "Objects in mirror are closer than they appear" warning which is not used in Europe either

    That sounds like a really strange mirror.

    you'll know when you're allowed to drive.

    ps:
    convex mirrors: http://en.wikipedia.org/wiki/Objects_in_mirror_are_closer_than_they_appear
    Participant
    August 19, 2014
    "jherico" wrote:
    "n00854180t" wrote:
    Regardless what the lawyers think, there's no good reason to force the user to see that message every time they play the game.

    Once, fine (then never again unless they reinstall/delete the setting).


    The software doesn't know who has the headset on. So I'm over at a friend's house and he invites me to try out some Rift demo. I trip and break my nose. I decide to sue Oculus for failing to provide a warning. They point to the license requirement and put liability onto the software maker and or my friend.

    In fact, if Oculus ever implements on-head-detection in hardware for the Rift, the warning will probably automatically pop up whenever the headset goes from the off-head to the on-head state.

    The solution for developers is pretty easy. Modify the SDK to disable the warning completely in only in debug builds. For other platforms like Unity and Unreal, I don't know how they distinguish debug from release builds, but hopefully some similar solution will be available.


    Holy crap I'm happy I don't live in the US. Try this in any European country and the judge(and/or jury) would laugh their socks off and charge you with contempt of court or some other "Too stupid for your own good" sentence. I agree with another post here, if this is required in the US, please make it regional, so that the civilized world doesn't have to care...