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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 19, 2014
    Hope you had a nice holiday. :)

    Yes, user "Mattiwatti" uploaded that hsw.tga file so I know about it now. As you can guess I have really been too busy to start searching though image files in the SDK... couldn't find any text apart from by loading Ocean Rift (the only demo I found to work - the software provided in the SDK doesn't work on my computer, same as many other people) and didn't want to assume that was what was meant in the SDK document.

    Apart from the text, I'd just like to explain my further confusion (which I'm still not sure about) :

    The paragraph starting "The warning will be displayed automatically..." doesn't make it clear if those functions are intended for use in non-SDK rendered mode. The appear to be designed for use in SDK rendered mode, and the wording of their description seems to apply only to SDK rendered mode. So that leaves me wondering if my program is supposed to detect a new user and so on, so it knows whether to display a message for 15 seconds or 6 seconds.

    Also, does it vanish automatically after 6 seconds? Or does the user always have to press a key? Is it that it automatically vanishes after 6 seconds, but the user can remove it before that? Or is it that it must stay on for six seconds, then the user is free to dismiss it after that?

    I hope this helps to explain my confusion. I honestly still don't know what to do, to comply with the rules.
    Live for Speed - www.lfs.net
    Up and Coming
    August 19, 2014
    "riptwire" wrote:
    "n00854180t" wrote:
    "cybereality" wrote:
    If it wasn't clear before: yes, the health and safety warning is required. Right now it needs to be shown every time an app is launched, though we may want to investigate ways of reducing the frequency. If you attempt to disable or otherwise circumvent the warning, then your app will be rejected by Oculus. Hope that makes sense.


    This needs to be changed and fixed, immediately.

    If the developers here don't like it (and it's very clear the majority hate it), consumers will not put up with it.

    It should be shown ONCE at most.

    Are you expecting a debate on this? cyberreality is just the messenger here- he didn't write their legal policy. Maybe you should try to get this message further up the chain...


    Don't care. It needs to be said.
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    Participant
    August 19, 2014
    "n00854180t" wrote:

    Don't care. It needs to be said.

    +1
    Participant
    August 19, 2014
    "n00854180t" wrote:
    Don't care. It needs to be said.
    To be clear, I agree with you- the requirement seems excessive, especially if the SDK implementation is supposed to be canonical. But like jherico said, right now them's the breaks. You wanna play ball, you gotta obey their rules. Someone needs to bug the higher ups to have a discussion about it.
    Participant
    August 20, 2014
    "n00854180t" wrote:
    And regardless, there's no justification for Oculus to implement it that way (and no, "liability" isn't one - every other product in the world gets by with a notice IN THE BOX).

    i'd be really interested what's the reason behind this - why did oculus think it's not enough to display the warnign like all other products do? why did they think "hey, it'd be great if we use the actual display to display this warning everytime it's being used!"? can you try to get that information, cybereality?
    Up and Coming
    August 20, 2014
    Yes, that would be interesting. I give about 2% chance they will reply to that - it's too hard a question for Oculus people.

    Not only is it a waste of time coding for this, with the result being only to annoy customers (and be allowed on Oculus Share).

    Also it's tough that it's not explained in the Developer Guide, so the only way I'll be able to figure this out is by going in Ocean Rift and "reverse engineering" the functionality to copy. Needless to say again, I've asked exactly what it should be, several times, but that is apparently too difficult a question for Oculus people to reply to.
    Live for Speed - www.lfs.net
    Up and Coming
    August 20, 2014
    I'd show the warning once or give a configuration option to do that and move on. Unless you're tied to the Oculus store some how, I'd completely ignore the H&S display requirement and sell your software through a different venue.

    g.
    Up and Coming
    August 20, 2014
    @f15sim, yeah I'm debating whether Oculus Share is really worth presenting users with an annoying warning as the first thing they see - that's a sure way to get people to hate your game.

    And they won't know it's Oculus that requires it, either. So it will be the developer that gets the negative word of mouth and press for putting bad UI in their game, not Oculus.

    I might put up two versions - Oculus Share version has the warning and additional message, and the other releases have just one-time-view.

    The additional message would be to the effect of


    Tired of all these warning messages on Rift games, and wish they'd be shown only the first time you play, instead of *every time*?

    Oculus VR requires this message to be displayed every time the game is run, if you'd like this changed please email them at blahbalh@oculus.com
    Twitter IndieDB
    Inspiring
    August 20, 2014
    "f15sim" wrote:
    Unless you're tied to the Oculus store some how, I'd completely ignore the H&S display requirement and sell your software through a different venue.


    Failing to include the HSW display as a mistake might get you a polite email from Oculus suggesting that you might have missed the requirement. Posting on the forum that you're intentionally not going to use it is a good way to get your license to the SDK revoked. It's not just a matter of putting it on Oculus share. OVR can forbid you from distributing software that links against LibOVR if you don't follow the licensing requirements. Just a head's up.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
    Up and Coming
    August 20, 2014
    "jherico" wrote:
    "f15sim" wrote:
    Unless you're tied to the Oculus store some how, I'd completely ignore the H&S display requirement and sell your software through a different venue.


    Failing to include the HSW display as a mistake might get you a polite email from Oculus suggesting that you might have missed the requirement. Posting on the forum that you're intentionally not going to use it is a good way to get your license to the SDK revoked. It's not just a matter of putting it on Oculus share. OVR can forbid you from distributing software that links against LibOVR if you don't follow the licensing requirements. Just a head's up.


    Yes, because we all know that the SDK is impossible to get a hold of on Github and that OculusVR will be 100% successful, as are all other companies, at policing the entire internet for certain files.

    :lol: :lol: :lol: :roll: :roll: :roll:

    Not to mention that the binary could easily be patched and the bit flipped for disabling the warning in shipped games anyway - and I suspect there will be a "Oculus Rift Warning Remover" patch tool before long anyway.
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