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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

    Inspiring
    July 27, 2014
    If I was to create a professional VR experience I'd want to use my own warning screen both in the launcher before launching the experience and inside the experience rather than rely on the one Oculus provides
    "In the future we will be designing dreams, worlds & experiences rather than games."
    Up and Coming
    July 27, 2014
    "PathogenDavid" wrote:
    Yup, it is definitely pretty rough around the edges, but I'm sure they plan to polish it more. For instance, I'd like to see the "Press any key to acknowledge" part only appear after the required time has passed. (Like the Wii's safety warning.)

    Speaking of which, my application already has a safety warning that is probably going to be covered up by the Rift's safety warning. :)
    But I can't test it of course, because the runtime crashes whenever I plug in the HDMI cable.
    Currently working on Dolphin VR Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
    Up and Coming
    July 27, 2014
    I found out that the warning will re-appear if you simply switch from "Game Distortion Rendering" to "SDK rendering" without having to tear down the HMD. In my case that means the warning will appear every time someone switches from curved screen back to flat screen.. Ugh!
    Virtual Desktop Developer
    Participant
    July 27, 2014
    Man, Guy, you're really getting screwed by this thing.

    Are you calling ovrHmd_ConfigureRendering to switch rendering modes? Such as once with ovrRenderAPI_None and again with ovrRenderAPI_D3D11? It looks like doing so would cause the warning to get reset in that situation.
    Up and Coming
    July 27, 2014
    Yep exactly, calling ovrHmd_ConfigureRendering(hmd, null, 0, null, null); to disable SDK rendering then calling it with the proper D3D11ConfigData struct to enable it as they suggest in their documentation. I know my app isn't the typical game/demo but I hope they add a little bit of flexibility with this :?
    Virtual Desktop Developer
    Up and Coming
    July 27, 2014
    Can they at least have it not stuck to the face? I find it odd that this warning message does not follow the best practices guide of "stuck in space, not on your face".

    They should also include a way to disable it in the configuration settings (up to the end user and not the developer). I have no problem clicking the "I understand the health and safety concerns with this unit". Having it appear all the time is as useless as not showing it at all. Plus, it's more aggravating.
    Up and Coming
    July 27, 2014
    "nukemarine" wrote:
    I find it odd that this warning message does not follow the best practices guide of "stuck in space, not on your face".


    Haha this!

    I laughed out loud when i first saw the health and safety stuck on your face :)
    Wifey looked at me strange,i tried to explain it, but she didnt get it :?

    I guess 0.4 went out the door rushed
    Ambient Flight Eagle Flight Experience Dinosaur Voyage Running from Dinosaurs
    Participant
    July 27, 2014
    Guy:

    Ah yes, I suppose that is implied by this:

    Oculus Developer Guide wrote:
    You can use ovrHmd_ConfigureRendering with a null value for the apiConfig parameter
    to shut down SDK rendering or change its rendering parameters.


    Looking around in the SDK. It looks like the only thing you're really accomplishing by doing that is releasing the resources for the distortion meshes, shaders, etc. Have you tried just leaving it out? You shouldn't even have issues with jumps in frame timing since ovrHmd_BeginFrame/EndFrame uses ovrHmd_BeginFrameTiming/EndFrameTiming internally.
    Up and Coming
    July 27, 2014
    "cybereality" wrote:
    Please don't attempt to disable the warning. It's there for a reason.


    I think Elecman has a valid point here.

    Outside of the US it's just unnecessary and annoying like the epilepsy warnings in the 90ties before every game. It should be possible to opt-out from it on the developers own response.

    Please focus on the technology and keep at least us developers away from all that US legal stuff as long as possible. Please don't force us to watch a pointless screen many thousands of times for absolutely no reason. No offense.

    Please.

    spyro
    Up and Coming
    July 27, 2014
    "cybereality" wrote:
    Please don't attempt to disable the warning. It's there for a reason.

    Are we legally obligated in any way to display it? Are you legally obligated to require it?

    Oh and no "please" won't cut it.