Skip to main content
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
    July 30, 2014
    I don't know about anyone else (I'm using UE4) but if it's not supported to turn the dang thing off by default, I'm hacking it in (to the engine, assuming Epic doesn't expose it first).

    I can't stand frivolous and intrusive warnings like this, especially when they aren't even set up right according to best practices, and have annoying and obnoxious bugs like not dismissing until a certain elapsed time, or showing up multiple times in a single session.

    If I can barely stand even the thought of that, it would turn off potential customers for our games WAY MORE, which obviously is not something that is acceptable in the slightest. Intentionally pissing off your customers is a bad idea.

    Leaving this in your game would be a mistake... players aren't going to put up with being badgered by stupid warnings constantly. If it was actually set up reasonably, instead of the way it is, it might be different.

    Not saying I want to disable warnings completely for a final project, I just want it to be implemented to a quality standard, and currently the SDK's version is not even remotely close to being quality.
    Twitter IndieDB
    Participant
    July 30, 2014
    I doubt they intend to keep it as ganky as it is right now. Keep in mind this is a pretty early implementation and they were rushed to get the SDK out the door.
    Up and Coming
    July 30, 2014
    "PathogenDavid" wrote:
    I doubt they intend to keep it as ganky as it is right now. Keep in mind this is a pretty early implementation and they were rushed to get the SDK out the door.


    Sure, I realize that.

    It's just that that doesn't actually help us in the short term :P So another solution is needed. I'm not going to put up with a couple of months of having that thing spammed in my face until it's fixed.

    And honestly, I'd rather implement my own warning so I can personally ensure the quality bar I'd like to see is met, which means this one is simply in the way.
    Twitter IndieDB
    Participant
    July 30, 2014
    Oh yeah, it definitely should've been disabled in the short term. Sorry, I took your comment as "This sucks and it will always suck!" ;)
    Up and Coming
    July 30, 2014
    I got rid of the health and safety warning. It was causing all manner of bugs and crashes, and covering up the health and safety warnings that were already there. :shock: Also the health and safety warning was affecting my health by making me motion sick.

    And I replaced it with exactly the same health and safety warning, but in a dialog box instead, that you have to agree to before it activates the Rift. Which makes sense for my program, which has a regular windows launcher for choosing options before entering VR.
    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 30, 2014
    "2EyeGuy" wrote:
    :shock: Also the health and safety warning was affecting my health by making me motion sick.


    Besides the bugs, I think this is one of the biggest reasons I want to get rid of it in favor of my own warning. It would be a damn shame to have people get sick from the warning before they even enter the game at all.

    "PathogenDavid" wrote:
    Oh yeah, it definitely should've been disabled in the short term. Sorry, I took your comment as "This sucks and it will always suck!" ;)


    No problem. I think though that even if whatever they end up with doesn't suck, it still won't be as good as something the developer would implement specifically for their own game - so I'd prefer that to be an option out of the box, rather than something we need to hack in.

    I'm 100% fine with displaying a warning, but it needs to be smooth and unobtrusive, and the best way for that to happen is to let developers control how it works.

    Besides, trying to limit devs on how it displays is a losing proposition. If someone cares enough, they'll disable it regardless of whether or not it's easy to do.
    Twitter IndieDB
    Up and Coming
    July 30, 2014
    yes really. nobody needs this.
    My first unity steps: In A Distance | download/post: http://goo.gl/N90bUU A video collection of oculus rift related stuff: http://oculus.quitebeyond.de
    New Participant
    July 30, 2014
    For the love of god, get rid of the damn warning!
    There should be a check box in the Config utility that turns it off forever. Then you can claim that the user has made his own decision and you cant be held responsible for them puking all over the desk.

    I've had the dk2 for one day and already started to passionately hate that warning message.
    Up and Coming
    July 31, 2014
    This thread has been a good read. I haven't received my DK2 yet, but I'm making a note to check the warning stuff before it becomes maddening :P
    Up and Coming
    July 31, 2014
    "cybereality" wrote:
    Please don't attempt to disable the warning. It's there for a reason.


    It would be extremely helpful for development iteration to be able to disable this in some way. I fire up my project quite frequently to make sure it works well in VR. Having to wait for this warning every time is both a practical and psychological hindrance. After all, this is a dev kit, not CV1.