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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 13, 2014
    "cybereality" wrote:
    Please don't attempt to disable the warning. It's there for a reason.


    The warning is completely unnecessary and very bothersome. Developers and audiences don't need to see this legal shit more than once. Even once is one time too many.
    August 15, 2014
    It will never go away. Think about the wii. Every time you load a game it displays the warning.
    Oculus has to cover their asses. Sorry boys I think we're out of luck with this one.
    Participant
    August 15, 2014
    "Agua" wrote:
    "cybereality" wrote:
    Please don't attempt to disable the warning. It's there for a reason.


    The warning is completely unnecessary and very bothersome. Developers and audiences don't need to see this legal shit more than once. Even once is one time too many.



    Cyber is not the one who arbitrarily decided that this warning should exist, and in this fashion.

    I also would like it gone, as it serves no real purpose. Is someone emulating some imagined approach to how VR should be handled? All we need now is some non-tech government official to come across this and take it for granted as a standard, and make it law, forcing it upon the market.

    There are just a lot of ways this can go bad, simply by existing. This warning propagates itself as a valid 'thing' for VR, when it is not, and simply detracts from developer time, and needlessly annoys/wastes consumer time as well.

    Toss it out, focus on what matters.
    Up and Coming
    August 15, 2014
    I successfully compiled it out using the method Mattiwatti figured out, though I haven't tested it (no DK2). There's a link to the build I made below (Storyteller).
    Twitter IndieDB
    Participant
    August 15, 2014
    Errrmmm...
    It seems this discussion is focusing only on how to disable that warning by removing it from your projects.
    I want to be able to read it once and then mark some checkbox and get rid of it for good, no matter what demo / program i start afterwards.
    As an adult i should be able to make a decision to accept (or ignore) any health risc.
    If there might be some legal issue that urges developers or hardware producers to pop up such warnings,
    ok, add some "i have read and understood your warning" check box, but after that please stopp nagging me!
    best regards,
    Neo
    Up and Coming
    August 15, 2014
    "NeoCortex" wrote:
    Errrmmm...
    It seems this discussion is focusing only on how to disable that warning by removing it from your projects.
    I want to be able to read it once and then mark some checkbox and get rid of it for good, no matter what demo / program i start afterwards.


    Well, you can always just disable it and implement your own warning that saves out a setting for whether it's been viewed or not.

    That's what I plan on doing and why I disabled it completely.
    Twitter IndieDB
    Up and Coming
    August 15, 2014
    By the way, the Oculus license agreement requires you to display the warning in your project.

    1.4 You agree to and you will use the Flash Screen Warning and the Health and Safety Warnings (collectively the “Oculus Warnings”) and the Oculus VR health and safety protocols found in the Oculus Best Practices Guide (“Oculus H&S Protocols”), and your use of the Oculus Warnings and the Oculus end user license agreement (“Oculus EULA”) with your Developer Content as provided for in the Oculus Developer Center, all of which can be found at the following link: https://developer.oculus.com/?action=doc.
    Kaetemi | Ryzom Core MMORPG Engine
    Up and Coming
    August 15, 2014
    "kaetemi" wrote:
    By the way, the Oculus license agreement requires you to display the warning in your project.

    1.4 You agree to and you will use the Flash Screen Warning and the Health and Safety Warnings (collectively the “Oculus Warnings”) and the Oculus VR health and safety protocols found in the Oculus Best Practices Guide (“Oculus H&S Protocols”), and your use of the Oculus Warnings and the Oculus end user license agreement (“Oculus EULA”) with your Developer Content as provided for in the Oculus Developer Center, all of which can be found at the following link: https://developer.oculus.com/?action=doc.


    While that may be true, I just looked through the Best Practices Guide and see zero requirements that it

    * Always show when the program starts
    * Not go away, even with user input, for some amount of seconds (which is totally bad design anyway, for any UI, not just VR)
    * Be plastered at zero depth/infinity such that it causes a fair amount of people to become sick (maybe this has been changed since the 0.3.x SDKs, dunno)

    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.

    Finally I would point out what Palmer Luckey said before


    Palmer Luckey: "Really bad VR is the only thing that can kill off VR"


    Intentionally angering and annoying users by way of a poorly implemented warning is absolutely "really bad VR". 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).
    Twitter IndieDB
    Up and Coming
    August 15, 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.

    Yes, I hope so.
    Kaetemi | Ryzom Core MMORPG Engine
    Inspiring
    August 16, 2014
    "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.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action