Parts of our game require using the touch controllers to interact with objects that are close to the floor.
Quoted from Oculus' test results for our buiild: "For ‘Standing’ and ‘Sitting’ If items can be dropped on the floor, distance grabbing is required. **Oculus sensors are placed on the desk of the user, and often loses tracking when the user reaches down to interact with objects on the floor."
It was our understanding that Rift titles officially supported 360 degree room scale. In the build settings we checked "360 degrees" for tracking mode, and "room scale" for player mode.
Is it possible to pass the build review if the game requires interactions on the floor?
Hi, We have the same on our game. Our game was built for oculus touch, and if the player drops an object, real physics sends it to the floor. We have made it possible to pick up items from the floor. but we still keep getting :
"Your app's metadata claims support for Oculus Touch, but we were not able to complete testing with this input device. For ‘Standing’ and ‘Sitting’ If items can be dropped on the floor, distance grabbing is required. Oculus sensors are placed on the desk of the user, and often loses tracking when the user reaches down to interact with objects on the floor."
@Ghostship I'm not an oculus employee, so don't take this as anything other than a suggestion/interpretation.
This seems pretty straight forward. Sit in your chair at your desk with sensors on the desk. Drop an object on the floor. Touch can't see through the desk to track your controller so that you can pick up the object (you'll lose tracking). Therefore, you might need to change the meta data of your project to specify 360 roomscale only, and make sure that sitting/standing are not viable play options.
Alternatively, if you DO want to support sitting/standing, you need to provide a way for people to pick up objects WITHOUT losing tracking. That's what "distance grabbing" in the comment is referring to.