12-31-2018 04:32 PM
Starting TestSubmitFramesWhenNotVisible
Waiting for the application to run for 5 seconds before testing begins...
Starting test...
Requesting the void...
Number of texture swap chains committed when visible 72
Number of texture swap chains committed when not visible 4
ERROR: Committed a texture swap chain (called ovr_CommitTextureSwapChain) when application not visible
Please refer to VRC Guidelines: https://developer.oculus.com/distribute/latest/concepts/vrc-pc-input-1/
Cleaning up...
Test FAILED
I believe that I have correctly addressed Input Focus using the following code (called every frame):void Update () {
OVRManager.InputFocusLost += GamePause;
OVRManager.InputFocusAcquired += GameResume;
OVRManager.VrFocusLost += VRFocusLost;
OVRManager.VrFocusAcquired += VRFocusFound;
.
.
.
}
void GamePause (){
contrL.SetActive(false);
contrR.SetActive(false);
musicBG.Pause();
warning.Pause();
Time.timeScale = 0.0f;
}
void GameResume (){
Time.timeScale = 1.0f;
musicBG.UnPause();
warning.UnPause ();
contrL.SetActive(true);
contrR.SetActive(true);
}
void VRFocusLost (){
renderCam.stereoTargetEye = StereoTargetEyeMask.None;
UnityEngine.XR.InputTracking.disablePositionalTracking = true;
contrL.SetActive(false);
contrR.SetActive(false);
musicBG.Pause();
warning.Pause();
Time.timeScale = 0.0f;
}
void VRFocusFound (){
renderCam.stereoTargetEye = StereoTargetEyeMask.Both;
UnityEngine.XR.InputTracking.disablePositionalTracking = false;
Time.timeScale = 1.0f;
musicBG.UnPause();
warning.UnPause ();
contrL.SetActive(true);
contrR.SetActive(true);
}
activeCam.SetActive(false);
) and setting the target frame rate to 0 (Application.targetFrameRate = 0;
), neither of which yielded better results.01-01-2019 01:39 AM
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03-29-2019 09:56 AM