Why map the back button to trigger quiting functionality?
One of the requirements for the Oculus Go store is to map the back button to either go up a level in your Ui (makes sense) or prompt the user to be able to leave the application. The quitting functionality seems redundant seeing as you have the ability to quit the currently running app by pressing the Oculus buttoning and quitting from there. Any ideas as to why this seems to be a design requirement required by the store?563Views0likes1CommentGearVR Back Button not being detected by OVRInput / Oculus Utilities 1.21
Hi, I have been running some tests and came to the following findings: - Unity 2017.1.2p1 & Oculus Utilities 1.21: The back button of the Gear VR does not get registered unless the user first uses the touchpad. After that, the back button is detected. - Unity 2017.1.2p1 & Oculus Utilities 1.21 but changing line 310 in OVRInput.cs from RawButton rawButtonMask = RawButton.Any & ~RawButton.Back; to RawButton rawButtonMask = RawButton.Any; The back button of the Gear VR is detected just fine and everything works well. - Unity 2017.2.1f1 & Oculus Utilities 1.21 (with or without the change in OVRInput.cs): The back button of the Gear VR is not detected at all. - Unity 2017.3.0f3 & Oculus Utilities 1.21: same situation as with 2017.1.2p1, with the change in OVRInput.cs it also works fine again. Can someone from Oculus help me out by answering the following two questions: 1) Will the next version of the Utilities package solve this issue, irrespective of the Unity version? 2) Am I breaking something else I am not aware of by commenting out / deleting the bitwise removal RawButton.Back in OVRInput? Thank you very much!1.8KViews2likes6Comments[GearVR] Back Button handler no longer working in Unreal Integration version 1.24.0
Trying both 4.18 & 4.19 versions of 1.24.0 the Back button override no longer works. Usually calling the console command: gearvr.HandleBackButton 1 You are able to use the "Android Back" button event in UE4 to display for example a menu however it is no longer working in these builds :( Epic's binary 4.18 using the older Oculus SDK it is working as expected. Example project on the 4.19 branch attached. Back button and console command called in the Pawn_Blueprint1.3KViews2likes6CommentsVRC.Mobile.Input.3
Hey there, I submitted my build to the store and was denied because of VRC.Mobile.Input.3. When a user presses the back button on Gear, it brings them back to our main menu, and then when they press it again, it sends them to Oculus Home. We were denied because this last back button click should take the user to the "Exit to Oculus Home" screen. Where can we access the assets for this screen? Is this "Exit to Oculus Home" screen included in the platform SDK download or something? Or are supposed to create a custom UI that says, "Exit to Oculus Home" or "Cancel" for when a user presses the back button after they've been returned to the main menu of the app. Please let me know, thanks!960Views0likes3CommentsDisable GearVR Headset Buttons for Custom Install
So the company I work for is designing a VR game designed to be deployed in an amusement park setting. The app will not be deployed on the Oculus store, we will custom install it on the phones. We are using Samsung Galaxy S7's, and we have the ability to root the phone if needed. One issue we've run into while focus group testing is many people tend to press the home and/or back buttons by accident, causing them to exit the application and requiring an operator to come assist them. Because these phones will be used solely for this app, and we don't need to post the app on the Oculus store, we are looking for a way to simply lock out the home and back buttons on the headset via software. I have rooted the phones and disabled the functionality of all buttons on the S7 device (Home, back, power, etc.), but even then the headset buttons still worked. This seems to imply that Oculus bypasses the Android OS when getting input events from the headset. My question for the community is if anyone has successfully accomplished locking out the home and/or back buttons via software, or has any leads on what we may be able too do to accomplish this. We're looking for something we could do within our app, a modification to the Android OS, or a separate app we could create to block the input events. Any ideas/thoughts on this topic? As a side note, we have already looked into physical covers for the buttons. A software solution would work significantly better for our particular use-case.1.8KViews2likes8Comments[Unity 2017] Back button question
Hello, I received that test result for my app in the Gear VR : A “back” action is interpreted by the application dependent on its current state, but generally it will retreat one level in an interface hierarchy. The short-press should provide a custom confirmation dialog which allows the user to exit the app and return to Oculus Home. There are 2 different interactions a user should be able to do with the back button: a short-press and a long-press. - The back button short-press should open the "Exit to Oculus Home?" screen, and allow the user to either exit or "Cancel" and return to the app. - The back button long-press should open the Universal Menu. Closing the Universal Menu should return the user to where they left off within the app. And on Rift : The universal menu integration in your functioning as expected. The intended behaviors include: 1) pressing Oculus Home button should bring up Universal Menu, 2) pressing the Oculus Home button again should return to the app experience, 3) re-orientation within Universal Menu should reorient users in the app experience and 4) exit to home should bring up a prompt that warns user that he/she is exiting the experience. Selecting "Reset View" from the Universal Menu doesn't function properly. The app doesn't pause when opening the Universal Menu or when removing the headset. I used the SampleVR from Unity to handle the input, this is my first app with oculus material so I am kinda discovering everything. About those back button problem, I honestly have no idea how to solve that... If someone has a doc about that on unity or with the Oculus SDK for unyti or with the Sample VR where I can find a solution. Thank you. Regards961Views0likes1Comment[Solved]GearVR Back Button Short & Long Press Issure(On headset and controller)
Hi, Nowadays,we provided our app for oculus gearvr team review. We've been rejected severial tiems by the back button issue. Then we used the OVRPlatformMenu to solve this problem.We added two OVRPlatformMenu Scprits: one used keycode==Escape, for the headset back button; the other used keycode == Joystick Button 1,used for the contrller back button. and we passed the button checking, but unfortunately met some other issues. And just for we released the newest app for review, we've been rejected by the back button issues again! And we didn't change the scripts any bit! The issue button is the headset back button. when we press it short, it should be the inquire" Whether go back to the oculus home? Cancle",and when we long press it, should bring us to the universal page.But the fact is ,when we press the heatset back button shortly, it either firstly appear the inquire sentence,then go to the universal page, or just go back to oculus home directly.Every apk we produce from Unity all have this issue after that. we tested our apk before the last one for oculus team for review, it was fine about these back buttons. So we don't know where we were wrong and what we can do to ajust to fix this. So do you have some suggestions? Thank you!1.4KViews0likes2CommentsUpon exiting universal menu, unresponsive
When I press the back button from my top level UI, my code calls OVRManager.PlatformUIConfirmQuit(). This works, and the universal menu comes up saying "Quit to Oculus home?" When I press "Cancel," it doesn't go back to my app, it just goes black and unresponsive. Not sure what is going on, do I need to change my Android Manifest or anything?679Views0likes0Comments