VRC TestAppShouldQuit fails erroneously
The VRC check fails with this log: ''' Starting TestAppShouldQuit Waiting for the application to run for 5 seconds before testing begins... Starting test... Sending a request to quit... Failed to receive a call for ovr_Destroy on attempt to quit in 30 seconds ''' I am 100% positive that my game is quiting gracefully. When manually testing the quit behavior from both the Oculus Home "return to menu" and Rift Core 2 Oculus Dash quit, my game promptly quits. I can confirm that Application.Quit() is being called in OVRManager. I'm uncertain about ovr_Destroy because I am using Unity and assuming that it is being called under the hood. How serious of a failure is this and would it prevent a successful submission to the Oculus Store?2.5KViews0likes9Comments"Application Fails the 'TestSdkVersion' VRC Validator Check
Hey everyone, I'm looking to fix a bug for submission that has to do with the VRC Validator check. I have found the documentation here: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-vrcvalidator/ And am trying to test my app now. When using the GUI or command line, I either get a "failed to launch app" (if not starting the app before running) or a "Failed to create a session" when starting the game and then running the validator. Is there something I'm missing in code that the validator is looking for? Has anyone else experienced this? Thanks!971Views0likes2CommentsHow to pass VRC TestLaunchIntoVR
When I used VRC toolto test the TestLaunchIntoVR for the app, I got the error "The application took too long to submit the first frame". The reference link page said that If your app takes longer than 4 seconds to launch, you must provide a head-tracked loading indicator. Head-tracked means the UI elements must remain stationary in space when the user turns their head. Do not lock any logos or progress indicators to the user’s face. For my app, there is no UI element or other game object locking to the user's face at the first 15 secs, but the app can't pass the test. Can someone give an example for this to help me to understand it better? Thanks!3.6KViews0likes12CommentsOculusTrcValidator fails and OculusDebugTool crashes
I am trying to test an app using the OculusTrcValidator before uploading it to the Oculus Store. When I run the Validator: $ ./OculusTrcValidator.exe --path "/c/Program\ Files/High\ Fidelity\interface.exe" -v Almost all of the tests fail like this: Starting TestSdkVersion Sending message to OAF: {"requestData":{"wearing_hmd":true},"requestName":"/life_cycle/proximity_sensor","sequenceId":"128"} Response from OAF: {"messageType":"RESPONSE","payload":{"value":"OK"},"payloadType":"PLAIN_STRING","sequenceId":"128","timestamp":"1540425588143"} ERROR: Application launch was cancelled ERROR: Setup test failed because application couldn't be started. HRESULT: 1223 Cleaning up... Sending message to OAF: {"requestData":{"wearing_hmd":false},"requestName":"/life_cycle/proximity_sensor","sequenceId":"129"} Response from OAF: {"messageType":"RESPONSE","payload":{"value":"OK"},"payloadType":"PLAIN_STRING","sequenceId":"129","timestamp":"1540425588219"} Test FAILED The same thing happens when I try to validate an app that I've downloaded from the Oculus Store, so it's not an issue with the application I'm testing. I've tried to use the OculusDebugTool GUI to do it, but it crashes very quickly if I open "Validate App" and try to do anything (choose a file, select a test, run, etc.). Does anyone have any advice? Thank you.4.8KViews1like24CommentsHow to pass the TestSubmitFramesWhenNotVisible test - Tried All sorts
Hi guys, I'm stuck on the last test for my app, I've tried all sorts with no avail. All I want to do it turn off cameras, audio and frames being submitted when the menu button is pressed on the rift so it freezes the app. I've tried disabling cameras in a foreach loop, disabling the player gameobject, ovr controllers all sorts. I have a gameobject with a script attached to try and detect when the test will fire based on the HMD losing tracking. Here's where I'm currently at, any help would be greatly appreciated. using System.Collections; using System.Collections.Generic; using UnityEngine; public class HMDCheck : MonoBehaviour { public GameObject OVRCameraRig; private void Update() { if (!OVRManager.isHmdPresent) { OVRCameraRig.SetActive(false); Time.timeScale = 0f; } else { OVRCameraRig.SetActive(true); Time.timeScale = 1f; } } }827Views0likes0CommentsHow to pass VRC.PC.Performance.3 (maintain 90fps) for loading
I just read https://developer.oculus.com/distribute/latest/concepts/vrc-pc-performance-3/, it says that it's acceptable if I have a loading screen. Now I use OVROverlay to make loading screen, but will the VRC validator know that there is an overlay when it's loading? The VRC validator still reports the fps test failed even I use the overlay, so I wonder who can decide if the loading overlay is acceptable when the fps is low? Thanks1.3KViews0likes4CommentsVRC Validation - Unity 2017
I believe I'm running into some of the same problems @RobAC94 was having. Since 1.21 runtime hasn't been released yet, I'll assume that TestSDKVersion isn't going to be a problem. I'm using Unity 2017.2.0f3, and the test shows Engine Version at 0.0.0. TestLaunchIntoVR also fails, I'm thinking because of the Unity intro screen. Again, shouldn't be a problem. TestFrameRate is where I start having other issues that I'm unsure of. Using --print_fps shows me consecutive 90 fps until "ERROR: INTERNAL ERROR: Events Lost" and then test failure. I first load to a scene with nothing more than a cube and a single canvas, so I don't know what could be going wrong. TestSubmitFramesWhenVisible, TestResponseToRecenterRequest, TestAppShouldQuit, and TestAudioOutput all throw the same internal error message and failures. I see in the docs that I should be polling for "ovr_GetSessionStatus". I'm guessing some of the 'Events Lost' are in relation to this. But the code found here in the docs (p 42-44) references variable types that weren't imported with the Unity OVR or Platform packages. Is there something I'm missing? My app handles lost focus via Unity's XR.XRDevice.userPresence, and re-centering through XR.InputTracking.Recenter(), audio works fine, and the app can close gracefully. How do I poll for ovr_GetSessionStatus in Unity/C#?1.3KViews0likes3CommentsVRC.PC.Audio.1 - TestAudioOutput: Failed
Hi there. I have been running the VRC validator on a build of my UE4 game (latest 4.19 Epic launcher release) and it has been failing at the audio test. I have the Oculus Audio plugin enabled and I'm not using any external audio tools. From what I gather it seems that it should just work with UE4 without changing any settings, is that right? If not, does anyone have any idea what I'm doing wrong? Thanks!2.4KViews0likes7CommentsUnable to validate
We're currently in the process of submitting our app to the store but we ran into a few problems so here are my questions: Initially when setting up app for Oculus store, I ran the VRC Validator on the app. It worked and everything checks out. Made some changes in-game logic, made another build to same directory, but now validator errors out and fails all checks. It doesn't even open the app. Any insights here? The entitlement check in-game works fine, so I'm not sure where I'm going wrong with this. Another thing, playing the standalone build works fine, but when playing the downloaded app from the store, it closes after a few seconds into the game. It's the same exact build. I also noticed that it is called OculusTrcValidator rather than the VRC. Based on this thread, I have to update the tool? https://forums.oculusvr.com/developer/discussion/49232/oculustrcvalidator-error-failed-to-launch-the-app However the link to update is gone, so I'm a bit lost here.1.1KViews0likes2CommentsVRC Unity Version Check fails erroneously
VRC fails when running TestSdkVersion with this log: Starting TestSdkVersion SDK version detected 1.24 for processId 0x35f0 SDK version detected 1.24 for processId 0x35f0 Engine Identification for processId 0x35f0 EngineName: Unity EnginePluginName: OVRPlugin EnginePluginVersion: 1.25.0 EngineVersion: 2018.1.0.13949343 The application is built against an older Unity version Please refer to VRC Guidelines: https://developer.oculus.com/distribute/latest/concepts/vrc-pc-sdk-3/ Cleaning up... Test FAILED This is definitely erroneous because 2018.1 is the latest stable build of Unity....819Views0likes2Comments