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?2.5KViews0likes9CommentsHow 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? Thanks1.2KViews0likes4CommentsVRC 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#?1.3KViews0likes3CommentsUnable 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.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....801Views0likes2CommentsValidation Questions
Hi everyone, I've been using VRC Validator 1.20.0.0 to test the latest builds of my company's game before we submit it in a few weeks' time, but there are a few tests we're failing that we can't find solutions for. Specifically: 1. TestSDKVersion: We're using Unity 2017.2.0p2 with the 1.20.0 versions of Oculus Utilities and Platform SDK, but the validator does not recognise the Unity version (outputs "EngineVersion: 0.0.0"), so we fail the test. The plugin download page and Compatibility and Version Requirements page both state that 2017.2 is officially supported. Are apps built on this version being accepted for store submissions yet? 2. TestLaunchIntoVR: Our app is taking around 5.6 seconds to launch, so it fails to meet the 4-second threshold. We first load an empty scene (with the player object and a black background) to handle the entitlement check, and if that succeeds, we then load the main menu scene, which happens almost instantly. However, as we're using Unity Personal, the "Made with Unity" splash screen appears on the monitor (not in the HMD) before any of our scenes load. Our only other option is to replace it with our logo using the "VR splash screen" option, but the launch time remains at 5.6 seconds. Does anyone know if it's possible to pass this test with Unity Personal's enforced splash screen? 3. TestAudioOutput: This fails with the following error message: "ERROR: Application should not have played sound thru Rift Audio Device". I tried looking for a solution, but found conflicting information. Some people said Unity is supposed to handle this automatically, while others said the user's audio preferences in the Oculus app should be referenced manually (but did not say how). We are not using any Oculus audio plugins or other third-party audio solutions, and sound successfully plays through the HMD when playing the game. Does anyone have any advice for how to address this problem? Any help would be greatly appreciated.1.3KViews0likes3Comments