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Up and Coming
December 7, 2016

Reserved Interactions Test fails (back button and volume buttons work as requested)

In our beta tests using Gear VR, the back button and volume buttons work as requested. But when submitted to review, the "reserved interactions test" fails with the following message:
A back button long-press (greater than 0.75 seconds) must bring the user to the Universal Menu. 

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.

Your volume buttons must adjust the volume using the VR volume UI provided by the Oculus Mobile SDK. Currently, your volume display does not function as expected.

More information about the Oculus Mobile SDK is available here: https://developer.oculus.com/documentation/mobilesdk/latest/concepts/book-intro/
Our application does not have any specific handlers for the back action or the volume button actions, other than the defaults described above.

How can we proceed?
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19 replies

Up and Coming
December 8, 2016
We are using version 1.10.0 with Unity 5.4.1 and buttons work automatically as expected. We tested. But we still get the "reserved interactions test" failed in the review phase.
Up and Coming
December 10, 2016
Updated to 5.5 and submitted again for a review. Again, everything works fine on our side of the tests. Thank you.
Up and Coming
December 14, 2016
Got a similar response, about home and volume buttons not working properly. All mentioned buttons do work fine on our side (just as described in the response). We even tested in one of the mentioned phones (Samsung S6) in the review response.

Rebuilt and sent again now. What should we do?
Up and Coming
December 26, 2016
  • No trace of either libOculusPlugin.so or libOVRPlugin.so.
  • OVRPlatformMenu script attached to the Camera.
  • OVR related scripts in Assets folder:
Assets/Plugins/

Android/
  assets/
    oculussig_...
    oculussig_...
    oculussig_...
OVRGamepad.bundle
x86/
  OVRGamepad.dll
x86_64/
  OVRGamepad.dll

Assets/OVR/Scripts/

OVRBoundary.cs
OVRCameraRig.cs
OVRCommon.cs
OVRDebugHeadController.cs
OVRDisplay.cs
OVRHaptics.cs
OVRHapticsClip.cs
OVRInput.cs
OVRManager.cs
OVROnCompleteListener.cs
OVROverlay.cs
OVRPlatformMenu.cs
OVRPlugin.cs
OVRProfile.cs
OVRTouchpad.cs
OVRTracker.cs
Util/
  OVRChromaticAberration.cs
  OVRCubemapCapture.cs
  OVRDebugInfo.cs
  OVRGridCube.cs
  OVRModeParms.cs
  OVRMonoscopic.cs
  OVRPlayerController.cs
  OVRResetOrientation.cs
  OVRRTOverlayConnector.cs
  OVRSceneSampleController.cs
  OVRScreenFade.cs
  OVRWaitCursor.cs
Up and Coming
January 4, 2017
No it wasn't added (everything was working okay still). But I added OVRManager to the scene (to camera) and submitted a build again. We just got the same "Reserved Interactions Test" warning in the review.

The weird thing is that, "Reserved Interactions" just work exactly described in the fail message, in our test device (S6 with up to date Oculus app). We cannot reproduce the failing state.
Up and Coming
January 6, 2017
I think I will create a fresh new application with Unity and then build on top of that, incrementally adding features.
Participant
January 14, 2017
I'm having exactly the same problem.. did you find a solution?
Up and Coming
January 16, 2017
I'm informed that the Oculus staff is working on this issue.
Participant
January 19, 2017
Yeah of course, that would be really helpful!

how would you like me to send it to you? Attach to a message or send you a link to dropbox?
it's 30mb so wouldn't want to clog up your email server..
Up and Coming
February 1, 2017
This problem has been resolved by the Oculus staff. Great support, thanks a lot.