Windows/VR Focus in Unity
We submitted our app (finally - woo!) earlier in the week and received some test results today. Under the Reserved Actions set of tests, we failed the VR and Windows focus test.
The feedback was:
Your app does not have VR and Windows focus. A variety of the following elements might not be working as intended: 1) music/sound play, 2) user input not working, 3) not rendering at 90hz and/or 4) we did not see hour glass loading except during startup or loading screens. Pressing Alt+Tab while the game is running causes it to become unresponsive to user input.
The wording of this feedback is a little confusing, because it does not actually state what the intended behavior is supposed to be in cases where:
VR has focus, Windows does not have focus (though PC docs suggest what to do in this case)
VR does not have focus, Windows has focus
VR and Windows do not have focus
However, for the other cases, what exactly should happen? Is it more of just a case of handling if VR has focus or not, since we are supposed to ignore Windows focus so long as the hmd is mounted?
In that case, what have other people done within Unity to handle this. For example, alt-tabbing while the user still has the HMD on - how would I have my app ignore this loss of Windows focus?
The feedback was:
Your app does not have VR and Windows focus. A variety of the following elements might not be working as intended: 1) music/sound play, 2) user input not working, 3) not rendering at 90hz and/or 4) we did not see hour glass loading except during startup or loading screens. Pressing Alt+Tab while the game is running causes it to become unresponsive to user input.
The wording of this feedback is a little confusing, because it does not actually state what the intended behavior is supposed to be in cases where:
VR has focus, Windows does not have focus (though PC docs suggest what to do in this case)
VR does not have focus, Windows has focus
VR and Windows do not have focus
However, for the other cases, what exactly should happen? Is it more of just a case of handling if VR has focus or not, since we are supposed to ignore Windows focus so long as the hmd is mounted?
In that case, what have other people done within Unity to handle this. For example, alt-tabbing while the user still has the HMD on - how would I have my app ignore this loss of Windows focus?
