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Oculus Store - Changes Requested

pekayatt
Expert Protege
I got a report saying that I failed in the Graphics Tests by:
 "We are seeing different image variations between both eyes in your app experience."

I don't get that, the only thing that changes is the gaze cursor that we did, and we are using UE4, how this can be happening?

and in the Reserved Interactions Test:

"A “back” short press 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 currently does not pause the menu on tap. A series of short press action within the app experience should ultimately bring up to the Return to Oculus Home menu for a user. 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."

Which is very peculiar, since Dark Days also opens the inventory and closes it by using the Back button  (as we did in our game). Only difference is that they use a double tap (not near from intuitive) to go to the MainMenu, and when in the MainMenu the back asks to close the game.

Besides that the Volume UI is hidden? Is that a bug in UE4? The controls work, but there is no UI indeed, how should we proceed?

Thanks

8 REPLIES 8

vrdaveb
Oculus Staff
different image variations between both eyes

I think this means there is an issue with stereo vergence. Are you rendering different content to each eye or using temporal antialiasing? Also make sure you aren't rendering content extremely close to the user's face.

 Dark Days also opens the inventory and closes it by using the Back button

Sounds like Dark Days needs to be changed. I'll check with the publishing team.

the Volume UI is hidden? Is that a bug in UE4?

Can you rebuild with 4.11.2-1.6.0 from our Github? That includes support for Mobile SDK 1.0.3, which automatically renders the volume control for you.

pekayatt
Expert Protege
Hi @vrdaveb, thanks for your support!

I think this means there is an issue with stereo vergence. Are you rendering different content to each eye or using temporal antialiasing? Also make sure you aren't rendering content extremely close to the user's face.
I have not change anything, I do not use temporal antialiasing and should not be rendering nothing too close, anyway I am checking the game to verify that.

Sounds like Dark Days needs to be changed. I'll check with the publishing team.
In Dark Days the Volume UI is also not showing, just another tip for the team ;).

Anyway, we will create a method to use double tap in Back to go to MainMenu in our game, and from there you can Back to exit.
Can you rebuild with 4.11.2-1.6.0 from our Github? That includes support for Mobile SDK 1.0.3, which automatically renders the volume control for you.
I will try this repository, thanks for the tip!

As a Plus

I have two versions of my game, one is a limited time demo and another is a the paid full game. I submitted both of them to the store and got different results!
The first submission I got only the complains that I listed before, now I have some new changes:

Your application exits immediately on quit command or device removal. The app continues to run for approximately 10 seconds after removing the headset.

Which is a message that we did not got before.

We could not continue this test due to a failure or crash in your app.

On the S7 Edgewhich strangely have changed, and our tests here do not point any problem. Can this be a problem related to the package name?

motorsep
Rising Star

pekayatt said:

On the S7 Edgewhich strangely have changed, and our tests here do not point any problem. Can this be a problem related to the package name?



Is it Snapdragon or Exynos ?

pekayatt
Expert Protege

motorsep said:


pekayatt said:

On the S7 Edgewhich strangely have changed, and our tests here do not point any problem. Can this be a problem related to the package name?



Is it Snapdragon or Exynos ?




They only said:
S7 Edge
Marshmallow
We could not continue this test due to a failure or crash in your app.


There is no more information about that...

motorsep
Rising Star
What kind of phone do you develop on ?

The reason I am asking is that there is a known bug with UE4 and S7 with Snapdragon SoC and it doesn't appear that either Epic or Oculus rush to find out the root of the problem and either fix it, or get Samsung/Qualcomm to fix it.

pekayatt
Expert Protege
In our country we only have the Exynos version. 

How they will handle that in approvals to the Store?

motorsep
Rising Star

pekayatt said:

In our country we only have the Exynos version. 

How they will handle that in approvals to the Store?


That I don't know, but the crash bug that I was talking about only manifested itself on Snapdragon SoC when using masked materials in UE4.

pekayatt
Expert Protege
Thanks for let me know. In fact we DO have masked materials.

We will be changing to the Oculus UE4 repository, maybe that can aid something.