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Disabling the "Enter VR" message

SpaceDaveSpaceDave Posts: 17
NerveGear
This has been mentioned in a couple of the threads about Kiosk mode but I don't see any solutions. Is there any way to get rid of this message? Or at the very least, have a longer timer so it doesn't come on after I've just removed the headset for a minute?

I find the "Enter VR" screen to be a constant minor annoyance in my own use, but it's worse at work. I use it in a public kiosk setting where the user doesn't need a controller at all. The "Enter VR" screen is the only thing preventing the GO from working perfectly in this environment. I should point out that my VR users sit in a chair that is in a fixed position and there's never any need to reset the view. If it wasn't for this issue I'd be ready to take the plunge and order 30 more headsets but this issue is holding me back because it makes the GO rather impractical.

In any case, forcing the user to go through this screen after just taking the headset off for a moment is too much IMO.
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Comments

  • wreckertikewreckertike Posts: 12
    NerveGear
    I second that! A lot of our work in mobile VR in the past has been reliant on after going to sleep the app will remain when the next user puts the headset on. The splash screen is quite a killer now as it makes another step that will then require someone to be present to show them what to do. I really hope to hear feedback on this as its quite a killer for us. A workaround/access to this would be a big one. Hope to hear from someone from the Go team on if a fix/tweak may be possible.


  • SkScotcheggSkScotchegg Posts: 1,234
    Wintermute
    I agree, they should remove that, maybe it's because the battery is quite poor so that's why they enabled it?
    UK: England - Leeds - - RTX 2080 - Make love, not war - See you in the Oasis!
  • oLEq00oLEq00 Posts: 10
    NerveGear
    Yes, there are topics about that open since few weeks now and there was no responce from Oculus yet. This feature alone prevents Oculus Go to be used in proffesional use cases...
  • undef_devundef_dev Posts: 21
    Brain Burst
    @imperativity We would love every hint about a temporary workaround. Is there a process on the os-level i could dissable, to skip this "Enter VR" start screen?
  • brentonibrentoni Posts: 20
    Brain Burst
    I know this isn't the most elegant solution and would be terrible for battery life but would putting a sticker over the sensor so it doesn't turn off when removed be of any help with this issue.
  • chettawanchettawan Posts: 78
    Hiro Protagonist
    brentoni said:
    I know this isn't the most elegant solution and would be terrible for battery life but would putting a sticker over the sensor so it doesn't turn off when removed be of any help with this issue.
    End of story. No fancy coding or side load custom app. Just a piece of sticker. You rock!
  • LZoltowskiLZoltowski Posts: 6,774 Volunteer Moderator
    edited June 2018
    The Enter VR message is there is to force the user to re-calibrate the HMD and the controller position.

    When you take the HMD off, and let's say another person puts it on, without the re-calibration the controller might have a strange position, as well as the HMD. Remember, there are no external sensors with the GO, so it doesn't instantly know where it's facing (so the user might not be facing in the right direction) or where the controller is, you need to tell it every-time you put it on, where the front is, and where the pointer's origin is
    Core i7-7700k @ 4.9 Ghz | 32 GB DDR4 Corsair Vengeance @ 3000Mhz | 2x 1TB Samsung Evo | 2x 4GB WD Black
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  • DilipDilip Posts: 252
    Nexus 6
    Kind of a necessary evil..
  • zapantis88zapantis88 Posts: 1
    NerveGear
    Same problem here.Interested in 20 oculus go for audio visual self guided purpose.Better price,visuals and thermal limitations than gearvr makes it perfect but the "Enter Vr" message ruined everything for me.

     I found out that i can remove the "Enter vr" message without the controller by clicking the volume up/down button but this is an extra step people have to take every time they place oculus go to their eyes and makes everything more complicated.

    Another problem i found is with the proximity sensor.I used the OVRPlugin userPresent to detect when the user removes the headset to stop the audio  and restart audio when user wears the headset again.On Gearvr it was working instantly as it should be.On Oculus Go the audio (and the screen) turn off after about 15 seconds from the time the user removes the headset.Is there something else i have to do on oculus go for the proximity sensor to detect instantly the user presense?Thank you.

    Using unity version 5.6.0f3 and oculus utilities 1.12.0
  • LZoltowskiLZoltowski Posts: 6,774 Volunteer Moderator
    SpaceDave said:
    The Enter VR message is there is to force the user to re-calibrate the HMD and the controller position.

    When you take the HMD off, and let's say another person puts it on, without the re-calibration the controller might have a strange position, as well as the HMD. Remember, there are no external sensors with the GO, so it doesn't instantly know where it's facing (so the user might not be facing in the right direction) or where the controller is, you need to tell it every-time you put it on, where the front is, and where the pointer's origin is
    But in many situations this isn't required. I can see why it's a good idea for new users at home but many of us are trying to use this headset in different environments where the recalibration ruins the headsety's usability. Like many people in this forum I'm evaluating the GO for use in a public kiosk setting. It's not only unnecessary to recalibrate between users (they're always in exactly the same position and facing the same way), it renders the GO impractical for this purpose. Without this message, the headset would be 100% perfect. The users don't even need to touch a controller and no staff intervention is required. With this message, a staff member has to get the right controller for the headset and restart every single headset for every single user. I'm currently running four headsets like this but there's no way it will scale up to the 30 I need as a minimum. For me and my museum, it's either get rid of this message or start looking for a different solution.

    BTW the Samsung Gear works great. It doesn't have this step and it's a dream to use in comparison. Although it's more expensive while simultaneously looking cheap, at the moment it's looking like a better option than the GO. It's heartbreaking that I might have to make that decision for such a silly reason.

    Please, just give us admins a way to get rid of this pointless, annoying step when we clearly don't need it.

    True, but don't forget Oculus GO (retail version) is for consumers only, it's terms of service do state it's not for commercial use, in-fact prohibit such use.

    Oculus will be offering a business solution for the GO soon:
    https://www.oculusforbusiness.com/
    Core i7-7700k @ 4.9 Ghz | 32 GB DDR4 Corsair Vengeance @ 3000Mhz | 2x 1TB Samsung Evo | 2x 4GB WD Black
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    Be kind to one another :)
  • Alun101_ukAlun101_uk Posts: 21
    Brain Burst
    Great answer Oculus!  Way to go encouraging users to be creative with your product... do you even want this item to be a success?
    my advice to OP... return the unit and buy something else, you don't want Oculus coming after you for breach of terms! Lol
  • undef_devundef_dev Posts: 21
    Brain Burst
    We would love every hint about a temporary workaround. Is there a process on the os-level i could dissable, to skip this "Enter VR" start screen? @imperativity
  • undef_devundef_dev Posts: 21
    Brain Burst
    We would love every hint about a temporary workaround. Is there a process on the os-level i could dissable, to skip this "Enter VR" start screen? @imperativity
  • GadgetChannelGadgetChannel Posts: 9
    NerveGear
    undef_dev said:
    We would love every hint about a temporary workaround. Is there a process on the os-level i could dissable, to skip this "Enter VR" start screen? @imperativity
    If you have Developer Mode enabled then you can use one of the volume buttons on the headset instead of holding the button on the controller, which may be a workaround if you aren't using the controller.
  • robenghuserobenghuse Posts: 3
    NerveGear
    If you are connected to a computer with adb you can call
    adb shell input keyevent 24
    in the terminal to dismiss the "Enter VR"-screen
  • replayrebreplayreb Posts: 6
    NerveGear
    edited June 2018
    brentoni said:
    I know this isn't the most elegant solution and would be terrible for battery life but would putting a sticker over the sensor so it doesn't turn off when removed be of any help with this issue.

     Works great! Thanks! I shared it on reddit: https://www.reddit.com/r/OculusGo/comments/8sldyy/easy_way_to_keep_go_on_while_passing_it_around/

    https://smile.amazon.com/gp/product/B00N17X7U4


  • StayPuft83StayPuft83 Posts: 46
    Brain Burst
    If the sticker thing works, that is great. Another temporary work-around idea I had was could you just set the remote up in the kiosk? You could maybe even secure it in place so the users can't move it if they don't need to use it anyway for your purpose. That would at least allow them to be able to press the button to enter the Go in the first place. Not an ideal solution, sure, but it could at least work if Oculus doesn't have a way to turn off that message currently.
  • GadgetChannelGadgetChannel Posts: 9
    NerveGear
    undef_dev said:
    We would love every hint about a temporary workaround. Is there a process on the os-level i could dissable, to skip this "Enter VR" start screen? @imperativity
    If you have Developer Mode enabled then you can use one of the volume buttons on the headset instead of holding the button on the controller, which may be a workaround if you aren't using the controller.
  • replayrebreplayreb Posts: 6
    NerveGear
    If the sticker thing works, that is great. Another temporary work-around idea I had was could you just set the remote up in the kiosk? You could maybe even secure it in place so the users can't move it if they don't need to use it anyway for your purpose. That would at least allow them to be able to press the button to enter the Go in the first place. Not an ideal solution, sure, but it could at least work if Oculus doesn't have a way to turn off that message currently.
    The sticker works great for my purpose which was to be able to pass the Go to someone else in the room to take a quick peek at what I'm seeing without having to teach them how to use all of the controller functions. Also works great for just being able to take the goggles off for a second to check my phone or take a drink without having to go through all the rigmarole to resume.
  • relaxculusrelaxculus Posts: 97
    Hiro Protagonist
    But drain battery/use screen if you dont use for 5-10-20 minutes!!
    This should be switchable, just like the "everyone have to watch at least once" warning/safety video on the gearvr (or rift, i dont remember).
  • FireLadyFilmsFireLadyFilms Posts: 1
    NerveGear
    Adding onto this thread. Only workaround I have found is put it into Developer mode on the Oculus App settings on your phone then any volume button will work to act as the re-calibrator and make that enter VR screen go away. WARNING: we tried this and put a giant X sticker on the button with a sign and directions. Nevertheless because the image shows a controller people ended up not understanding, wanting a controller or pressing volume down so volume ended up being low or accidentally pressing the power button. Oculus please help with this! it is a serious detriment to showcases particularly catering to the very not yet VR savvy people you need to acquire as customers.  
  • noemisnoemis Posts: 30
    Brain Burst
    edited November 2018
    Same here: in a presentation of a 360 opera there'll be an event with 30 Oculus Go next weekend. Many people (first time VR-headset user) will be switching headsets, and it's all just about watching a 360 video. No controller interaction needed.
    But it seems, that there is still no way to disable this "Enter VR" (in german: "VR starten"). 5 or more assistants will be needed walking around the chairs and explaining:
    "OH, this is your first time using a VR headset... yes, put it on the head, ok great... now, before we could start... let me search the connected controller... #27... here, so please take it for a second and long press this button... NO, below... no... do you see..? Have you pressed long?... Ah, OH... maybe you short pressed it after long press. You are in the menu screen... could you please remove the headset... Yeah, I've to start the app for you again... ÄH, sorry. YES, it is a little bit complicated. Why? Mh, let's see: There is a very big company behind this headset, not able to integrate two essential features needed for soooo many public events, b2b tests, prototypes..."
    This is so sad, that we (at least in Germany) still trying to get more and more people in contact with this new medium.
    Developers and hardware producer like Oculus should enable great first experiences... but giving developers not enough possibilities is bad. Really bad! This isn't the first time and not the first thread developers complain about missing KIOSK features on the Oculus Go.
    These features are: a simple "stay-always-in-certain-App" combined with "auto-start-app-on-power" and what I wrote about: "disable-enter-vr-screen" -> controller interaction like "Enter VR" should be standard but not mandatory. Not in all experience we need a controller!

    I'm aware and thank @zapantis88 for the info with the volume key workaround if the Go is in developer mode, but still: this is not sexy!
    Oculus, please give us needed options and we take care that people like your hardware and buy it. DEAL?  ;)

    @imperativity are there updated to this topic?

    best regards
    Simeon

  • noemisnoemis Posts: 30
    Brain Burst
    @imperativity
    These are sad news. The event was last sunday and it happend exactly what I predicted: this simple "Enter VR" screen and the controller usage, made it more complicated for assistants and first time users (= your possible customers)

    So next time, if you're sitting in a round with the "oculus staff" and talking about oculus being consumer-media focused... maybe you can bring some of my arguments. Because of this restrictions, we already lost projects, because there was no suitable solution for an simple VR Event. Sad but true. Developers create stuff for customers. It isn't so bad, to support them with features, which could be a bool in the SDK: disableEnterVR = true;

    Today a customer from 2016 (http://blendfx.com/rochlitz-vr) called me and asked, if there is meanwhile a better solution for a non assisted VR installation than the Samsung GearVR. And I've to say: NO. No one cares. And I have no idea why.
  • lithodomosleonlithodomosleon Posts: 1
    NerveGear
    As with the posters above, one of our clients is using Go for self guided tours - interaction uses a gaze cursor. Looking for ways to disable 'Enter VR' 
  • vanderfeestvanderfeest Posts: 2
    NerveGear
    I did it! (Thanks to @robenghuse 's tip; You do need a computer always on in the same network)
    1. Enable adb over wifi on port 5555 every device
    2. On the computer, keep a list of ip addresses (you can automate it, get it with `adb shell ip route` before step 1
    3. For all devices run a thread that keeps calling `adb -s <ip>:5555 shell input keyevent 24` (this will timeout if the device isn't on, if it takes longer than 2 seconds to execute you can start it again immediately, otherwise choose your own delay, but it shouldn't need to be less than 10 seconds because then the device is running anyway)
    The Enter VR screen will mostly show for just a fraction of a second when you put the headset on.
    - No more battery draining stickers
    - The device resets its orientation when putting it on
    - You can use it without controller, so there's no risk of people exiting your app again
    (If you do use the controller but just want the hard message for first-time users to be gone, you'd need to reset its orientation at least every day but probably also after a couple of users)
  • TheSwanCollectiveTheSwanCollective Posts: 12
    NerveGear
    Just a noob suggestion: When it's possible to exit this start prompt with the press of a volume button (in developer mode), wouldn't it be possible to write an app that simulates this volume button press on startup of the app?

    hmm... when I think about it myself, probably not, since the app is not running during the prompt... never mind I guess :(
  • b71b71 Posts: 2
    NerveGear
    @vanderfeest how do you avoid the pop up of the volume UI ?
  • b71b71 Posts: 2
    NerveGear
    @vanderfeest When I do what you said, I have the app com.oculus.os.clearactivity that stop working
  • WoolaxWoolax Posts: 7 Oculus Start Member
    Really this should be solved from Oculus side. Our use case is for customers that doesn't have to use the controller in order to have a cleaner UX. The solution of enabling developer mode could be a workaround, however, now it is only available for users that have a developer account, which is very hard to explain and not lean at all. The ideal thing is that you could exit the Enter VR screen using the volume buttons even if you are not in developer mode.
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