non-headlocked layer? — Oculus
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non-headlocked layer?

wirelitesoft.devwirelitesoft.dev Posts: 56 Oculus Start Member
edited July 2018 in Unreal Development
So i'm about to submit my first game for review and I'm using unreal engine to build it. what exactly is a non-headlocked layer?
I can't seem to find what exactly this mean.

from the vrc validator page I see this: Your app must launch into VR within 4 seconds and display a non-headlocked layer.
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  • wirelitesoft.devwirelitesoft.dev Posts: 56 Oculus Start Member
    edited July 2018
    Does the layer have to have anything in it or can it just be blank? I can't find any documentation on it.
    I have a cylinder stereo layer in my player but what do i have to put on it?
  • wirelitesoft.devwirelitesoft.dev Posts: 56 Oculus Start Member
    17 views and no one knows the answer? I feel like I'm on unreal's forums where you never get a responce.........
  • MikeFMikeF Posts: 547
    Trinity
    It means you need some sort of onscreen element that isnt locked to the player's head movements.
    So if you put some sort of worldspace UI element infront of the player it should pass that test
  • wirelitesoft.devwirelitesoft.dev Posts: 56 Oculus Start Member
    MikeF said:
    It means you need some sort of onscreen element that isnt locked to the player's head movements.
    So if you put some sort of worldspace UI element infront of the player it should pass that test
    yea that's what I did, however it still failed. I got it to pass by adding a second layer. that is kinda useless to have 2 of them... why do they have this redundency? seems so not needed.
  • MikeFMikeF Posts: 547
    Trinity
    It might be an issue with not displaying the first frame within 4 seconds then. Either way i've heard of this test failing for some people but submissions going through ok
  • wirelitesoft.devwirelitesoft.dev Posts: 56 Oculus Start Member
    MikeF said:
    It might be an issue with not displaying the first frame within 4 seconds then. Either way i've heard of this test failing for some people but submissions going through ok
    oh it displays it instant. all there is in the first map is a text renderer and a player spawn that plays a rotating animation and audio. i guess it is because im using unreal from the launcher and not compiled from source. who knows. its got lots of bugs in 4.19 pertaining to vr anyways.
  • wirelitesoft.devwirelitesoft.dev Posts: 56 Oculus Start Member
    Thankyou for the help :) <3
  • aussieburgerVRaussieburgerVR Posts: 202 Oculus Start Member
    So i'm about to submit my first game for review and I'm using unreal engine to build it. what exactly is a non-headlocked layer?
    I can't seem to find what exactly this mean.

    from the vrc validator page I see this: Your app must launch into VR within 4 seconds and display a non-headlocked layer.
    It means you need to show a splash screen to the user if your app takes a while to load. The Oculus SDK has splash screen functions built into UE4
  • wirelitesoft.devwirelitesoft.dev Posts: 56 Oculus Start Member
    So i'm about to submit my first game for review and I'm using unreal engine to build it. what exactly is a non-headlocked layer?
    I can't seem to find what exactly this mean.

    from the vrc validator page I see this: Your app must launch into VR within 4 seconds and display a non-headlocked layer.
    It means you need to show a splash screen to the user if your app takes a while to load. The Oculus SDK has splash screen functions built into UE4
    yea i figured out how to do it <3 thankyou
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