I’m having some trouble with tabbing while playing my game. It doesn’t matter if it is Play In Editor or in a packaged game. When I alt-tab the HMD flickers the “SteamVR dashboard” and I can also see my game but the stereo mode is off. This seems to only happen on Windows 10. I have Win7 at home and I don’t have this problem in PIE. I haven’t tested a packaged game at home yet.
A workaround is to enable borderless window. That makes the problem go away.
I tried a basic blueprint project and I get the same problem in PIE but the packaged game crashes on startup for some reason.
Yeah, sorry. I misunderstood what stereo off would do. When I alt tab there is flashing between three cases.
“Stereo off”, or rather when the vive/hmd is set to “off” and I can see the lighthouses and a 2d screen saying Waiting … or similar.
The one I called “stereo off” earlier but it may just be the resolution being wrong I think. This case is similar to if I were to set screenpercentage > 100 in a postprocessvolume, instead of r.screenpercentage in a console command. It’s a little hard to explain but I can see both “screens” in each eye I think.
That’s a similar issue but not the one I’m having. When I “Alt-Tab” my game(PIE), the game is not playable. My issue is not the editor itself. I am not exiting SteamVR. The issue is just from “tabbing”/unfocusing the game.
Think of some training session where an instructor wants to do something else on the same computer the student/instructee is using the Vive on. Then the students game is interrupted/“not working” while the instructor is doing something else.
On the Win10 box I only have the cases 1 and 3 above. And where case 1 is the major part and 3 is in the background/transparent on the “left eye”. So this could be two different bugs I guess and also why the explanation has been a little ‘straggly’, sorry.
The picture above was one that I found on google. Also, one of your other answers in a bit unclear. Where you able to reproduce this issue in a clean project? If not, could you provide a project that reproduces this issue so that I could take a closer look?
If you are getting kicked back out into the Vives waiting room, this is working as intended. The vive defaults to this room anytime it goes a certain number of frames without getting information on what it should be displaying.