Daydream Google Play rejections, due to Daydream controller

Even if we implemented the standard buttons to the Daydream controller, with minimal functionality of the controller (pause/reset game=app button,start game=touch button), into our experience, we received repeated rejections from Google Play publishing, due to bad implementation of the controller. We suspect that there is a bug over our control, to the implementation of the basis functionality of the controller over the Daydream interface menu.

We tested the game with the Daydream Emulator, as long we do not own the Daydream HMD itself, we’re doing the test with a standard hmd.

Hey Jined - it is best to reply to the google mail asking where exactly the controller is not used properly - their error reports are always very general and not helpful finding the actual problem - however whenever I asked them where specifically the problem was they gave a more detailed description and I was able to fix it :slight_smile:

I suspect that the “reserved” setting for the home button of the controller, it is not working properly into some devices… and it is something we have no control over it.

Anyway i am not 100% sure.

The reserved button works fine with UE4. It does trigger a recentered event as I posted here: https://answers.unrealengine.com/questions/555194/daydream-controller-recentering-and-ue4.html

On this event you should move any menus to in front of the user.

However this is usually it’s own point in the google checklist - I would say it’s something else and you simply need to ask them where exactly the controller is not behaving as expected.