Why Integration Testing is Important
Integration testing ensures:- The LIV SDK is correctly installed and configured.
- Mixed Reality capture works as expected in both editor and packaged builds.
- Advanced features like transparency, global clipping planes, and Meta Presence Platform functionality are fully operational.
- Performance and compatibility meet project requirements.
Preparation for Testing
Before beginning integration testing, ensure the following:Prerequisites
- LIV SDK Installed:
- Follow the steps outlined in Installing and Configuring the LIV SDK.
- Meta Fork (Optional):
- If using Meta-specific features, ensure the Meta Fork is installed and configured (see Meta Fork Specifics).
- Hardware Setup:
- Connect a SteamVR-compatible devices (Oculus Quest, HTC Vive, Valve Index, etc)
- Packaging Configuration:
- Ensure the project is set up for Windows 64-bit builds and uses DirectX 11 (mandatory for LIV).
Testing in the Editor
Step 1: Enable VR Preview
- Launch your project in Unreal Editor.
- Open the VR Preview mode:
- Go to Play > VR Preview in the toolbar.
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- Verify that:
- The LIV plugin is active.
- Your VR headset is correctly tracked and rendering.
Step 2: Test MR Settings
- Navigate to Edit > Project Settings > Plugins > LIV.
- Adjust the following settings to test different MR features:
- Capture Method:
- Test the different capture methods :
ULivCaptureSingleLivCaptureBackgroundTransparencyLivCaptureGlobalClipPlaneNoPostProcessLivCaptureGlobalClipPlanePostProcessLivCaptureMulti
- Test the different capture methods :
- Transparency:
- Enable transparency and test with translucent materials in the scene.
- Capture Method:
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- Toggle the background-only setting to verify its behavior.
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Step 3: Test Meta Presence Platform Features
(If using the Meta Fork)- Enable Passthrough, Scene API, and Spatial Anchors in Project Settings > Meta XR.
- Use sample scripts from Meta’s documentation to validate these features in the editor.
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Testing in Packaged Builds
Testing in a packaged build is crucial as the LIV SDK’s MR functionality is primarily validated in fully packaged applications.Step 1: Package the Project
- Open your Unreal Engine project.
- Go to File > Package Project > Windows.
- Choose an output directory for the packaged build.
- Verify that:
- The build configuration is set to Development or Shipping.
- The Default RHI is set to DirectX 11 in Project Settings > Platforms > Windows.
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Step 2: Test with the LIV App
- Download the LIV App:
- Follow the setup instructions here: LIV App Guide.
- Launch the Packaged Build:
- Run the
.exefile generated during packaging.
- Run the
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- Open the LIV App:
- Start the LIV App and verify it detects your packaged application.
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- Test MR Output:
- Select Mixed Reality Capture mode in the LIV App.
- Validate the MR output in both automatic and manual launch modes:
- Automatic: The LIV App detects the game automatically.
- Manual: Manually select the
.exefile in the LIV App.
Step 3: Validate Transparency and Global Clip Planes
- Ensure the following are active in your build:
- Transparency:
- Verify translucent objects render correctly in the MR output.
- Global Clip Plane:
- Test scenes with clipping planes and ensure objects are composited properly.
- Transparency:
Performance Testing
Testing the performance of MR capture ensures the LIV SDK operates smoothly without compromising the VR experience.Step 1: Monitor Frame Rates
- Use the Unreal Engine Stat Unit and Stat FPS commands to monitor frame rates.
- Ensure that enabling MR capture does not cause significant performance degradation.
Step 2: Test on Target Hardware
- Deploy the packaged build to a system with your target VR headset.
- Validate that performance remains consistent across different hardware setups.
Tips for Successful Testing
- Use Command-Line Logs:
-
Launch the packaged application with the
logflag to view detailed runtime logs."[GamePath]\MyGame.exe" -log
-
Launch the packaged application with the
- Simplify the Test Scene:
- Use a minimal scene for initial testing to isolate MR capture issues.
- Verify Engine Settings:
- Double-check all relevant settings in Project Settings, especially under Plugins > LIV and Platforms > Windows.