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Accounting+ works (owner-verified 2026-10-06: the motion warning continues with the click emulation); catalog entry needs FramePort 0.10.1
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@@ -555,7 +555,10 @@ which Lepton never delivers (no focused Android window) → ovrpshim registers i
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`UnityEngine.Input::GetMouseButtonDown(System.Int32)` icall (il2cpp_add_internal_call, after Unity's: resolve first)
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that adds a click in the frame a Touch trigger or A/B/X/Y is newly pressed (`unity_oculus_check` revision 3).
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BattleSisters (Unity 2019 InputSystem/XR InputDevices; libunity polls only Go masks 0x8000000/0x1000000/0x2000000;
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device model "Oculus Quest" vs Lepton's "Valve Lepton" was not it): buttons still dead, open.
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device model "Oculus Quest" vs Lepton's "Valve Lepton", ovrp_GetSystemProductName (already "Oculus Quest"),
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ovrp_GetNodePresent (hands present after ~2 s, logged by the shim) and missing ovrp_GetControllerState exports were
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all ruled out in the headset): buttons still dead; next = find what makes libunity's Oculus input poll only Go
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controllers. Accounting+ works (owner, 2026-10-06).
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**Lepton storage (2026-09-30):** each app's /sdcard (= /storage/emulated/0 → `<base>/lepton-data/external`) has `Movies`/`Download`/`Documents` symlinked to the Frame's `~/Videos`/`~/Downloads`/`~/Documents` (liblepton/mounting.sh, only if they exist at start); agent v24 `storage_targets` reads that mapping. Android's MediaProvider canonicalises paths to /home/steamos/... and rejects every file ("doesn't appear under [/system/media...]"), `sm list-volumes` is empty: the media index never works, apps must browse folders. Lepton installs with `adb install -g` (runtime permissions granted, MANAGE_EXTERNAL_STORAGE too). Files: `install/files.py`, `frameport frame send|storage`, GUI Files tab (formerly Frame → Send files).
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**SteamVR per-app settings (2026-09-30):** editing steamvr.vrsettings while SteamVR runs is lost; the web API (127.0.0.1:27062 /app/setsettings) needs `x-steamvr-secret`. `native/vrsettings` = `fp_vrsettings.exe` (freestanding, OpenVR `FnTable:IVRSettings_003` as a Utility app, loads SteamVR's bin/win64/openvr_api.dll) sets them live and SteamVR persists them: section `steam.app.<shortcut appid>`, keys `preferredRefreshRate` (float) and `motionSmoothingOverride` (0 global, 1 on, 2 off, 3 always). Steam Link (vrlink) lists the Frame's rates 72/80/90/96/108/120/144 in vrserver.txt and follows the per-app preference ("host preferred N Hz"; whether the key is honoured is unverified in-headset yet). Judder metric: vrcompositor.txt session summary dropped + "Timed out. N total" (Stormland: 0 dropped but 313 timeouts in 2 min); fpsVR (`%LOCALAPPDATA%\fpsVR\*.json`, 0.1 ms histograms) gives p99 CPU/GPU ms. `pcvr.steamvr_tuning` (default on, PC only) applies on Play: highest rate whose budget ≥ p99×1.05, at least one step down, smoothing on.
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@@ -1,17 +1,18 @@
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package: com.crowscrowscrows.AccountingPlus
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title: Accounting+
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status: issues
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notes: Starts in VR, but doesn't get past its "press any button" screen.
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status: works
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notes: Plays normally, including the "press any button" screen after choosing to sit or stand.
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details: Unity 2017.4 built-in Oculus support. frame.unity_oculus_check gets VR started (Meta's system-app check and
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the frame wait its legacy loop never makes, libfp_ovrp.so), ~72 fps. Controller input reaches the game's OVRInput
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cleanly (both Touch controllers connected, individual button bits, input focus 1 while focused) but the screen
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doesn't continue; Cpp2IL can't read this Unity version to see what it waits for.
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the frame wait its legacy loop never makes, libfp_ovrp.so), ~72 fps. The motion warning after the stance selection
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waits for a mouse click (Input.GetMouseButtonDown), which a Quest delivers for the controller press and Lepton never
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does; the same library now counts a newly pressed trigger or A/B/X/Y as that click.
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tested_version: 1.24.35
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engine: Unity
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xr: VrApi
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frame:
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- frame.unity_oculus_check
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verified:
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date: '2026-10-04'
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updated: '2026-10-04'
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date: '2026-10-06'
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updated: '2026-10-06'
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min_app: 0.10.1
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source_hint: Accounting+
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+1
-1
@@ -7,6 +7,7 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
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| Game | Platform | Status | Notes |
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|---|---|---|---|
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| 4XVR Video Player | Quest | ✅ Works | |
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| Accounting+ | Quest | ✅ Works | |
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| AllInOneSports | Quest | ✅ Works | |
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| Asgard's Wrath 2 | Quest | ✅ Works | |
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| BAM | Quest | ✅ Works | |
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@@ -59,7 +60,6 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
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| Wallace & Gromit in The Grand Getaway | Quest | ✅ Works | |
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| Waltz of the Wizard: Extended Edition | Quest | ✅ Works | |
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| Wander | Quest | ✅ Works | |
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| Accounting+ | Quest | ⚠️ Works with issues | Starts in VR, but doesn't get past its "press any button" screen. |
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| Arcsmith | Quest | ⚠️ Works with issues | Right eye distorts during movement (unresolved; swap, tracking, Valve layers, depth and pacing ruled out). |
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| Assassin's Creed Nexus | Quest | ⚠️ Works with issues | Some launch warning text is still upside down; the rest of the UI is fixed by flip emulation. |
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| Myst | Quest | ⚠️ Works with issues | Minor graphical glitches on some objects. |
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