Forum Discussion
5 Replies
- GATORSAURU5Meta Employee
Hello there!
You cannot determine the boundary mode for the users as it is a safety feature and cannot be circumvented. You can use Boundaryless if you are creating a passthrough project. Boundaryless disables the boundary system for unique passthrough experiences, but disables when the app or game returns to an immersive experience.
Hope this helps!
- TomVRProtege
A good feature for boundaryless apps is to have a function to enable at least the auto created boundary if they want to go fully immersive for a part. (say you walk across the room, sit down and go fully VR)
Our solution currently is to have a defined region that when they leave from the seated position immediately bring back full passthrough
- RayNg_XRBootcampProtege
Not sure if this helps your case, but you can consider setting up your own custom "stationary boundary" while retaining the native guardian boundary by Meta. That way, you can selectively toggle on/off your stationary boundary via scripting whenever you want to.
- AT.TestExplorer
RayNg_XRBootcamp Can you elaborate on this ? This seems to be the forward way for us.
- RayNg_XRBootcampProtege
You can create a capsule trigger with radius based on to how large you want your "stationary boundary" to be, positioning at the centre of your Camera Rig. Then you can add another sphere collider on your "CenterEyeAnchor" object, and utilize "OnTriggerEnter/Exit" to determine whether player is out of bounds.
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