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DerRudiVR's avatar
DerRudiVR
Explorer
2 years ago

UE5.3: Roomscale and stationary boundaries break my Player Start! Why?

Hello, I'm having some strange problems. While I try out my test level with the Meta Quest at my workplace and in the Unreal Engine, everything works fine. Now I have created an APK file and installed it on the quest and have the following problem (see also the picture):

Here you can see my problem

1. in the editor "PlayerStart" is at the position and rotation as shown in the picture (see number 1 in the picture). This also works when I test it in the engine and with Meta Quest.

2. However, if I start the level natively on the quest (at a different place in my room), then I start somewhere else in the level and not at the set "PlayerStart" (see number 2 in the picture). And my triggers etc. no longer work.

If I reset the position ingame (via menu button), then the player jumps back to the spawnpoint set in the editor (see number 3 in the picture), but the triggers etc. do not work either.

If I start the "game" on my workplace, then the spawn position is correct and everything else also works. The spawn point should always be the same, no matter where I start the game from. I don't know why this won't work.

New Update: I have found that when I have a stationary boundary (3x3 feet), it works as it should. But as soon as I set Roomscale (or when I am standing), I have the behavior as described above.

I'm trying to create a game like "Moss", for example. I have a stationary VR character (first person) where I can interact with my hands and at the same time I control a 3rd person character. And with triggers etc. I then "teleport" the VR character to a different position. This works, but not as soon as I stand or activate Roomscale.

And if I'm not in the center of the stationary boundary, then the rotation and position where I "teleport" the VR character is no longer correct.

Does anyone have any idea?

4 Replies

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  • Titusak's avatar
    Titusak
    Honored Guest

    Hello,

    I'm curious, did you find any solutions ? I have the same problem. Meaning, while in the Unreal Editor, if I start the game as Stationary, the player spawn where he should be, but as soon as I change to roomscale. "pouf", the player got moved out far away of the player start. 

    • DerRudiVR's avatar
      DerRudiVR
      Explorer

      Hi, sadly i found no good solution for this problem at the moment. I've tried to "hard code" the player position and rotation, teleport the player to this position and also update the position and rotation when the game starts.

      Interestingly, the position is correct when I restart the game “ingame”. But when I start the game for the first time, the position does not match. I have no idea why this is the case.

  • I'm having the same problem in Unity; I have a roomscale boundary in my living room and a stationary boundary in my office, and whenever I start the game in my office it places the center in a seemingly-random point in my living room boundary.

    EDIT: I tried deleting all space setups and roomscale boundaries and restarting and it still has the same problem; at start the origin is several meters away from me.

  • This is really infuriating, I have tried the same tricks as other posters; manually resetting position, etc, etc.
    But the player starts the game offset from the actual playerstart by some distance, based on where I stand in my real-world room, even if I reset position on the headset before starting the game, makes no difference.
    I confirm that this is happening in UE5.3 right up to UE5.5.3, both on the oculus fork, and the base Epic releases.

    If it is something I am doing wrong, someone, please tell me! I'm happy to change whatever just to get this to work.
    Because right now, 1/2 the time I start my app the player spawns OUTSIDE their apartment building and falls to their death.

    This means I would have to intentionally make the player starting area of any map way larger than the design warrants, just to make sure the player will spawn in an acceptable manner.

    I am using `tracking origin:stage`, as that is the only value which really makes sense.
    The player can play standing, moving using the controller, but they can also move by walking around their physical playspace (like most published VR games)