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Barliesque
Participant
February 14, 2020

No Guardian Geometry??


I'm trying to retrieve the Guardian geometry using OVRBoundary.GetGeometry(BoundaryType.PlayArea) but it always returns an empty array, despite the fact that I've definitely set up the Guardian.  Anyone else have issues or success with this?

    11 replies

    Up and Coming
    February 14, 2020
    This happens to me when I use the Oculus Link with my Quest and try to grab the Guardian geometry as well. However, when I build to the device it works. 
    Barliesque
    Participant
    February 15, 2020
    Interesting.  I'm using a Rift S, testing inside the Unity editor.  I'll make a build and see if things change there.
    Up and Coming
    February 18, 2020
    im having this same problem with Rift S in editor, it worked previously, late last year.
    Barliesque
    Participant
    February 19, 2020
    Despite having previously set the Guardian, I discovered that it had somehow been cleared.  Once I redrew the Guardian, I found that OVRManager.boundary.GetConfigured() no longer returns false, but the geometry returned from GetGeometry() is wrong -- I get a small rectangular area (3.1725 x 1.1175), which appears to be centered and at ground level, but far from representative of the actual shape of the Guardian.

    It would be great if an Oculus representative could shed some light on this issue.
    Barliesque
    Participant
    February 21, 2020
    ...please?
    February 23, 2020
    I tried everything possible, with oculus and unity XR subsystem. Been working HOURS and HOURS on this, i don't get any clue of whats going on.
    So ... UP ^^
    New Participant
    March 7, 2020
    Same here, posting to keep track of thread^^
    I am using the new XR Management system for development with Quest. The system itself seems to be working fine, I can retrieve a reference to the oculus input subsystem, I can successfully call other functions it, but when it comes to the "TryGetBoundaryPoints" function it always returns an empty array. Yet it does return true as return value, so it does something in the background and seemingly says that it worked out (though I assume that only means that the device used can have a boundary at all, but that's just my current knowledge...the info on this new API is a bit sparse)

    For me it made no difference whether I used it with Link or without, nor if I used a roomscale or stationary setup.

    June 12, 2021

    Same issue here!

    Up and Coming
    August 15, 2021

    Same issue! tryGetBoundaryPoints Does not seem to currently work on Quest with or without link. 
    The produced points list is always empty! 

    September 11, 2021

    Finally got a hold of Oculus support. They said this is a known bug and they're working on it. But they didn't give me a timeline, so.... 

    timhereijgers
    New Participant
    March 1, 2023

    From cecarlsen on the Unity forums. This solves the problem!!

    For those who want exact Guardian bounds drawn by the user on Meta Quest:

    At the time of writing (Unity 2021.3.1.13f1 and Oculus Integration 49.0), you need to use OVRManager.boundary.GetGeometry( OVRBoundary.BoundaryType.OuterBoundary ). And for that to work you need to switch to "Legacy LibOVR+VRAPI" in the top menu: Oculus -> Tools -> OVR Utilities Plugin.