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Quest 3 Walls or furniture saved as space settings are not visible on screen after PTC V64

BMO382
Protege
hello.
 
I have a Quest 3 and this is my first PTC update. However, I am having a problem with 'Space Settings'. I never had this problem before the PTC update.
 
Scanning my room, adding furniture, and adding walls or windows works fine. It was also possible to name rooms, edit rooms, and modify furniture as normal.
However, the space and furniture set up this way are not displayed on my screen in the virtual environment. Previously, when I brought the controller or Quest 3 near a wall or furniture I had set up, it would appear blue, but now nothing is visible.
The problem is that the spatial data saved in the spatial settings remains. I repeatedly deleted and recreated this space, but it did not solve the problem of not being able to see it in the virtual environment.
Borders are saved normally and are visible. The option to change the color also works fine. However, only the border is visible, and no walls or furniture are still visible.
 
This feature was one of the most important safety nets to avoid getting hurt in the VR environment of my room. As I moved, I could see the blue output of furniture or walls and reset the distance or move in a direction that wouldn't hurt me.
 
I tried everything I could to solve this problem. I repeated clearing the space and rescanning dozens of times, resetting once through the phone app, and once through the device's power options, but it did not solve the problem. I still can't see any furniture or walls and this doesn't change whether I'm in a virtual or passthrough environment. The space is saved, the furniture and wall settings are also saved, but I don't know why they don't show up on my screen.

My request for help was written through a translator, so the terminology may be slightly different and I need your understanding. I hope the meaning was conveyed correctly, and I hope this problem is fixed quickly. Now that I can't see the walls and furniture, I'm scared to swing my arms or move my body while wearing VR. This is especially true because I have been bumped into and injured a lot even in environments where walls and furniture are visible.
129 REPLIES 129

Jea we dont trust any of your lies anymore. I for one will go on mission to tell anyone who would be slightly interested to stay away. And im going to promote this in any forum that hast anything to do with VR/physical devlopment/Corporate behabiour/honestly and so on...

This is a Message for the actual Humans Here... Meta seems to have Exchanged actual Support for Bots that dont even disclose being Bots to us

Novizokk
Explorer

Stop talking to the Bots, Meta betrayed every customer, **bleep** their products... Tell all the Potential customers you know, to stay away as far as they can

Skaywolker
Explorer

I'm disappointed!!

I don’t know why everyone is so surprised. This is a pattern with Meta and always has been since they bought the company. They suck and they don’t give a **bleep** about the user experience. They introduce new “features” and then either discontinue them or break them with subsequent updates. Do not buy any of their products or any of their offerings in the meta store. Zuckerberg has completely destroyed this company and his vision of meta world will go nowhere. Facebook, meta and anything he touches turns to **bleep**.

The "Show mixed reality objects" option slider in the "Physical Space" -> "Guardian" or "Space Setup" has been gone for a while and it hasn't comeback in the recent V68 update. I was able to set up my room in mixed reality including my walls desk and bed in "Space Setup", but I cant see their outlines anymore if I get near to touch them, in the Meta home screen, native Quest 2 games as well as when using the PC link option. I don't know which software version I was running at the time of having the option working, but after I updated my Meta Quest 2 to an update version I also don't remember (I think it was V66) I have not had the previously mentioned "Show mixed reality objects" slider appear again. Please help me find a way to resolve this issue as many online have been having this problem and think we can all agree is a far better room safety indicator than the annoying guardian boundaries especially in small rooms!!! Thank you for your time and hope to hear from you guys soon.

Community performance requirements?

V.Rilaem
Explorer

Punched TV, thinking 'show mixed-reality objects' active. After returning to Quest Pro from hiatus, refreshed room setup following v66-69 updates.

 

Since then, bumped into TV twice. Despite roomscale boundary speed detection maxed, both head/hands. Though, minimum head proximity detection with halve hand proximity detection. Because of that, maxed head proximity detection with minimum hand proximity detection, keeps centred within roomscale boundary based on head proximity while hands won't incessantly trigger guardian.

Whereas, shown mixed-reality objects was a secondary boundary. Another layer of security for safety. Showing where TV/table/sofa/window/wall are when venturing toward boundary edge if too immersed, regardless of roomscale boundary guardian. Which, cannot orient objects, lest roomscale boundary includes those objects within, with space-sense active.

Space-sense with shown mixed-reality objects was a tertiary boundary. Space-sense without shown mixed-reality objects is an inconsistent secondary boundary, sometimes not shown. Never shown in stationary boundary, inactive. Which, lacks guardian boundary, too.

 

Workaround circumventing lack of shown mixed-reality objects is to draw roomscale boundary around walls like mixed-reality room setup, including objects otherwise shown as mixed-reality objects, within. Activate space-sense at max detection distance, ensuring adequate light for camera's detection.

From my experience, space-sense inconsistencies with no shown mixed-reality objects had my TV backhanded once before bumped into with bum/back twice. Not a fix, but a retrofit workaround circumventing lack of shown mixed-reality objects.

Not as safe as roomscale guardian as primary boundary, shown mixed-reality objects as secondary boundary, space-sense as tertiary boundary.

 

Both roomscale/stationary boundaries should have options for:

• Shown mixed-reality objects (missing from both).

• Guardian boundary (missing from stationary boundary).

• Gradual gradient pass-through at boundary edge (missing from roomscale).

• Boundary transition moving from mixed-reality seat to standing (missing from both).

GreamyZ
Protege

This is stupid beyond any comprehension. Useful feature is removed with no explanation or warning. We get gaslit that it's just a bug. Then after half a year, we are told that it's been removed, everything works as intended, and we should post on the "ideas" forum, maybe some developers will take a look and grace us with a "new" feature.

Why is this marked as a solution. It's not a solution, and barely a satisfactory explanation. 

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