cancel
Showing results for 
Search instead for 
Did you mean: 
Hirothefox
Expert Protege
Status: New Idea

https://communityforums.atmeta.com/t5/Get-Help/Quest-3-Walls-or-furniture-saved-as-space-settings-ar...

f6e336fe05e348359f1e3692f4b1a4f1.jpg

 For some reason it was suggested I propose this as a new idea, despite the fact that this user safety feature already existed and was deprecated without warning or cause. Please restore it. There is now no way to indicate non-wall objects within a playspace while in VR applications, which could lead to serious injury or property damage. Many users relied on this feature to play safely, and its removal being both quiet and ignored thereafter for months feels like a critical misunderstanding of the issue at hand.

Please restore this user safety feature.

12 Comments
lordnozgot
Protege

+++!!!

kevino333tf
Explorer

Yes please, it would be nice to play games without accidentally kicking my table

knowledge.pachi
Explorer

Meta defines this device as an adult video player for use only in bed, rather than a gaming device, so this feature is not needed.

Night.King
Honored Guest

Save us

Hirothefox
Expert Protege

Show Mixed Reality Objects really felt like it was going to be Guardian 2.0, it was so much more effective at showing obstacles than just infinitely tall walls placed arbitrarily.

The way Guardian works now kinda expects you to have a completely featureless room for it to be of much use. The ability to define actual objects and show them when you or your controllers/hands get to close felt like what Guardian SHOULD be.

Skaywolker
Explorer

++

BMO382
Protege

++

Hanfewaldt
Honored Guest

+++ yeah...pretty please

Isgeny512
Honored Guest

Yes++++! Bring this feature back, it looks like I switched it off at some point and after some update (maybe v64) they removed it and left it in the off state

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).