04-22-2024 01:28 AM
Hi,
I am a designer and VFX artist currently involved in planning a national-level project to establish a mixed reality gallery within one of our institutional buildings.
One major challenge we're encountering is the current limitation in scanning capabilities, which restricts us to small areas. I have come across videos from six months ago showing entire houses being scanned. Could you explain why this is no longer feasible?
Additionally, the boundary constraints pose a significant issue. We intend to create a gallery spanning approximately 100 square meters, but the current technology only supports a boundary covering 25 to 50 square meters. This severely limits the ability to move around within the space.
I have experimented with the settings in the meta hub developer options, but found that disabling the boundary also disables the passthrough, which is not a viable solution. Given these challenges, I am curious to know if there are any updates or planned improvements to address these issues.
Thank you for your attention to this matter.
Best regards,
Deividas
04-25-2024 07:28 AM
you could disable guardian at runtime in Mixed Reality Apps.
But you need to compile your applicaiton( Unreal) by adding
<uses-feature android:name="com.oculus.feature.CONTEXTUAL_BOUNDARYLESS_APP" android:required="true" />
in the "ManifestRequirementsOverride.txt" before you compile your unreal project.
When you open the application, it will close the guardian lines
04-26-2024 06:37 AM
Swang is correct, but also - disabling the boundary like you did also only affects the home environment. Apps can still use passthrough with the boundary disabled.