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Is there an easy way of getting a 2d "play area boundary" from a Quest 3 room scan?

jg.1052
Honored Guest

Is there an easy way of getting a 2d "play area boundary" from a Quest 3 room scan? In other words, is there a way of using the information in the room scan to define a floor area that is safe for the player to move around on? I am trying to make a VR app that generates a maze within a play area that a user can safely physically walk through.

I know that there are API's that make spawning things in an open area, or AI navigation possible, so I assume this is possible. But is there an easy way of doing this?

I imagine I could use the Unity Scene API to get information about the walls and furniture which I can then use to get a 2d area that would be safe for a player to walk around in. But before I spent a lot of time trying to do this, I thought I would ask if anyone knows if there is an API or something that provides an easier/more direct way of getting this information.

1 REPLY 1

mcgeezax4
Protege

There's nothing quite like what you want.  The closest thing is the AI navmesh but that is done by just using the floor mesh as the outer boundary and having all objects/furniture inside be tagged as "navmesh obstacles", so the AI system knows to avoid them.  But as far as I know there's no resulting mesh for you to grab to use elsewhere.

You could copy that process of taking the floor mesh and cutting out holes for the furniture, though that method still would ignore anything not tagged or with an irregular shape.  But my recommendation is to just have the user define the play boundary by drawing it out with lines or freehand or whatever.  Or at least have that be your starting point so you don't get stuck on this problem and can work on actually implementing your game idea.