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Seeking Solutions for Disabling the Guardian Boundary in MR Games on Quest 3

ApooBG
Protege

Hi everyone,

We're currently developing a mixed-reality (MR) game for the Oculus Quest 3, which involves physical movement within a real-world space. To enhance immersion, we utilize the passthrough feature extensively and need to disable the Oculus Guardian boundary system.

Currently, the only way we've found to disable the boundary requires players to activate Developer Mode on their accounts, which isn't ideal for general users. We're looking for alternatives that allow us to disable the Guardian boundary without requiring users to change their account settings.

Additionally, our development process involves recording gameplay, for which the boundary needs to be enabled, but we would like to maintain passthrough vision. Is there a way to enable just the passthrough and disable the boundary for recording purposes?

Has anyone here worked with similar settings or encountered these issues? Any advice or suggestions would be greatly appreciated.

Thanks in advance for your help!

1 ACCEPTED SOLUTION

Accepted Solutions

My understanding is that you need to be approved by Meta for this to be enabled, or at least for your submission not to be rejected if you use the CONTEXTUAL_BOUNDARYLESS_APP flag in the manifest
See: https://www.uploadvr.com/meta-only-allowing-whitelisted-quest-developers-disable-boundary-mixed-real...
It's a pretty select group but if you read through that article it does make some sense why Meta want to vet who can be trusted to use that functionality. That blurring of MR and VR means everyone's learning quite how to make good use of the technology while keeping users safe 🙂

View solution in original post

4 REPLIES 4

My understanding is that you need to be approved by Meta for this to be enabled, or at least for your submission not to be rejected if you use the CONTEXTUAL_BOUNDARYLESS_APP flag in the manifest
See: https://www.uploadvr.com/meta-only-allowing-whitelisted-quest-developers-disable-boundary-mixed-real...
It's a pretty select group but if you read through that article it does make some sense why Meta want to vet who can be trusted to use that functionality. That blurring of MR and VR means everyone's learning quite how to make good use of the technology while keeping users safe 🙂

Thank you for the reference

EuroBendel
Explorer

Meta now has an official solution to this: https://developer.oculus.com/documentation/unity/unity-boundaryless/