Boundaries are.. broken?
I've found the boundaries for playing a bit buggy recently. Recently, as in on v2.1 but also maybe a few versions back, which is when this started happening. When doing something outside Meta, I typically go outside of my boundary. This shouldn't be a problem, unless, for some reason the boundary itself resets to a position I don't regularly play in. For example, recently today, I had to get something with my headset still on, and the boundary automatically set itself to an area I was in. Another problem I saw recently was a bug in the GUI associated to boundaries. When I try to reset my boundary to my playing area, the buttons would not function properly. Before this version at a different time period, the black "Create new boundary" button would do what it regularly did, but would make the GUI reappear, without the buttons working at all, forcing me to have to press the "Use apps while laying down" button or restart my headset. This isn't regularly a problem, but more recently, both buttons would not function how they should. The "Create new boundary" button would not function at all, and the "Use apps while laying down" button would bring up the pop-up that would appear, but would not let the Meta button function how it should've at that time, leaving the "You've left your boundary" GUI up, and the pop-up I do not know what is causing these, but I want these to stop. Any help from anyone is appreciated.43Views1like0CommentsBetter boundary system suggestion
The room where I currently use my Quest 3 has two very specific features: low ceiling - I cannot fully extend my arm upwards without touching the ceiling sloped ceiling - the ceiling goes from being flat into a slope at one point (giving the room a "right trapezoid" side profile) - this creates a space where I cannot move my head because of the slope, but I am able to use my hands there, as they are lower The current "2D" boundary system only accounts for the floor and walls. This means I cannot fully utilize the room for movement. I frequently hit the ceiling with my controllers, which constantly pulls me out of the experience and limits immersion (it keeps me on a constant "lookout"). The problem could be fixed by the implementation of a "3D" boundary system, allowing users to set a specific ceiling height or define a custom sloped ceiling. I believe such upgrade could improve not only my VR experience, but also those of many other people.37Views0likes1CommentCan't make a boundary?
I cannot make a boundary, all buttons related to making a boundary are unresponsive, even with the new navigator off. I've restarted my headset a few times and even factory reset it to try and fix it, no luck. This only started after I installed the new system update.Solved1.1KViews0likes6CommentsI can’t set my boundary with my device owner account.
This may be the worst bug i’ve encountered on this headset and is the sole reason why the meta quest 3 is the buggiest headset ive ever used. So I have two accounts on my quest, the device owner and an additional one. On the additional one, I can set my room scale or stationary boundary, as well as my floor level. But on the device owner, when i click boundary and click either option, it just doesn’t work and takes me back to the settings. This makes that account almost unusable in standalone mode, because as you all know, you kind of need a floor level to play vr. Please fix this meta, it’s been broken for almost a year now.71Views0likes5CommentsWon’t let me set up boundary, won’t let me go to passthrough
This happened out of nowhere, I suddenly couldn’t get to set up my boundary and that stops me from playing my games and even straight up removes it from my library and only shows me apps that can be played without a boundary. I keep clicking to set up a room scale boundary and literally nothing happens, doesn’t even go to the passthrough. I tried rebooting multiple times but it didn’t change anything. And for some weird reason when I take my head off my headset it goes black even when it’s on. My controllers act like there’s a boundary set up but i can’t even play my games without it crashing the apps because I don’t have a boundary set up… which is not letting me do. Can someone help? I’m starting to think my oculus is a lost cause.585Views1like4CommentsUE5.3: Roomscale and stationary boundaries break my Player Start! Why?
Hello, I'm having some strange problems. While I try out my test level with the Meta Quest at my workplace and in the Unreal Engine, everything works fine. Now I have created an APK file and installed it on the quest and have the following problem (see also the picture): 1. in the editor "PlayerStart" is at the position and rotation as shown in the picture (see number 1 in the picture). This also works when I test it in the engine and with Meta Quest. 2. However, if I start the level natively on the quest (at a different place in my room), then I start somewhere else in the level and not at the set "PlayerStart" (see number 2 in the picture). And my triggers etc. no longer work. If I reset the position ingame (via menu button), then the player jumps back to the spawnpoint set in the editor (see number 3 in the picture), but the triggers etc. do not work either. If I start the "game" on my workplace, then the spawn position is correct and everything else also works. The spawn point should always be the same, no matter where I start the game from. I don't know why this won't work. New Update: I have found that when I have a stationary boundary (3x3 feet), it works as it should. But as soon as I set Roomscale (or when I am standing), I have the behavior as described above. I'm trying to create a game like "Moss", for example. I have a stationary VR character (first person) where I can interact with my hands and at the same time I control a 3rd person character. And with triggers etc. I then "teleport" the VR character to a different position. This works, but not as soon as I stand or activate Roomscale. And if I'm not in the center of the stationary boundary, then the rotation and position where I "teleport" the VR character is no longer correct. Does anyone have any idea?2.5KViews2likes4CommentsNon-Deprecated way to get Boundary edge geometry
I was looking through the developer documentation for using boundary data (https://developer.oculus.com/documentation/unity/unity-ovrboundary/) and I noticed that the method mentioned for getting the geometry of the boundary's edge is deprecated. boundary.GetGeometry(OVRBoundary.BoundaryType.OuterBoundary) Specifically, the BoundaryType.OuterBoundary enum is considered deprecated. I imagine this means there is a more updated way of getting this information but the page doesn't seem to mention it. Any assistance with this would be great!791Views0likes1CommentCenter to boundary center instead of HMD center
I need to make sure the center of the boundary is at the center of my scene, but if the player recenters their boundary then the entire thing shifts. Is there a way to make sure the center of the boundary is always at the center of my scene?636Views0likes1CommentVR in moving vehicle Rendering issue
I am working on a project which involves using meta quest 3 in Rift mode while inside a moving vehicle. We are attempting to display lidar information as a customer demo and visualization tool. We have run into the usual suspects while doing this (e.g. motion of vehicle is seen as player movement.) In an attempt to temporarily solve for these issues we have disable the safety boundary and limited tracking to just rotation. This handles most of the issues at least for a temporary internal demo. The issue I'm here for is that with this setup if we move/drive more than roughly 100 ft the rendering in the headset for lack of a better word breaks. The simulation/Unity is still running fine but the visual information is torn and frozen. If in this situation we stop the vehicle and recenter the view the rendering returns to normal and we can move another 100ft before it happens again. Has anyone had this result in another other situations? Is the distance thing a floating point issue? What can we do other than recent the view every few seconds automatically. This is not a solution we want to use. FYI. We are going to eventually attempt to use the IMU data of the vehicle and blend that data with the headset tracking but we are not their just yet and want to show something in the mean time.1KViews1like2Comments