UE5.3: 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?2.2KViews1like4CommentsNon-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!726Views0likes1CommentCenter 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?615Views0likes1CommentVR 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.976Views1like2CommentsMixed Reality app without boundary limit
Hi, we are building an MR/passthrough game meant to be played outdoors in large open areas. We found out that boundaries are limited to 10m by 10m which is hugely insufficient, as our game requires the players to move around a lot (easily in an area of a basketball or even a football field). We found out that we can disable the boundaries with the permission: <uses-feature android:name="com.oculus.feature.BOUNDARYLESS_APP" android:required="true" /> but when we try to publish the app, it gives an error: This APK includes experimental APIs (com.oculus.feature.BOUNDARYLESS_APP in AndroidManifest.xml).... APKs with experimental APIs cannot be pushed to public channels. how can we publish the game on Meta Quest store without the boundary limitation? PS: Arkio doesn't seem to have any boundaries so there must be a way. We are putting in place solutions to enable awareness of obstacles and hazards so it's not like we don't take safety seriously2.4KViews3likes3CommentsSeeking Solutions for Disabling the Guardian Boundary in MR Games on Quest 3
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!Solved3.5KViews0likes4CommentsMeta All in One SDK v66 claims to allow us to disable the boundary in code
https://developer.oculus.com/downloads/package/meta-xr-core-sdk/ "66.0 - Release Notes What's New Boundary API The Boundary API enables developers to suppress the boundary visibility, allowing users to go beyond the Guardian Boundary. The feature is closely related to Passthrough: The boundary visibility can only be suppressed when a Passthrough layer is rendered." The official API docs only refer to v65. Has anyone managed to do this? If you have, would you be so kind as to tell me how please? I'm trying this private OVRManager ovrManager; ovrManager = FindObjectOfType<OVRManager>(); ovrManager.shouldBoundaryVisibilityBeSuppressed = true; but the boundary still appears.Solved1.7KViews2likes2CommentsCannot modify spatial data(walls and furniture) after room scanning on Quest 3
We need to set up an 11x11 meter area for an MR game, and our app will generate MR scene base on scene data. Please find our scanning steps below: Physical Space > Space Setup > Setup Walk through the space for room scanning until the mesh polygon is fully covered Once scanning is complete, the auto-generated walls and furniture appear in my view However, the walls are not blue as usual, they are red. When I try to modify them, nothing happens(no pop-up window or any feedback at all). I expected a pop-up window to confirm deletion or a ‘+’ symbol on the lower left/right to modify or add new walls, but nothing is triggered except for the setup completion pop-up to end the process (pop-up as image below). I apologize for not having a capture during the scanning process. The image was captured in the “edit” managed spaces, where I can no longer modify or capture the red walls. To clarify, this issue occurs after the room scanning is completed, but the auto-generated walls and furniture cannot be modified. Could this be due to the high black ceiling? Is there any way to force edit walls? Any workaround for this problem? Thanks.723Views0likes0CommentsWhitelisting for CONTEXTUAL_BOUNDARYLESS_APP tag.
Hello, I am working on a commercial application that would benefit greatly from being able to disable the Boundary guardian permanently while the application is running. Is there any information on how to get apps whitelisted for this feature when using the CONTEXTUAL_BOUNDARYLESS_APP tag mentioned in the v57 changelog?1.3KViews1like2CommentsDeveloper mode > Disable Boundary, World height and rotation problem.
Good morning all. We have a question regarding the boundary. We noticed there is an option to turn the boundary off in developer mode. While using this, it appeared that the world height and rotation gets reset each time the headset goes in and out of standby mode. Is there some documentation on this so we can understand the mechanics better?1.1KViews0likes1Comment