Mixed 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 seriously2.6KViews3likes3CommentsMeta 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.Solved1.8KViews2likes2CommentsUE5.3: 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?2.5KViews2likes4CommentsUnable to read the proper boundary info via Airlink
If you are using Airlink, you are unable to read proper boundary info. ie. what runtime provides you (doesn't matter if you use OpenXR or Oculus SDK) is incorrect. Here's a video of me recording three cases https://youtu.be/0RAaA14LYus And copied the description from the video about parts/cases: Recorded on Quest, the game uses VRAPI (OpenXR gives the same result but with VRAPI I am able to render the actual boundary) Recorded on PC, Quest 2 is connected via Airlink, the game uses Oculus SDK. Note that there is an offset for the play area centre here. Recorder on PC, Quest 2 is connected via Airlink, the game uses OpenXR. Note there's no offset and I am standing closer to the apparent play area centre. I also moved my arms behind me to show where the boundary ends. The most interesting bit here is that Oculus SDK (2) read boundary points properly but still provides incorrect play area info. It almost encloses the whole play area (GetBoundaryDimensions can accept values for boundaryType, I use ovrBoundary_PlayArea, but it kind of looks like ovrBoundary_Outer). Another thing is that I might have at an angle when I started to setup guardian and maybe there's something that makes the boundary off. When I setup a boundary before, it was more aligned on PC with what I had on Quest but for ovrBoundary_PlayArea it still was enclosing the whole boundary tried it. OpenXR was off as well. This is something that has been happening with Airlink since day one. I know that it was reported not only by me and hasn't been fixed yet. I provided steps to replicate the bug, examples, as much info as I could gather only to learn that support has closed my tickets and now I am even unable to create new ones 😄 I started the thread here as it is a general issue and can't really tell if it's more PCVR or Quest related as it seems that PCVR runtime is unable to cooperate with Quest via Airlink.1.2KViews2likes0CommentsBoundaries 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.53Views1like0CommentsWon’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.666Views1like4CommentsVR 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.1.1KViews1like2CommentsWhitelisting 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?1.3KViews1like2Comments