Seeking 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!Solved3.9KViews0likes4CommentsMixed 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 seriously2.6KViews3likes3CommentsUE5.3: 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?2.5KViews2likes4CommentsGetting boundary points
I've been banging my head against Unity's TryGetBoundaryPoints and OVR's OVRManager.boundary.GetGeometry with zero luck. I've tried building directly to the Quest to bypass the issues I'm reading about with regard to the Link cable and this data but I'm still stumped. Any ideas on how to get the points of a user's boundary to work? Thanks!1.9KViews0likes3CommentsMeta 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.Solved1.8KViews2likes2CommentsOVRManager.boundary returns Null
Hi! I'm using Unity 2018.4.19f1 and the latest available Oculus integration package v17.0 and Oculus Android SDK v1.38.6. I've been trying to access the guardian boundary on my Oculus Quest in order to mark the outline, but haven't gotten it to work so far. So I've tried to identify the problem using Debug and found that both OVRManager.boundary.GetConfigured() and OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.OuterBoundary); returns "NullReferenceException: Object reference not set to an instance of an object". In the end I ran Debug.Log(OVRManager.boundary) which simply returns Null, which explains the above NullReferenceException. So the question is why does this return Null, when I most definetly have set the guardian boundaries on the Quest? Has anyone had any similar issues? I've run Debug.Log from both Start and Awake, but got the same result regardless. I run the script from an empty GameObject, should I maybe be running it from somewhere else? The project itself is a new empty project, with the VRTK 3.3 SDK Manager setup for the OVRCameraRig and not much else, except for the controller alias objects and the VRTK simulator camera rig.1.8KViews0likes1CommentCan'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.Solved1.5KViews0likes6CommentsWhitelisting 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?1.3KViews1like2CommentsUnable 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.1.2KViews2likes0Comments