Creating walkable rooms larger than a single Guardian space max limit
The Quest guardian system has a limit. But I have a need go much farther. One method I have come up with is to create a matrix of guardians which the quest right now will store in it's history. It will even detect when you leave a guardian and enter the next. BUT not without popping up a dialog "change guardian" first. What I would like to do is to disable this dialog within my app. And also receive an event to which guardian it has selected. Once I have notification, I can record the previous known tracking position. Use that to offset into the NEW guardian space tracking position. This should seamlessly allow me to travel through all the guardians stored in the quest. Is there an api call now I can make?889Views3likes1CommentOVRManager.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.1.7KViews0likes1CommentQuest Guardian rendering uses about 20% of GPU. Is this normal?
Our game is currently able to easily sustain 72fps in regular play. Using the OVR Metrics tool and Remote Monitor, it is using on average 60% of GPU and 40% of CPU. However, we've noticed that whenever we step into the boundaries of the Guardian System and the red grid begins to be rendered, the GPU usage spikes up to between 80 and 85%, while CPU is hardly affected. Is this expected? We have some larger, more visually complex levels in the pipeline and we're worried that even if we only use a reported 80% of the GPU, the game would stutter (and subsequently fail VRC.Quest.Performance.1) if the player is playing the game in a confined space and keeps crossing the boundaries.1.4KViews1like5CommentsAPI for configuring Guardian Boundary
Hello. I am currently beginning my adventure with development for Oculus and I have been stuck on particular problem for which I cannot find an answer. I've been looking through Libovr reference in search of some way to change Guardian outer boundary and play area. All I have found so far is ovr_GetBoundaryDimensions() which returns boundary dimensions but no corresponding setter for it. I know that it should be possible to do such a thing, because there exists Guardian Boundary Editor made by NeoZeroo from emuvr team which does exactly that. You set up some points that make your boundary and then it overrides the area that was created manually during the user's configuration. Still I have no idea if that was made using existing API or if there exists some Oculus configuration file which holds parameters from users' configuration. Does anyone know how could I possibly override existing boundary configuration? Thank you for your help, lampo1001.1KViews0likes1Comment