Disable Guardian option when using passthrough
Hello all, I am trying to get some traction on this so we can finally do AR with quest 2 without that annoying Guardian. Please please let power user disable guardian when in Passthrough, there is no danger for us since we can see everything around us. Power users matter and you should help us enjoy your product, not put barrers in our way. Thank you4.7KViews3likes11CommentsShared space in same physical location for multiple users -- Space Sense?
Hi Everyone, We have an experience in which multiple people HAD been able to slowly walk through an orchestra as the sound changed. Worked very nicely for a large public. BUT: we had been using Space Sense to give people a sense of the others in the environment (which was being monitored), but it seems to have disappeared or failed last year. Sometimes one sees a bit purple throughput, like a ball of tumbleweed, but basically it's not working. This was essential to our mode of presentation. Does anyone have any idea 1) what happened to space sense or 2) what is the most simple, robust replacement? Am I missing something simple?405Views1like0CommentsCannot 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.873Views0likes0CommentsUnwanted Recenter capability and other inconsistencies
I can't figure why the oculus button make the view to be recentered despite of the fact the OVRCameraRig tracking mode is set to Stage and the Allow recenter isn't checked. I did erase the Guardian setup, restart the headset, restart Unity, clean Build, but nothing works. Everything was fine till today, I didn't changed anything about those settings, it's a pity to experience so much unconsistencies. In the same order of weird bahaviors, till now the local world axis was aligned perpendicular with one of the guardian boundaries. Now it is aligned depending on the direction you're looking at with the headset.... How can I work seriously when I can't manage critical behaviors like these??? I'm angry...grrrrr maybe I should have bet on the HTC environment... And this topic will not have any answer from meta enginers, of course. They sell quest pro but don't care if you're doing something with it. It is not acceptable to have to fight with essential features like that. Why the hell there is no world axis setup built-in the headset??? Why the hell I can't define a custom OVRBoundary? Why the hell the avatars shaders are messing? Are you serious? I spent 2000 euros for both quest and quest pro, and nobody's here?? I want a f...g hotline 24h a day.1.1KViews0likes1CommentGuardian boundaries are displayed with a delay
Hi, I have 2 Quest 2, and the same problem appears on both of them : Guardian displays the boundaries with a 0.5s to 1s delay. This delay is very noticeable with fast movements, and it is extremely dangerous. I almost broke my hand 3 times because of this. I already did a factory reset on both headsets, it didn't change anything. I think this issue appeared since v44 or v45. Before that, Guardian was smooth as it should.672Views0likes0CommentsCannot disable Guardian anymore
Some serious issues here on a couple of Quest units (one with v34, the other with v35) Once I turn Guardian off in the Developer menu (BTW, congrats for messing the UI up in v35...) I can still see the boundaries and as soon as I walk outside passthrough kicks in... a couple of other units (v33) work perfectly, but the updated ones are buggy. Is it just me? I tried to disable and re-enable developer mode in the app, cleared the location history... it just gets stuck. Sometimes I cannot even enable Guardian anymore, the button turns blue, but cannot define a new area, but still I cannot disable the existing one... Since I'm testing a free roaming app (10x10 meters with no active boundaries) I NEED this badly. It's an hit and miss situation: upon reboot sometimes it works just once and then gets stuck again, sometimes it boots like that no matter what. It might help to know that I'm using AirLink and I need to set the floor from there... maybe AirLink is messing with the Quest OS? Seems a pretty serious bug to me anyway. EDIT: Under further investigations, it turns out that you MUST reboot the Quest in order to activate/deactivate Guardian boundaries control... not useful at all if you need to activate/deactivate multiple times per session for testing purposes!1.4KViews1like1CommentPlease skip Guardian check when Guardian is disabled on Quest 2
I appreciate the developer feature of disabling Guardian, which saves us time. Thank you. I'd like to report a serious bug in the latest Quest 2 firmware update that wastes developers' time. A simple 2 steps to reproduce it: 1) Settings > System > Developer > Disable Guardian. 2) Long press the power button > Restart Quest 2 will then get stuck in black after the Meta logo disappears, and the only way for a developer to get out of it is to factory reset the device. It appears that Quest 2 got stuck checking Guardian when Guardian was disabled. If so, please make the firmware skip the Guardian check if Guardian is disabled. This will save us lots of time, from developers to developers.4KViews3likes2CommentsUE4 Can't get the guardian within the editor.
Hi, I'm doing "VR Development with Oculus and Unreal Engine" course on unreal learning. The lesson "Oculus Guardian" I can't seam to get "Is Guardian Configured" to run true on Q2 with link. Is it rift only? oculus subsystem is enabled and so is the guardian within the headset, running 4.26.5.2KViews2likes14CommentsQuest 2 calibration with external camera and access to guardian coordinates
I am working on the calibration of the Quest 2 with a physical camera. I would like to better understand how the Quest 2 establishes the coordinates of its 3D space in relation to the guardian and especially how it either re-establishes or changes this when it is turned off, sleeps or goes outside of the guardian? Is there a system 'translation vector' that could be read and used to realign local 3D space with the updated Quest 2 3D space? If not, I am interested in learning how to establish a relationship with or get access to some fixed coordinate in the guardian space such that a translation vector could be calculated. Any input on this would be appreciated. I have not been able to find reference details on this via a search - could someone point me in the right direction? If it needs context, then it would be relative to Unity. I have developed for other platforms but am new to development for the Quest 2 / Unity.2.1KViews0likes1Comment