VR 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.1KViews1like2CommentsCannot 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.889Views0likes0CommentsDeveloper 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?1.2KViews0likes1CommentSafety issue - Boundary Incursion
There are countless videos of people using the headset and hitting someone that has moved into the user's boundary. Small children or animals are also incurring into the boundary and sustaining physical and emotional injuries. It would be good to be able have the quest switch to AR mode when the boundary has been crossed in order to protect individuals who are not using the headset from the user. Ideally something like a NFC chip would be able to be put onto the collar of a dog such that incursions from the rear could be detected, though a camera in the rear would be better. Is there any code in the Quest system software that can do this?609Views0likes0CommentsBoundary's resetting every few seconds
recently i was going to use my quest but when i got on my boundary kept on resetting every few seconds or minute I couldn't do anything because how annoying it got, I've already tried cleaning the lens. If anyone knows the solution to this please tell me942Views0likes3CommentsGetting 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!1.9KViews0likes3Comments[QUEST] Freeze with multiples lineRenderers
Hi everyone, I'm beginner on Unity development and oculus quest development. I would like to try to display different perimeters. Each perimeter is the same that the outer boundary and i apply it rotations. So, i reuse an oculus script I have modified. And, to display perirmeter, i reuse lineRenderer. Problem: with more than one lineRenderer, on the oculus Quest, the application freezes! Do you know why? Is LineRendrer so resource intensive? Thanks so much for help Here the code: public class GuardianBoundaryDisplayCustom : MonoBehaviour { // Depending on the demo manager only for reorient notifications. public GuardianBoundaryEnforcer m_enforcer; // So that we can easily render the rectangular play area and // the more exact outer bounds. public OVRBoundary.BoundaryType m_boundaryType; // Something to tell the user their guardian bounds aren't configured. // This isn't a solution a shipping app would use-- it's just because // the demo makes no sense without bounds. public GameObject m_errorDisplay; void Start() { m_enforcer.TrackingChanged += RefreshDisplay; RefreshDisplay(); } void RefreshDisplay() { bool configured = OVRManager.boundary.GetConfigured(); if (configured) { LineRenderer lr = GetComponent<LineRenderer>(); lr.positionCount = 0; // Note that these points are returned in (the newly reoriented) tracking space. // So rendering them correctly aligned with your guardian bounds in VR is // straightforward, and does not require additional transformations as long // as this is parented to the TrackingSpace node. Vector3[] boundaryPoints = OVRManager.boundary.GetGeometry(m_boundaryType); lr.positionCount = boundaryPoints.Length + 1; Vector3 v; for (int i = 0; i < boundaryPoints.Length; ++i) { v = boundaryPoints; v.y = 0.0f; lr.SetPosition(i, v); } v = boundaryPoints[0]; v.y = 0.0f; lr.SetPosition(boundaryPoints.Length, v); lr.startColor = Color.blue; lr.endColor = Color.blue; LineRenderer lr2 = Instantiate(lr); lr2.startColor = Color.red; lr2.endColor = Color.red; lr2.transform.Rotate(0.0f,180.0f,0.0f, Space.Self); LineRenderer lr3 = Instantiate(lr); lr3.startColor = Color.yellow; lr3.endColor = Color.yellow; lr3.transform.Rotate(0.0f, 180.0f, 0.0f, Space.Self); //TODO utiliser lr3.bounds.center pour décaler le périmètre } if (m_errorDisplay) { m_errorDisplay.SetActive(!configured); } } // Update is called once per frame void Update() { } }468Views0likes0CommentsPlayer location in Boundary space
Is there any way to get the players exact location in the boundary space? The TestNode function only gives the distance to the nearest boundary array point. If I could get the distance to more then one point I could calculate it but distance to 1 point is not enough for a fixed location.1.1KViews0likes3Comments