Non-Deprecated way to get Boundary edge geometry
I was looking through the developer documentation for using boundary data (https://developer.oculus.com/documentation/unity/unity-ovrboundary/) and I noticed that the method mentioned for getting the geometry of the boundary's edge is deprecated. boundary.GetGeometry(OVRBoundary.BoundaryType.OuterBoundary) Specifically, the BoundaryType.OuterBoundary enum is considered deprecated. I imagine this means there is a more updated way of getting this information but the page doesn't seem to mention it. Any assistance with this would be great!724Views0likes1CommentDisable Boundary in Quest 3
Can we disable Boundary in Quest 3? I know this is possible in Quest/Quest 2. The large contingent of Quest users who Sim race or use flight simulators need our headsets to not be looking for a boundary or doing anything but displaying while we sit in our rigs.46KViews11likes54CommentsDisable 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 you4.6KViews3likes11CommentsShared 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?392Views1like0CommentsCannot 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.721Views0likes0CommentsWhitelisting 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?1.3KViews1like2CommentsUnwanted 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.1.1KViews0likes1CommentAligning world with Guardian Play Area
I seem to be at a loss for I have been working on this problem for the last couple of days. I am trying to create a game where the player walks through the environment by walking around their play area given it meets the requirements (7 ft x 7 ft). I, however, seem to not be able to make the world align with the play area. I am able to get the play area and calculate where the player is inside of the play area as well as calculate the angle in which the world needs to be rotated to become aligned with the play area. Nothing that I do has seemed to work despite the numbers I have gotten. Has anyone else done this and can give me pointers or a solution on how this might be done?Solved9.6KViews2likes17CommentsHow to do permanently turn off the guardian system in Oculus Rift S
Hi There has been a problem that guardian would not permanently turn off the guardian(disable boundary) system in Oculus Rift S. I have been trying to turn off the guardian system in all the time,but guardian will be active again although in the settings its still set at disabled. So I had to reset the protection system and disable it again. Recently I have found many reasons for his appearance, because we really want to find a solution .For example: 1)Change the intensity of the light. 2)Change your surroundings (more people is possible). 3)Restart the pc,and so on. There are too many uncontrollable factors, I want to achieve a fully automatic system, instead of manually setting it up again and again. Because there are security protections in reality, I am not worried about the harm caused by shutting down the protection system. I believe we have done a good job.However, the guardian system is leading to this trouble, which we constantly check whether the protection system is active.Of course ,it is unnecessary labor. I have contacted oculus, but there is still no solution.10KViews0likes15CommentsAling the virtual room with world position
Hi everyone, i saw on other post a lot of tries on alinging the virtual room with the wold position, and i think I almost got it. I coudld do it on the last version of oculus integration, but i cant do it with the new one. My way to aling the room was using the "OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.OuterBoundary)" wich gives you an array of points according to the guardian boundary that you did. This worked perfect, and i could get the position of the first point and then saving the position of he virtual room acordding to this point (and saving it on the player prefs) then to get the rotation i just took 2 points of the boundaries and getting the angle between those. BUT... the outerboundary got deprecated on the last version and doesnt seems to work anymore. (Wich is so bad case i need the Application Spacewarp) So, I should find another way to get the guardian boundary points or anything that gives me some real world points. It would be so helpful if you could assist me here.Solved5.9KViews1like3Comments