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!754Views0likes1CommentAligning 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?Solved9.8KViews2likes17CommentsAling 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.Solved5.9KViews1like3CommentsKeeping a Guardian Room Scale Playspace Centered at 0,0,0
Hi. The Oculus Quest/Rift software allows the setting of a Guardian space, which has a defined width, length, and center in any given room. The Guardian does not change when resetting the view or taking off the glasses, waiting for them to go to standby, and turning it on again. However, when resetting ("centering") the view or taking off/putting on the glasses, the center point and orientation of the user changes. In particular, the current center of the user changes to 0,0,0 in Unity, but this is no longer the center of the Guardian. My question: Is there any way to keep the Guardian center at 0,0,0 in all cases, even if the user resets their view? Thank you.Solved3.2KViews0likes3CommentsHide OVRScene object guardian outlines
I have an AR app where users interact with surfaces, but annoying outlines of OVRSceneAnchor objects are getting in the way. I don't want to have to ask users to enable developer mode and disable their guardians. Is there some way I can turn these guardian outlines off? The user already knows something is there because passthrough is enabled793Views0likes0CommentsGuardian resets almost every time in editor (Rift S)
Hi, ever since the last Oculus update (42.0.0.136.285) most times when I hit play in the Editor it asks to reset Guardian — v. annoying and time consuming during development. It seems to happen less often when the room is well lit and when I wait to pick up the headset until after Unity starts updating the game view, but even then it still happens a lot. Anyone else seen this or have any suggestions? I've got a Rift S so can't disable Guardian entirely.1KViews1like1CommentHow to overlay data in any VR application? - (like guardian does)
Hi. I would like to overlay an object, for example, a box, at a specific place on the Quest 2 display that can be rendered to overlay within any VR application and not just for passthrough. This would be my first step to eventually be able to render real-time point cloud data from an external 3d lidar sensor through unity so that the lidar can detect obstacles and render them onto the headset so that the user can navigate through obstacles without leaving the application he/she is using. Basically, I'm trying to create my own guardian system and space sense. Any links and assistance would be appreciated as I can't find anything through google or youtube.1.1KViews0likes0CommentsIssues with Incorrect Floor Level and "Floaty" Guardian Boundaries (Unity)
What am I overlooking when it comes to basic Oculus HMD integration and Unity? My floor is a Y0. And I'm using the OVRPlayerController prefab at the moment. But I have the same issue with a generic camera too. The floor is higher than it should be. And guardian is not in sync with the rest of the world geometry. It seems to "swim" or move in kind of a parallax effect slightly out of sync with the world. It is correctly and aligned with the real world. Both of these things work as expected in Oculus Home and other apps.2.2KViews2likes3Comments