Skip to main content
Participant
March 8, 2017

Getting play area dimensions in Unity 5.4.0 not working

Calling 
OVRManager.boundary.GetDimensions(OVRBoundary.BoundaryType.PlayArea) 
or 
OVRManager.boundary.GetDimensions(OVRBoundary.BoundaryType.OuterBoundary)
in Unity 5.4.0 always just returns a zero vector. OVRManager.boundary.GetConfigured() also returns false.

We've tried this on multiple machines with the same result.
This seems to have been fixed with later versions of Unity, we tried both 5.4.3 and 5.5.0 with success.

Is there a workaround or some other way to get play area size in Unity 5.4.0?

Steps to reproduce issue:
- Create empty project in Unity 5.4.0f3
- Import Oculus utilites (tried on both 1.10.0 and 1.11.0)
- Set up scene with OVRCameraRig, enable Virtual Reality support in Unity, etc.
- Call OVRManager.boundary.GetDimensions in some script
This topic has been closed for replies.

9 replies

CriteriumAuthor
Participant
March 10, 2017
Ok. Thanks for the answer!
January 5, 2020
I have the same problem.. always zero and GetConfigured always false.
Can't find any solution online, I'm spending days on it, PLEASE HELP!
New Participant
January 6, 2020
Same problem. Tried it with many Versions using the Oculus Quest via link Cable.
I want to Calibrate Player Position and Rotation via Guardian system to get consistent positioning in Unity.
Up and Coming
January 9, 2020
Have you guys managed to solve this issue?
Inspiring
January 9, 2020
Have you added a GuardianBoundaryEnforcer to the scene? That was my problem when trying to get the dimensions but would always get zero.
Up and Coming
January 9, 2020
Yeah, I'm using the GuardianBoundarySystem scene to test between the link cable and the actual build. It recognizes the guardian system when I build to the Quest, but when I use the link cable and run in the editor, it doesn't recognize it. 
Up and Coming
February 17, 2020
im having the same problem with this, despite it seeming to work fine about 4 months ago. Can no longer correct boundary data from Rift S in Unity 2019.2.8 .     GuardianBoundarySystem scene doesnt show a configured boundary :(
Up and Coming
April 27, 2020
Same here. No boundary data returned via Quest + Link.
Inspiring
December 14, 2020

MVRKDEV said:

Yeah, I'm using the GuardianBoundarySystem scene to test between the link cable and the actual build. It recognizes the guardian system when I build to the Quest, but when I use the link cable and run in the editor, it doesn't recognize it. 


How do you get GuardianBoundarySystem??