App does not honor boundary
I’m using Open Brush with a Quest 2 headset. I have set a Roomscale Boundary which works fine in other apps, but when I load Open Brush the boundary is not there. So the only way to safely use the app currently is in the passthrough environment, which is not what I need.
Here are the steps I’ve tried so far:
— I did a factory reset of the Quest
— I toggled Glanceable Boundary and Space Sense on/off
— I cleared the boundary history
— I’ve searched the web for this issue with no success
The Quest indicates that the system software is up-to-date and I have automatic software updates enabled.
Thanks for any help. I use the app in an educational setting and need to make sure my students are safe!
21 Replies
@mikesky - this seems odd.
I wonder if that’s what meta means when they say ‘don’t use Stage mode’ @andybak - rather than falling back, they just make it completely unsafe 😒
I can confirm this. Surprised a) i hadn't noticed it myself and b) that it's even possible!
So - this is the PR: https://github.com/icosa-foundation/open-brush/pull/737
but my understanding at the time was that this would only be active in passthrough mode. It seems that assumption was incorrect.
I'll see about reversing this - or preferably making it contingent on passthrough.
It was my assumption too, so i think they changed something :/
there's an sdk call we can use at runtime: https://developer.oculus.com/documentation/unity/unity-boundaryless/
Boundaryless | Oculus Developers
Boundaryless and Boundary API provide a mechanism to disable the boundary in mixed reality experiences.
if i hide that behind the oculus compiler flag, will it work for us?
@mikesky
yep, give it a shot!
then work out the equivalent OpenXR call 😉
GitHub
Meta-OpenXR-SDK/OpenXR/meta_openxr_preview/meta_boundary_visibility...
Meta OpenXR SDK includes OpenXR API resources for all Quest devices native development. Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at https://developer.o...
Not in registry yet but it's
XR_META_boundary_visibility
"in registry"? what does that mean?
the big doc that tells you how to code against OpenXR https://registry.khronos.org/OpenXR/
i sincerely hope i never have to read that!
i want to get back to maing nice shapes 😢
oh it's fantastic for figuring out what the heck these companies are doing 😆 not sure if you saw that I figured out the passthrough brushes thing (tl;dr waiting on unity's composition layers package)
I figured out the missing bit from reading the spec
i can't remember what the passthrough brushes thing is! is it that passthrough doesn't blend correctly in openxr builds?
yep! and we couldn't figure out why oculus did work. well, i figured it out 😄 but we're getting offtopic haha
I have no idea what most of this means, but THANK Y’ALL SO MUCH for being so responsive! 🙏
Yeah sorry nerded out a little! Shouldn’t be too hard to fix, thanks for bringing it to our attention 🙂
Call this in the oculus section of the PassthroughManager class after everything and it should be fine, no need to re-enable as boundary should come back online when it realises Passthrough isn’t active anymore
@mikeage if I fix this in a branch off of current main - it should be fine to do a point release. We haven't done much since the last release: https://docs.openbrush.app/release-history/automatic-changelog
Do you agree?
"haven't done much" is a very nice to way to "haven't done anything" 😉
Go for it. v2.9
Your headsets should have updated to the latest Open Brush version. Can you let us know if it's fixed now?