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
andybak
andybak7mo ago
@mikesky - this seems odd.
mikesky
mikesky7mo ago
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 😒
andybak
andybak7mo ago
I can confirm this. Surprised a) i hadn't noticed it myself and b) that it's even possible!
andybak
andybak7mo ago
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.
mikesky
mikesky7mo ago
It was my assumption too, so i think they changed something :/
andybak
andybak7mo ago
Boundaryless | Oculus Developers
Boundaryless and Boundary API provide a mechanism to disable the boundary in mixed reality experiences.
andybak
andybak7mo ago
shouldBoundaryVisibilityBeSuppressed
shouldBoundaryVisibilityBeSuppressed
if i hide that behind the oculus compiler flag, will it work for us? @mikesky
mikesky
mikesky7mo ago
yep, give it a shot! then work out the equivalent OpenXR call 😉
mikesky
mikesky7mo ago
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...
mikesky
mikesky7mo ago
Not in registry yet but it's XR_META_boundary_visibility
andybak
andybak7mo ago
"in registry"? what does that mean?
mikesky
mikesky7mo ago
the big doc that tells you how to code against OpenXR https://registry.khronos.org/OpenXR/
andybak
andybak7mo ago
i sincerely hope i never have to read that! i want to get back to maing nice shapes 😢
mikesky
mikesky7mo ago
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
andybak
andybak7mo ago
i can't remember what the passthrough brushes thing is! is it that passthrough doesn't blend correctly in openxr builds?
mikesky
mikesky7mo ago
yep! and we couldn't figure out why oculus did work. well, i figured it out 😄 but we're getting offtopic haha
Annika
AnnikaOP7mo ago
I have no idea what most of this means, but THANK Y’ALL SO MUCH for being so responsive! 🙏
mikesky
mikesky7mo ago
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
andybak
andybak7mo ago
@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?
mikeage
mikeage7mo ago
"haven't done much" is a very nice to way to "haven't done anything" 😉 Go for it. v2.9
andybak
andybak7mo ago
Your headsets should have updated to the latest Open Brush version. Can you let us know if it's fixed now?

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