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Can we reuse user`s VR boundaries?

Discussion in 'AR/VR (XR) Discussion' started by humansteak, Jan 29, 2020.

  1. humansteak

    humansteak

    Joined:
    Feb 4, 2016
    Posts:
    19
    Hi!

    I would like to know if we can (and how :) ?) reuse the VR boundaries our VR user has to define before starting playing ?
    So the Guardian for Quest users, and the play area for SteamVR users etc.

    Ideally I would reuse these so my users don`t have to make a new one for my application...

    What I`m looking for is like a flat geometry, or a curve? Or points and index so I can then generate something out of it..?

    Also if anyone has reference of like other games/apps doing so I`d appreciate !

    Thanks
     
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  2. StayTalm_Unity

    StayTalm_Unity

    Unity Technologies

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    May 3, 2017
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    humansteak likes this.
  3. humansteak

    humansteak

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    Feb 4, 2016
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    Thank you this will come in very practical when its time comes ! :)
     
  4. humansteak

    humansteak

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    Feb 4, 2016
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    Do you have a tool in mind when it comes to procedurally model an environment depending on the Boundary Points?
    I can think of Houdini but this won't be available at runtime.
    Spline driven models that would use the Boundary points could get pretty advanced quickly, but I want to gain immersion by having some more variations on the wall so either edit this pline, either on the non reach-able parts (high building with different roofs setups etc.) To be short I'd like more than splined models. Tryin
    I know a bit of Bolt I could try this in there, would you have anything easier in mind for achieving this or similar ?
     
  5. hawken

    hawken

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    Aug 22, 2013
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    Wow! Does this work with Oculus / Quest as is?
     
  6. StayTalm_Unity

    StayTalm_Unity

    Unity Technologies

    Joined:
    May 3, 2017
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    Yes!
    But only in the new Plugin Architecture packages, Oculus was implemented in V1.0.0 of the package.
     
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