All Oculus Quest developers MUST PASS the concept review prior to gaining publishing access to the Quest Store and additional resources. Submit a concept document for review as early in your Quest application development cycle as possible. For additional information and context, please see Submitting Your App to the Oculus Quest Store.
Oculus has users define their play area with a Guardian boundary visualization. This visualization triggers based on the user’s proximity to the bounding shape that the user has configured. The boundary visualization is handled by Oculus software and is superimposed over the game or experience. Developers may interact with the Guardian boundary in various ways. Possible use cases include pausing the game if the user leaves the play area, or placing geometry in the world based on boundary points to create a “natural” integrated barrier with in-scene objects. When a user approaches the boundary, the Oculus runtime automatically provides visual cues to the user that it is near.
Roomscale experiences require a minimum amount of unobstructed floor space. It is recommended that there be a 9ft x 9ft space with a 6ft x 6ft playable area free of obstructions for roomscale play.
Seated (stationary) experiences should not promote much movement beyond reaching with arms or leaning from the torso.
The default tracking space is Local, which means re-centering works as normal. This is the correct behavior for most apps.
Some apps may want to remain anchored to the same space for the duration of the experience because they lay out according to the user’s Guardian bounds. For example, an app might dynamically lay out furniture to take advantage of the full Guardian space defined by the user. These apps may want to use the Stage tracking space. The Stage space has its origin on the floor at the center of the play area with its forward direction pointed towards one of the edges of the bounding box. This is not changed by the user-initiated re-center. However, it may still change mid-app if a user walks from one Guardian space to another, so you will still want to double-check the bounds when the app returns from a paused state.
There is also a Local Tilted tracking space for “bed mode” support. This space defines the tilted orientation a user would like their content displayed in.
Set the tracking space by passing a
ovrTrackingSpace value to
vrapi_SetTrackingSpace as shown in these examples:
vrapi_SetTrackingSpace( ovr, VRAPI_TRACKING_SPACE_LOCAL );
vrapi_SetTrackingSpace( ovr, VRAPI_TRACKING_SPACE_STAGE );
vrapi_SetTrackingSpace( ovr, VRAPI_TRACKING_SPACE_LOCAL_TILTED );
The initial setup experience directs users to create their Guardian System. The Guardian System validates the user-defined boundary for the minimum required space. If the user does not have enough physical space to create the minimum required bounds, they will have the option to play seated/stationary. The seated/stationary boundary is a predefined boundary centered around the user’s HMD. After the initial setup scenario is completed, users will have the ability to create new Guardian boundaries in the same or a new space.
When the user starts a VR experience in a room with a Guardian boundary defined, the system automatically identifies the user’s room and associated Guardian bounds. The tracking system must be functional in order for saved boundaries to be recognized. This allows users to quickly start their VR experience without having to create a new boundary whenever they want to use their Oculus Quest.
If your head or controllers approach the edge of the Guardian space, the pass-through camera view will fade in so you can avoid objects outside of the Guardian space and return safely to the play area. You will also be given the option to create additional Guardian areas.
Due to the unique immersive qualities provided by the untethered Oculus Quest, at least one Guardian boundary must be created for the chosen play area before the user will be allowed to begin their VR experience.
The following functions return information about the outer boundary and play area:
|Gets the geometry of the Guardian System as list points that define outer boundary space. You can choose to get just the number of points by passing in a null value for |
|Gets the dimension of the oriented bounding box for the Guardian System. This is the largest fit rectangle within the Guardian boundary geometry. The |
During runtime you can request the status information of a given point or from a given input device using the following functions:
|Tests collision/proximity of a 3D point against the boundary system and returns whether or not a given point is inside or outside of the Guardian boundary. If a more detailed set of boundary trigger information is requested, an |
|Tests collision/proximity of position-tracked devices (such as the HMD and/or Oculus Touch Controllers) against the Guardian boundary. This function returns an |
ovrBoundaryTriggerResult struct that is populated during these function calls consists of the following members:
|Closest point on the boundary surface.|
|Normal of the closest point on the boundary surface.|
|Distance to the closest Guardian boundary surface.|
|True if the boundary system is being triggered. Note that due to fade in/out effects this may not exactly match visibility.|
When retrieving bounds trigger information with
vrapi_GetBoundaryTriggerState, use one of the following
ovrTrackedDeviceTypeId values to specify an input device:
Additionally, you can set the bounds to be visible to orient the user or explain how you will use the space by calling
vrapi_RequestBoundaryVisible with true. When you are finished, simply pass false and the bounds will behave as they should normally.
|Used to force Guardian mesh visibility to true. Setting back to false will set the Guardian system back to regular functionality.|
|Used to query whether or not the Guardian visualization is visible.|