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If you use Windows MR, turn on the WMR boundaries in the WMR Portal before starting SteamVR. Stop Sign VR will then save the WMR boundary data to disk when it starts. After that you can turn off the WMR boundaries. Stop Sign VR will read the stored boundaries back from disk on every startup, until you turn on the WMR boundaries again. Then it stores your new WMR boundaries (e.g., when setting up the headset in a new room).
Unfortunately since I'm using WMR and my space is too small for me to set it up with boundries through WMR. What should I do?
I wonder if it imported incorrectly - by mistake I had my WMR boundary off the first time I turned on boundary++
Is there a way I can clear the boundary++ data and try again?
Tick the checkbox that says "Use Boundary++ with Standing Only play area".
It will generate its own boundaries. A square of 1 x 1 meter.
If you want a larger Standing Only area, you can increase this 1x1 meter, but you will need to edit the settings .xml file. (In a future release, you will be able to increase this size in the SteamVR dashboard.) Find these two settings and change the width and height values to the size of your play area:
Interesting. I haven't seen that 90° problem before.
If you start SteamVR and Stop Sign VR when the WMR boundaries are on, it will overwrite the older boundary coordinates.
If you want to completely start over, delete the .xml files with "StopSignVR_Settings_RoomId" in the filename. Also delete the file named "StopSignVR_Settings_RoomId-MRU.xml".
I found the culprit - a WMR setting "allow play-space to face away from monitor" I was testing that at some point and didn't turn it off!
Boundary++ looks good. Does the chaperone style setting (grid density) affect boundary++?
When you tick the checkbox "Hide native SteamVR chaperone grid", it actually switches the chaperone style to "floor only". When the app quits, the previous chaperone style is restored.
So, no, the setting does not affect Boundary++ (but it's the other way round).
I'll have to do this when I get a chance. I hope we get the ability to setup a custom boundary in VR eventually
Do you mean setting up the boundaries while using a passthrough camera feed?
That'd be a dream come true but I was thinking of just having it in VR so you can struggle through it for an accurate custom boundary
How would you do it in VR without a camera feed? You'd need to see the real world, not? Or would you feel your way around the room?
Mix of feel, flipping my headset up and down and maybe ask for some help by getting a housemate to hold one controller as a guide and editing the boundary with the other. Its more of a fallback/advanced option though