Stop Sign VR

Stop Sign VR

Nov 25, 2020 @ 11:08am
Introducing Boundary++ : a new VR warning grid system
Version 0.10.1.0 - Introducing Boundary++

View full event information here:
https://steamcommunity.com/ogg/1196450/announcements/detail/2914355022548029668
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Showing 1-15 of 32 comments
hotmailcompany52 Nov 25, 2020 @ 12:56pm 
How do you setup the new Boundary++?
Ray  [developer] Nov 25, 2020 @ 1:56pm 
Depending on what headset you use, it takes the boundary data from SteamVR's Chaperone, Oculus' Guardian or WindowsMR's Boundaries. You only have to switch it on in the SteamVR Dashboard page for Stop Sign VR. You don't have set it up (apart from the normal setup for your headset).

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).
hotmailcompany52 Nov 25, 2020 @ 3:42pm 
Originally posted by Ray:
Depending on what headset you use, it takes the boundary data from SteamVR's Chaperone, Oculus' Guardian or WindowsMR's Boundaries. You only have to switch it on in the SteamVR Dashboard page for Stop Sign VR. You don't have set it up (apart from the normal setup for your headset).

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?
Bethor Nov 25, 2020 @ 3:47pm 
The boundary++ is 90 degrees rotated off of my WMR boundary.

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?
Ray  [developer] Nov 25, 2020 @ 4:00pm 
Originally posted by hotmailcompany52:
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?

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:
StandingOnlyPlayAreaWidth_Meters StandingOnlyPlayAreaDepth_Meters
Ray  [developer] Nov 25, 2020 @ 4:07pm 
Originally posted by Bethor:
The boundary++ is 90 degrees rotated off of my WMR boundary.

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?

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".
Bethor Nov 25, 2020 @ 4:41pm 
Thanks
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++?
Ray  [developer] Nov 25, 2020 @ 4:50pm 
Great!

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).
Thanks for implementing this.
hotmailcompany52 Nov 25, 2020 @ 6:18pm 
Originally posted by Ray:

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:
StandingOnlyPlayAreaWidth_Meters StandingOnlyPlayAreaDepth_Meters

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
Hyper Nov 25, 2020 @ 11:21pm 
Bro your the best this is exactly what I've been looking for. WMR boundaries are dog.
Ray  [developer] Nov 26, 2020 @ 6:41am 
Originally posted by hotmailcompany52:
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?
hotmailcompany52 Nov 26, 2020 @ 11:05am 
Originally posted by Ray:
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
Ray  [developer] Nov 26, 2020 @ 3:42pm 
The passthrough method is something I have on the list for a future update, but it's a 'nice to have'.
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?
Last edited by Ray; Nov 26, 2020 @ 3:42pm
hotmailcompany52 Nov 26, 2020 @ 6:22pm 
Originally posted by Ray:
The passthrough method is something I have on the list for a future update, but it's a 'nice to have'.
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
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