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I absolutely see what people mean by having an adjustable buffer within the guardian boundaries... I just redid my room for better size and coverage and walked into a wall! Here's a video explaining and showing the issue: 

Adjustable buffer and calibration are going to happen but that should only be used to add that extra buffer if you don't want to get closer to wall in case you have mirrors, windows, displays, tv, china there.

But this is a bug. This should never happen, corridor should never, I mean NEVER, be this far and make player hit the wall. There is a narrow buffer that allows a corridor or a room to violate this rule, but only up to 1cm. And what you encountered is a dangerous bug.

I assume that it happened to you once? If so and you remember when, could you send me a log file (they are in _logs). I store info about seed, play space etc to allow me to reproduce such bugs and fix them.

From your previous video I noticed that you have Oculus, right? Other person also repeated similair bug with Oculus and I might have something not correct when reading play space size. When I looked into it, it was just using single method to get the size, but maybe it gets the maximum size. Luckily I have Oculus as well, so I'm going to do some weirdly shaped play spaces to test it.

Awesome! Glad to hear you'll be addressing this with some options. As far as this happening, it's been consistently close to the edges, but I had just rearranged my living room to increase my play area (specifically for your game, haha!), and I guess I pushed the boundaries really right up to the edge.

For Oculus, there seems to be two play areas; one is the actual area you map out, irregularities and all, and the other is the largest rectangular area that the system can fit inside the irregular shape. The floor inside your main menu maps to the rectangular "sub-area" it seems. I made manual adjustments using Guardian Boundary Editor, and I may have moved the rectangular area too close to the actual guardian boundary. So I wouldn't blame your game entirely for the mishap as I may need to make more adjustments, but you can definitely see the overlap in the video is a bit too much regardless.

Even if you pushed the boundaries right to the wall, the game should not make a corridor embedded this far. As I said, it should be max 1cm. I'll be adding some automatic tests to validate room generation to make sure that all accessible areas are placed within play area.

If it is possible to send a log for when it happened, it would make it easier to fix it.

Thanks for confirming it is actual safe area being used, I was getting a little bit paranoid that it may sometimes read larger one.

Just a stupid idea: Could it be that it has something to do with the Guardian Boundary Editor? We both use that tool and have the same problems. I have often had it that the field surface went beyond the blue borders, mostly with the elevators.

I will try it out but it sould not matter. In the Richard's video you can see how far beyond guardian boundaries does the corridor reach. And he said that the area in menu is the same as safe area (which is also guardian boundary).

That said, manipulating guardian boundary with GBE may still make it easier to repro.