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here's a nicer live-mapping method on Quest. Sampling depth texture and writing greatest y position per x,z world heightmap pixel. It's rough but semi-functional Bad performance is from the debug mesh rather than the world mapper itself. Runs fine with the mesh off.

10,395 views • 2 years ago •via X (Twitter)

9 Comments

Thomas Van Bouwel's profile picture
Thomas Van Bouwel2 years ago

Inaccuracy in the mesh is a huge problem right now, especially if you want to do things like player pathfinding safely without accidentally sending players down a staircase or through a wall - something like this would be a great solution for that. Great work!

sneeth's profile picture
sneeth2 years ago

love all this stuff you’re doing with the quest, looks like fun to tinker around with it

jt's profile picture
jt2 years ago

This particular project just becomes a hyperfixation every once in a while and it isn't fun at all. It's awful. It obliterates my sleep schedule every time I get into it.

mikolaj power's profile picture
mikolaj power2 years ago

looks awesome. how do you access the depth data? and what framework are you using if any?

jt's profile picture
jt2 years ago

@andrzejthefirst Meta provides depth frame access in their Quest SDKs

Maebbie's profile picture
Maebbie2 years ago

wow this is so fast, looks to be in a very usable state now

jt's profile picture
jt2 years ago

There is still a lot to do. Notably some sort of noise filtering i.e. only write to the heightmap if a height reading is consistent for some number of frames. This would probably solve issues with doorways filling in.

Gikis's profile picture
Gikis2 years ago

So now you're able to scan a large area? I tried disabling guardian in dev options a half year ago, but it would still only allow scanning a pretty small space.

jt's profile picture
jt2 years ago

This is my own Unity project, not the system space scanner

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