Better handling of Proximity when both the Headset and the Controllers are in the 'guardian trigger zone'
There currently is a problem with the way Guardian handles proximity when both the controllers and the Headset are in close proximity of the boundary.
When the Headset is close to the boundary, the fading-in degree of the guardian boundary is Exclusively related to how close the Heaset is to the boundary.
What does that mean?
If the headset is not close to the border, then guardian works fine. When controllers approach the boundary shows. As expected.
But when the headset is making the guardian appear, the fading degree will NOT be affected by how close the controllers are to the border. So let's just say the Headset makes the guardian appear juuuuust a little bit (fading in 10%), then no matter how close the controllers get to the boundary, EVEN if they are outside . . . . the guarding won't fade more, it'll always remain at 10%
How to fix?
Well, on the top of my head, one solution => Instead using the Headset proximity as sole indicator whenever the Headset enters the proximity zone, we could:
- Create an urgency metric that would be a sort of average of the 2 proximity metrics from headset and controllers. Ofc, it doesn't have to be average, optimizing the merging function could be an interesting problem in itself. But as a POC, I'm confident it'd work.
I hope that helped.