Design

Boundaryless and contextual-boundaryless safety best practices

Updated: Oct 8, 2025

Overview

This document provides some best practices for implementing safe boundaryless apps. For in-depth guidelines, refer to the health and safety guidelines.

Best practices

  • Combining Scene API with the Depth API supports proper depth order between virtual content and the physical space. If not used, virtual content will block the user’s view of physical objects.
  • Place head-locked content to the side of the field of view so that it does not block potential trip hazards or obstacles in front of the user (in other words, avoid the user’s lower and central field of view).
  • Reduce the virtual content opacity for better user visibility when moving at high speeds, moving in reverse, or getting close to physical objects or room walls, especially if the content is not intended for close interaction.
A comparison between full opacity and reduced opacity.
  • Always turn on the boundary before transitioning from mixed reality or immersive experiences.
  • When transitioning between mixed reality and fully immersive experiences, provide time for users to reorient and adapt to changes before introducing task demands.
  • Consider the amount of virtual content included relative to the type of activity required of the user. For experiences with a high degree of movement, consider decreasing the amount and size of virtual content that could obscure the user’s view of their physical activity space.

Things to avoid

Illustrates a negative example of cluttering a space with too many virtual objects.
  • Placing large virtual content on the floor that blocks clutter or trip hazards from view.
  • Having many virtual objects which can cumulatively block the user’s view of their physical space. This includes high levels of passthrough stylization and virtual reskinning of the scene.
  • Placing virtual objects or characters beyond a physical wall, or inside physical world objects (this creates improper occlusion which causes misperceptions in depth and actionable space).
  • Placing large virtual objects directly in front of physical objects and walls, especially those intended for interaction where the user gets close.
  • Experiences that require the user to back-up quickly, dodge, run, or flee, as this increases the possibility of unintentional trips, contacts, or breakage.

Other considerations

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