Room scale and Stationary Boundary's on Meta Quest

From what I can tell on the Meta Quest:

Room scale boundary XR_REFERENCE_SPACE_TYPE_STAGE

Stationary boundary is XR_REFERENCE_SPACE_TYPE_LOCAL

Is this correct?

Using XR_REFERENCE_SPACE_TYPE_STAGE while using stationary boundary is breaking my rotation code. It causes the player to rotate around the room in a large circle. The code works fine if a room scale boundary is set up.

Should OpenXR stop me from using XR_REFERENCE_SPACE_TYPE_STAGE if I am using a Stationary boundary?

Anyway to limit my app to roomscale boundary only?

Not sure how it’s set up with the Quest, but STAGE is supposed to be usable both with a roomscale and stationary boundary. It is supposed to be centered on the floor in an user-accessible location. LOCAL is centered on an arbitrary origin and doesn’t give you the floor height. It’s usually recentrable though the runtime.

It sounds like your rotation code is rotating around the playspace origin rather than the players current location.