godot_openxr
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Invalid error when starting passthrough after XR_SESSION_STATE_READY state
The issue is a bug in the passthrough api on Meta Quest devices and will be resolved in Quest OS v37.
For the moment, we use the workaround of ignoring the returned error (see https://github.com/GodotVR/godot_openxr/pull/137).
@m4gr3d can this be closed now that those PRs are merged?
edit never mind, we're waiting on v37, the current PR is a workaround, gotcha :)
@BastiaanOlij yea, waiting on v37 to be public and validating the issue is gone in that version.
@m4gr3d we're now on v40 right? I guess we can remove the workaround?