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Demo not working in Oculust Quest 2

Open jacrdeveloper opened this issue 4 years ago • 8 comments

Hi,

I'm trying run demo's android-dev branch in Occulust Quest 2. Export apk OK and Install OK, but demo not working.

What steps do you have to follow to use the plugin and demo for Occulust Quest 2 in Godot?

Thanks.

jacrdeveloper avatar Aug 17 '21 16:08 jacrdeveloper

I only have a Quest 1 myself and it works fine on that. @m4gr3d tested it on his Quest 2 and I think it worked for him.

Does it not start at all on your Quest? Is there anything in the logs that could give us a clue to what is going on?

BastiaanOlij avatar Aug 18 '21 01:08 BastiaanOlij

Does not work for me on Original Vive on Linux. I get this error: Screenshot_20210821_145747 Commenting out that function fixes it, but I can't press anything

guysoft avatar Aug 21 '21 12:08 guysoft

Perhaps my issue is the same, so I'll add it here.

I have created a minimal project:

image

OpenXR plugin 1.1.0, enabled in project settings. Android export, Xr Mode set to Oculus Mobile VR.

In my Spatial script, I have:

func _ready():
	var FPSController: ARVROrigin = get_node("FPSController");
	FPSController.initialize();

Upon deployment to my Oculus Quest 2 via the Android button, I get a black screen with loading dots and nothing further.

If I instead use the godot_ovrmobile plugin, I have no such issue.

isosphere avatar Nov 26 '21 22:11 isosphere

Ah. This was a typo on my end as you can see above: I called "initialize()" instead of "initialise()". 🙄

Caught it by connecting with the Oculus Developer Hub with the log viewer open, filtering on "godot".

Sorry for the noise, but maybe this will help someone else. Clearly my issue is unrelated to the OP's, as this typo wouldn't be in the demo application.

isosphere avatar Nov 26 '21 23:11 isosphere

Ah. This was a typo on my end as you can see above: I called "initialize()" instead of "initialise()"

This always trips me up, English vs US spelling and I'm not always consistent here. In 1.1.1 initialise is called automatically unless you turn it off.

BastiaanOlij avatar Dec 12 '21 22:12 BastiaanOlij

@jacrdeveloper Are you still encountering this issue with the latest version of the plugin?

m4gr3d avatar Dec 13 '21 20:12 m4gr3d

I'm having the same error as @guysoft using an HTC Vive on Godot 3.4.1 on Windows 11. Commenting out the the body of _update_motion_range or the calls to it in the same file cause it to run in the window and instantly close.

milanbt avatar Dec 21 '21 22:12 milanbt

After reinstalling the OpenXR and XR Tools via the AssetLib tab and turning on SteamVR, I get this error: Screenshot 2021-12-21 150837

milanbt avatar Dec 21 '21 23:12 milanbt