Results 13 comments of celyk

@CherrySodaPop Same issue here, startup logo strobes and then the game window closes. I have almost the same setup using Quest 2 link. I tried updating drivers, still the same....

This happens to me. Tested in Godot 3.5.1 (GLES3), Godot 4.0 (Vulkan, GLES3), even with a GLSL shader compiled via `RenderingDevice`. Same result. Adding a non-constant term to the hash...

> Also, to add to this. Nothing relevant to this issue has changed between 3.5 and 4.1. Disabling depth test or force disabling depth write always moved the object to...

It doesn't make sense to me for these depth settings by themselves to affect when the object is rendered, or at least to give the user next to no choice...

> I assume I can't just do `DEPTH = FRAGCOORD.z` because according to the documentation, `FRAGCOORD.z` will be neither initialized precisely because I set `DEPTH` in the other branch. The...

I tried a couple more things, and it appears I was right about get_transform. But the issue is more complex than that. Even if the pose of the mesh is...

I've learned a lot investigating this. Reading https://developers.meta.com/horizon/documentation/native/android/mobile-passthrough-customization/#surface-projected-passthrough > surface geometries provided by the app should match real-world surfaces as closely as possible. If they differ significantly, users will receive...

> it can only be used with surface-projected passthrough Are you sure? I was thinking that geometry could be used with the reconstructed layer, since I can't find anything against...

I'm working on porting this to GDExtension and will continue development there. https://github.com/celyk/godot_arkit It's already on par with this except that I can't quite setup the CameraFeed properly yet (because...

Please keep multitasking enabled. Apps like this are great in Slide Over