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The Godot XR Dungeon Demo project has a single OmnlLight3D for the player:
When the renderer is switched over to gl_compatibility the OmniLight3D stops working:
This was tracked down to get_viewport().use_xr = true. When this is performed, the OmniLight3D fails on both the PC and the headset. If it's commented out then the PC renders correctly and no output goes to the headset.
Comment out get_viewport().use_xr = true in the Godot XR Tools start_xr.gd script
Run project on PC and observe light working on PC (but no headset output)
Minimal reproduction project
A smaller demo project can be constructed if needed; however it still requires enough machinery to start an XR instance in the headset, so it wouldn't be "small".
The text was updated successfully, but these errors were encountered:
Godot version
4.1.2-rc.1
System information
Windows 11, gl_compatibility, NVidia RTX 3070 TI
Issue description
The Godot XR Dungeon Demo project has a single OmnlLight3D for the player:
When the renderer is switched over to gl_compatibility the OmniLight3D stops working:
This was tracked down to
get_viewport().use_xr = true
. When this is performed, the OmniLight3D fails on both the PC and the headset. If it's commented out then the PC renders correctly and no output goes to the headset.Steps to reproduce
This can be replicated by:
get_viewport().use_xr = true
in the Godot XR Tools start_xr.gd scriptMinimal reproduction project
A smaller demo project can be constructed if needed; however it still requires enough machinery to start an XR instance in the headset, so it wouldn't be "small".
The text was updated successfully, but these errors were encountered: