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#1 2024-12-26 22:52:13

faith
Member
Registered: 2019-09-25
Posts: 14

XR not working in godot-mono

Hello!

I'm running `extra/godot-mono` and encountered an issue that's not reproducible with the official binary. When trying to launch an OpenXR-enabled project with SteamVR running, Godot shows an error about not detecting any HMDs.
Godot log: https://gist.github.com/valters-tomsons … c379f9768d

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#2 2025-02-16 03:53:32

pumdash
Member
Registered: 2025-02-16
Posts: 1

Re: XR not working in godot-mono

I made an account just to echo this issue. I'm still fumbling with setup, personally, but I think we can iron out some details.
- Are you enrolled in any of the SteamVR beta branches?
- Which headset are you using?
- Are you using ALVR?

My flow is: wireless Quest 3 > ALVR Client > ALVR Server > SteamVR stable as OpenXR > application.  All of my Steam games work, but Godot doesn't play.

Now that I say that, it may be worth installing the Steam version of Godot. 
Update Edit: Switching to the Steam version of Godot fixed this for me. I did not explicitly download a plugin, but it may have been included in the massive 1.8GB(!) Steam version of Godot. I would like to see a FOSS solution, but sometimes the ol' proprietary "It Just Works" comes in handy.

Some people have reported luck with the Godot OpenXR plugins. I will be trying this OpenXR Vendor plugin for Godot 4.3, but here are the OpenXR plugins available.

Last edited by pumdash (2025-02-16 04:08:44)

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