Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Current master doesn't run on Ouest2 #429

Closed
Eisenspalter opened this issue Mar 31, 2023 · 7 comments
Closed

Current master doesn't run on Ouest2 #429

Eisenspalter opened this issue Mar 31, 2023 · 7 comments

Comments

@Eisenspalter
Copy link

I installed the master version to see what's new. PCVR is running, Ouest2 doesn't. After pressing the trigger in the splash screen I see only a black screen

@Malcolmnixon
Copy link
Collaborator

Please re-test with 4.0.2 RC 1 as this is the first version that includes the (GH-74684) fix for an issue which causes that scene-loading failure and black screen.

@Eisenspalter
Copy link
Author

Everything works great now!

@valoalbert
Copy link

valoalbert commented Apr 16, 2023

I have the 4.0.2 stable and it's not launching in Quest 2. It remains with the Quest's black loading screen until it closes eventually

@bferguson3
Copy link

bferguson3 commented Apr 16, 2023

Seconded, does not boot on Quest 2.

Using Godot 4.0.2 and xr tools demo 4.0.0.

Its difficult to parse the log, but the only crash trace with anything of use says:

they all say DEBUG : Cause: null pointer dereference but they trace back through Godot to ArtLib and then to libc, which is... real bad.

Note that the program launches fine in the editor, it is only when building to quest it fails to run. Also worth noting I built a fresh XR project with pass-through and hand tracking that built fine.

@Malcolmnixon
Copy link
Collaborator

Is it possible for you to capture a log using adb and attach it to this issue.

@da-molchanov
Copy link

Exporting the current master (Godot XR Tools 4.1.0) from Godot 4.0.2-stable works on my Quest 2. I used the following steps to export the project for the first time:

  1. Clone and import the project
  2. Project->Install Android Build Template...
  3. Download and install "Godot XR Android OpenXR Loaders" from the AssetLib
  4. Project->Export->Android Quest (Runnable)
  5. Check Plugins->Godot Open Xr Meta and make sure it is the only one checked
  6. Export Project...
  7. Install the .apk and run the demo

The demo loads fine and all levels work as expected (although I am getting ~45 fps most of the time, and ~10 fps when standing on the mounds in the basic movement, teleport and sphere world scenes)

@BastiaanOlij
Copy link
Member

Closing this as indeed this should work fine now. There were issues in the early 4.0 builds. Godot 4.0.3 has been very stable, so has Godot 4.1.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

6 participants