Open Fabryz opened 8 months ago
UPDATES
Alright, I managed to make the Android build to work. I installed Godot 4.1.3, on Android Studio SDK I updated to the exact versions of the SDK libraries as said on the documentation. The JDK version is 17.
The code is built, and the APK is uploaded to Quest 3, I can finally see the app under "Unknown sources" in my app library. 🎉 BUT when it launches, or if I manually launch it, the screen on my headset goes black for a couple seconds, then nothing much happens, it goes back to the default Meta Home environment.
Could you please help me?
You should try JDK 11. v17 is recommended for latest (4.2) but you are using 4.1. Maybe that fixes it.
Also, after installing v11, make sure you are actually using v11 by running java --version
in a command line just in case, because the PATH env variable may still point to v17
You should try JDK 11. v17 is recommended for latest (4.2) but you are using 4.1. Maybe that fixes it.
Also, after installing v11, make sure you are actually using v11 by running
java --version
in a command line just in case, because the PATH env variable may still point to v17
Hi, I already tried with JDK11 and updated my JAVA_HOME
env var on .zprofile
accordingly, but with that I couldn't even build the APK, it gava me the initial OP errors.
I now can build successfully, but I only see a black screen for a couple of seconds before falling back to the Meta Home
I still think that you should use JDK 11, but maybe it's other thing. Did you enable the OpenXR loaders as explained here: https://docs.godotengine.org/en/stable/tutorials/xr/deploying_to_android.html#creating-the-export-presets make sure your export settings are similar to those.
Also, go to Project Settings -> Plugins and enable any plugin that might be disabled
I still think that you should use JDK 11, but maybe it's other thing. Ok, I will try again right now with JDK 11 and reboot my Mac just to be sure.
Did you enable the OpenXR loaders as explained here: https://docs.godotengine.org/en/stable/tutorials/xr/deploying_to_android.html#creating-the-export-presets
Yes, I have enabled OpenXR loaders and the settings are similar to those on the docs, apart from "handtracking" and "passthrough" which are "optional" (given that I'll use on Quest3)
I have switched back to JDK11 again, updated the env var, rebooted the computer
I have now reopened the project and started the remote debugging,
On the Output panel I see:
--- Debugging process stopped ---
Attempt to open script 'res://components/persistent/persistent_config.gd' resulted in error 'File not found'.
Failed loading resource: res://components/persistent/persistent_config.gd. Make sure resources have been imported by opening the project in the editor at least once.
scene/resources/resource_format_text.cpp:706 - res://game/game_config.tres:9 - Parse Error:
Failed loading resource: res://game/game_config.tres. Make sure resources have been imported by opening the project in the editor at least once.
editor/export/editor_export_platform.cpp:785 - Condition "res.is_null()" is true. Returning: p_path
0 param: --xr_mode_openxr
1 param: --use_immersive
Installing to device (please wait...): Oculus Quest 3
for example the first file not found doesn't even exist in the repository
Video of what's happening: https://github.com/GodotVR/godot-xr-template/assets/17748/aaf7487b-70b7-48fc-b2a7-9ba723896750
I'm having what looks like the same crash issue on Quest 1. I'm trying to figure out how to get a better crash log.
This seems most relevant: 05-01 01:01:49.661 2938 19300 W OVRLibrary: null cursor received for query content://com.oculus.ocms.library/apps/com.example.godotvrtest2
adb shell run-as com.example.godotvrtest2 logcat
doesn't seem to filter as well as I hoped. It looks like the quest is sending crash log to facebook. No idea how to get hold of that: ...crash.meta to https://b-www.facebook.com/mobile/reliability_event_log_upload/
Hmm, the error message null cursor received for query content://com.oculus.ocms.library/apps/com.example.vrtest
seems to occur in this issue as well: https://github.com/godotengine/godot/issues/86683
Hmm, this looks like it could be a duplicate: https://github.com/godotengine/godot/issues/90812
Okay, I now noticed the "Abort message: 'Unknown device to support: quest3'" part of the log above. I disabled the quest 3 support in the export dialog and now the scene loads successfully!
Hello, I guess it's not a Quest 3 issue per se, but: I just downloaded the template project and have the Godot 4.1 IDE. I followed the readme and installed the Android SDK + Studio. I have updated everything on the Godot IDE Project settings + Editor settings. I connected my Quest 3, clicked "remote debugging" > "Quest 3".
Then a lot of errors appears, these are the initial ones:
I actually cannot see the persistent_config.gd file on the file system. What to do?