GodotVR / godot_openxr

(Maintenance mode) OpenXR drivers for the Godot Game Engine v3.x
MIT License
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ARVRCamera at 45 degree angle and won't recenter (Meta Quest) #225

Open Ongnissim opened 1 year ago

Ongnissim commented 1 year ago

Hello! I recently updated OpenXR and OpenXRTools to their most recent versions, and now when I run my project my view is about 45 degrees from where it was prior to updating, and centering by holding the Oculus button does nothing within the game world.

I'm using a stationary boundary, and I believe that I was on 1.20 prior to the update.

Malcolmnixon commented 1 year ago

I'm finding the same thing. I didn't notice it until this morning because it seems to be related to the guardian somehow.

I confirmed it's a fairly recent issue, and I'm going to slice the automated builds to find when it turned up.

--UPDATE-- I can confirm that the automated build for changeset eb9d15c works; and the subsequent automated build for changeset 48c3d72 fails. There are however three changes in-between. I'm going to have to transition from testing the automated builds to building each of the changes.

--UPDATE 2-- It seems to come in with change https://github.com/GodotVR/godot_openxr/commit/02f9d566d3ea0a2d2548918c41e4c8252fdc339e "Update OpenXR to 1.0.24 and Oculus SDK to 40.0.0"

--UPDATE 3-- I'm not seeing anything obvious in the OpenXR 1.0.24 release release notes or the Oculus SDK 40.0.0 release notes.

robagar commented 1 year ago

Yes, seems to only happen with stationary guardian. Replicated with a test cube at 0,1.5,-5, which appears 45° to the right. After switching to roomscale it's directly in front as it should be.