GodotVR / godot_openxr

(Maintenance mode) OpenXR drivers for the Godot Game Engine v3.x
MIT License
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Godot crashes when I open the project. #227

Open Xeyod opened 1 year ago

Xeyod commented 1 year ago

After I installed the addon into a project then I open it, godot freezes and very slowly loads these “vr_glove” assets like normals and color. The only thing it tells me is this:

image

After some time the project dose load, and godot continues as normal, but it’s every time I open the project. I’d like to know what is causing it, or did I mess it up. Do I have to download the hand models myself?

I’m on a a 64 bit windows pc if that helps too.

Malcolmnixon commented 1 year ago

I believe you're just seeing the large startup delay while it converts the valve hand images (50MB of jpg and png images) into textures.

I avoid importing the valve hand models for that reason, and instead use the godot-xr-tools hands which are tiny (50KB meshes).

It would also be possible to resize the valve-hand texture images to lower resolution (such as 1K x 1K) to save space and make the initial import roughly 16 times faster.

Xeyod commented 1 year ago

So, how do I go about importing the godot-Xr-tools

On Fri, Jul 29, 2022 at 6:39 PM Malcolm Nixon @.***> wrote:

I believe you're just seeing the large startup delay while it converts the valve hand images (50MB of jpg and png images) into textures.

I avoid importing the valve hand models for that reason, and instead use the godot-xr-tools hands which are tiny (50KB meshes).

It would also be possible to resize the valve-hand texture images to lower resolution (such as 1K x 1K) to save space and make the initial import roughly 16 times faster.

— Reply to this email directly, view it on GitHub https://github.com/GodotVR/godot_openxr/issues/227#issuecomment-1200003246, or unsubscribe https://github.com/notifications/unsubscribe-auth/AOSWLZUF73P77446PY7HLJ3VWRMRHANCNFSM542RBDYQ . You are receiving this because you authored the thread.Message ID: @.***>

Malcolmnixon commented 1 year ago

Godot-xr-tools is available on the asset library (2.5.0 as of writing this). Once imported I tend to make a player rig as follows:

  1. Create a new PlayerRig scene inherited from first_person_controller_vr.tscn (in godot_openxr)
  2. Add LeftHand.tscn and RightHand.tscn (from godot_xr_tools) as children of the left and right controllers.
  3. Adjust the hand positions to better match the real player hands [-0.03, -0.05, -0.15] for LeftHand, and [0.03, -0.05, -0.15] for RightHand.
  4. Add movement providers as desired - direct movement, turning, jumping, climbing, flying, gliding, grappling, etc.