GodotVR / godot_openxr_vendors

Godot 4 wrapper for OpenXR vendors loaders and extensions
MIT License
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Project export has no vendor checkboxes #157

Closed onkoe closed 4 months ago

onkoe commented 4 months ago

According to the documentation, you're supposed to have checkboxes to pick which OpenXR vendor to build for. However, on both Windows and macOS, these checkboxes are not present after installing the plugin.

I've tried restarting and reinstalling the editor, using a different project, making various export presets, and toggling between "ignore asset root" during plugin installation.

However, none of these work. Could you please help me figure out why these checkboxes aren't present?

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Successful Builds

Building to the Meta Quest Pro anyways results in a normal Android app that complains about not having an OpenXR environment, then crashes...

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onkoe commented 4 months ago

When testing on Godot 4.1, the "Godot XR Template" from the Asset Library built and ran with great ease. Even the Remote Debug feature worked without doing a single setup task.

I'll see if there's a similar template for Godot 4.2. As another note, Godot 4.3 had the same issue as listed in my previous post.

onkoe commented 4 months ago

On Godot 4.2, that older template didn't work right (blank-screened Android pancake app). So... I tried installing this add-on that's actually compatible!

Using the most recent release from GitHub and placing it directly in res://addons worked! I'll try again in the other project.

onkoe commented 4 months ago

Manually extracting the newest release from GitHub makes it work correctly in my other projects, too. Thanks for the helpful add-on - can't wait to start development with it 😄