Open decacis opened 3 months ago
I can confirm I've ran into this issue as well.
This may be fixed by PR https://github.com/GodotVR/godot_openxr_vendors/pull/199, but I'm not 100% sure.
This may be fixed by PR #199, but I'm not 100% sure.
@dsnopek Looking at the logic in https://github.com/GodotVR/godot_openxr_vendors/blob/112b8a273f392164026685ded031948628bd416c/common/src/main/cpp/extensions/openxr_fb_body_tracking_extension_wrapper.cpp#L272, it doesn't seem the changes in https://github.com/GodotVR/godot_openxr_vendors/pull/199 will affect it. If the issue was related to hand tracking, I would also expect that enabling hand tracking would get rid of it.
@decacis Do you have a MRP that we can use to repro the issue and validate fixes for it?
If the issue was related to hand tracking, I would also expect that enabling hand tracking would get rid of it.
Ah, yes, sorry, for some reason I thought this issue was related to hand tracking and not body tracking.
@m4gr3d unfortunately, no. This happens seemingly randomly, so I haven't been able to create a MRP.
One thing to note is that, my project doesn't make use of any fancy extension or anything, I'm only using the vendors to create quest builds, but I'm not using hand tracking, body tracking, face tracking, scene API or anything.
Sometimes, though not always, when running the game from the editor, a bunch of
Failed to get body joint locations: -6
will start to print non-stop.I'm using a Quest 2 with Link, and have v3.0.0 beta3 of the vendors in my project. Meta Quest Link App Version 68.0.0.474.361 (68.0.0.474.361)
I found out it comes from here: https://github.com/GodotVR/godot_openxr_vendors/blob/112b8a273f392164026685ded031948628bd416c/common/src/main/cpp/extensions/openxr_fb_body_tracking_extension_wrapper.cpp#L272 but it's supposed to be skipped if body tracking is not enabled.