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Godot OpenXR vendors plugin doesn't work - prevents following instructions for XR project #9529

Closed Noisivit closed 3 months ago

Noisivit commented 3 months ago

Godot version: 4.2.2.-mono, 4.2-mono. 4.2-standard, all run on Windows 11

Issue description: Downloading Godot OpenXR vendors plugin cause errors preventing following instructions

URL to the documentation page: https://docs.godotengine.org/en/stable/tutorials/xr/deploying_to_android.html

I can't follow up instructions for setting up XR project, because of errors caused after downloading Godot OpenXR vendors plugin. Downloading plugin is causing errors as on the screen below.

obraz

Also Plugins tab in Projects settings remain empty, as seen on screen below.

obraz

Through search I've found the same issue described in reddit post: https://www.reddit.com/r/godot/comments/1c87dse/issue_importing_openxr_vendors_plugin_help/

Noisivit commented 3 months ago

I've found related topic. PR #9121 add annotation that starting from version 2.0.3 of OpenXR vendors plugin, it doesn't need to be visible on the Plugins list anymore, but this information is only visible for the latest version of the documentation, even tho this should also apply to previous versions as this is plugin dependent.

I've been looking at 4.2 version of documentation so it might require cherry picking #9121 to other versions also, as this is currently misleading. obraz

Also, in regards of the errors, after moving on with instructions, I still got most of previously mentioned errors, but I was able to run project on Meta Quest 3. What was surprising is that after installing ADB drivers and reloading the project, the errors are gone, but it's hard for me to believe that it was ADB related issue, but I have no idea why this works now...

skyace65 commented 3 months ago

That PR will be cherry picked at some point to the 4.2 branch.

CC @BastiaanOlij what do you think in regards to the errors?

BastiaanOlij commented 3 months ago

To my knowledge those errors should go away on a restart, these are caused by class info not yet being cached in .godot until the plugin has ran atleast once.

Noisivit commented 3 months ago

Thank you @BastiaanOlij, this explanation is good to me. Maybe is worth to consider mentioning this in documentation, because it's very confusing.